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What do you think of Dead Hard?
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What do you think of Dead Hard? 85 votes
Comments
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I'm honestly not impressed with how prevalent Dead Hard still is despite being 'toned down'
I hope bHVR comes out with some numbers on this sometime soon.
6 -
Regardless of my stance on dead hard, I agree that transparency is very important and would love to see the usage rates of the perk sometime in the near future.
4 -
A perk like Dead Hard just shouldn't exist in the game. It's basically a on command third health state.
11 -
“Dodging” a hit with the press of a button.
do I really need to say more? I will
dead hard at a pallet, completely uncounterable. at least you can bait dead hard in the open, albeit wasting precious seconds for such a stupid thing and they MAY NOT EVEN HAVE IT. The fear of dead hard is almost as bad as the perk itself, the passive deterrence this perk provides is unmatched.
i would say rework it so it gives a 3/4/5% speed boost near an injured teammate if you are healthy and reveals said teammates aura if you are within 8/10/12m, this fits quite well with David’s lore and the perk’s description. Although this could be used in a cowardly way, it would also be powerful if used correctly and would be significantly healthier for the game than the abomination dead hard currently is.
8 -
Dead Hard isn't even on my list of Surivor Perks that are a problem. It's a reactionary ability, ie. it can be messed up by the player.
I'm more concerned with the amount of meth the survivors seem to be taking, cos Ursain Bolt ain't catching people with 2 or 3 speed perks.
1 -
Dead hard just needs a full rework. It works way to differently to other exhaustion options and is not healthy for the game imo
10 -
Not healthy for the game. Needs a complete rework to something entirely different.
11 -
Not healthy for the game. Needs to be reworked.
The "will they/won't they" game on both ends is just not fun (for most), and it happens every single time someone is injured unless you saw them use something else.
5 -
the sole issue DH has atm is against some killers it actually has no counterplay, against 90% of the killers it's fine and in a good spot.
0 -
All valid points above. I don’t want to imagine a Nurse trial without dh in the back pocket though.
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As a Ghostface main, I'm on hiatus from DbD primarily because of DH. Catching seasoned players with nothing but your skill at Em-Wun-Fu is already stupid-difficult without DH in the mix. I'm down to play a difficult match, but I'm not down for beating a player at the only thing I can beat them at (mindgaming) just to have them nullify any caliber of mindgame that I've pitched in exchange for a half second of timing.
With the amount of precision required to accurately judge distances and execute a successful mind game when you have literally nothing but M1, and when the majority of the time, you can only actually hit a seasoned looper at the very tip of a long lunge right before the pallet drop, that half a second of invincibility off DH is more than enough to insure that you get nothing even though you won at the core aspect of the looping game...And nothing is easier to DH than a lunge from max range.
Dead Hard pretty much governs this game, it is ever-present and it absolutely sucks. Until it's some other way, I'm not sure why anybody would want to waste their energy performing good M1 killer plays against good players just for it to not matter.
3 -
It's not an unfair perk but massively overused, so much that it has gotten incredibly tiring to face. The worst thing about it is that it even counters the insta down abilitys especially the chainsaws which should never be a thing. You shouldn't be able to tank the chainsaws unless its BT, MoM or OtR.
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How so? It requires pure skill to time it once the killer knows that you have it and it is even counterable at pallets since they can't throw it while being locked in an animation. It's also very net dependant and the window of 0.5 seconds is pretty short so you need to be more precise with it. The only issue is the fact that it can negate insta down poewrs which is not a good thing. But other than that it's one of the most balanced exhaustion perks in the game especially in comparison to Lithe and SB which needs far less skill to pull off with a greater result.
1 -
As I already wrote in another topic: Perk can't be "fine", "good", "balanced" if I HAVE TO play from it in every chase with every survivor, even if it is not in the match at all. I wish looping will have sense one beautiful day in this game. I'm so bored from this perk it's unreal.
1 -
It’s the least balanced exhaustion perk in the game. It does require a lot of skill to time but it has nearly no counter play if the player using it is good enough. They have enough time mid swing to react to the swing animation meaning that you are forced to never lunge any survivors that are injured or it’s an automatic 3rd health state. If you’re getting close to m1 tap instead of lunge so they don’t have time to react well now you just gave them the same distance old dh gave to reach the pallet or window.
If you pre lunge through the pallet to catch the end of the dh they just throw the pallet and save their dh. This puts you in a lose/lose scenario.
There’s only a microscopic window to time with trying to catch the dh through the pallet and are we honestly going to say that’s fair counter play? I mean really, it was decided that survivors seeing the aura of a survivor before being hooked to let go of a gen to prevent pain res was too hard of counter play…and that was a joke of easy. We need to have some consistency.
Post edited by Blueberry on5 -
The idea of having a third health stage literally every chase just by pressing a button is so ######### stupid. It should work like a DS - once per game when pressed successfully. And it's still going to be a pretty strong perk, like DS still is.
2 -
It's not balanced, but it's not too OP. Only tryhards use it tho
0 -
Honestly, everytimes I login these days I see "Killer 100% bonus BP"
Then I sigh, click play, and proceed to get gen rushed by a bunch of people that takes like 4 hits to down (DH from hook for free, hit them once for real, then manual DH then FINALLY down)
Meanwhile: gen count 1
Proceed to get t-bagged at gate not one, but twice because they retreat through pallet city to open both gates before leaving...
Yeah... the game will be dead by daylight.
2 -
It just needs to be changed so it doesn't work within 2m of a pallet to force a lose-lose situation for the killer. 2m should be a small enough distance not to affect other aspects of the chase.
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It’s so hilarious seeing people say Dead Hard “doesn’t belong in DBD” and yet they’re the same ones who will overuse OP killer perks.
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It should be once per trial, or deleted, i personally prefer the second option
Maybe then people would use something different for once
1 -
it's certainly better, but not my favorite perk to face. I mean it does reward skillful play as well as reading your opponent, but it also feels like a complete guessing game sometimes.
0