Why DH is so popular video

I thought this was a pretty good video by @ScottJund and I agree with his take.
Comments
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I understand what he says regarding the potential mind game that there's with Dead Hard.
I disagree during the last point he makes tho. He said that if they made dead hard useless, survivors will use sprint burst and people will complain about sprint burst and he continues by saying that if Devs nerf sprint burst and all the exaustion perks then survivors won't have exhaustion perks left. I want to point out that this is exactly what happened to killer with gen defence perks...
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Yeah, i think he pretty on point with the video.
Like, look at most survivor perks, they are either boring stat buffs, traps to get you killed or really situational.
DH is basically the only perk in the game that gives a new toy or tool for survivors and it's good.
You still should probably use SB if you want to win
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But killers get second chance perks with no requirements also
The idea of adding requirements to activate can work for balancing. But second chance perks needing to be earned is not a philosophy neither for survivors or killers.
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Great input! I agree with a lot of this. However, I'd like to point out that Dead Hard's "issue" is that it is BOTH an exhaustion perk and a second chance perk. Getting a killer to miss an M1/M2 attack with Lithe/Balanced/or Sprint Burst hardly qualifies as a second chance.
Personally, I don't think most exhaustion perks need an "activation requirement (besides being hurt,)" and/or "negative effect upon use". However, I do think any perk that qualifies as BOTH Exhaustion and Second Chance definitely should have atleast one of the two (activation requirement or negative effect).
Personally, I think Adrenaline is a great example of an Exhaustion+Second Chance perk. (I understand we all have different opinions and some may feel Adren. is OP).
But Adrenaline is both an exhaustion perk and a second chance perk.
"Activation Requirement" = Either as a team complete 5 gens or survive until End Game Collapse.
Exhaustion Perk = Get Haste Effect
Second Chance Perk = Get Health State
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Dead Hard is only fun for one side.
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I disagree with him. The perk is fun but if it was not strong, it would drop to near none existence. People absolutely would not run DH if it was only for fun.
People run DH because of how strong it is.
People also would not complain about sprint bursts ect, that’s just not a thing. The other exhaustion perks you play around, DH you actually feel cheated out of a down, that doesn’t happen with the others.
Post edited by Blueberry on22 -
Is there a perk that is fun for the other side?
Like, don't we all just tolerate at best the other side's perks xD
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Survivors trying to blind the killer but the killer has lightborn. Franklin demise even to get rid of their items.
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You find those perks fun when playing survivor?
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I'm talking about fun when playing killer. Dead hard is fun for one side which is the survivor. Lightborn and Franklin demise is fun for killer.
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But, i was talking that perks for one side are never fun for the other. Like at best they just don't bother you.
Unless you are trolling i guess
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Honestly just watching a bit of the video already shows the bias he has. SB always gives value but DH doesn't? if the killer has to wait 5 seconds for the dh that's massive value for the perk failing. DH counters certain killer powers along with it having no real downside and being versatile.
I also highly doubt we go into a SB meta. Lithe is used 50% more than SB already and DH is almost double lithe. What most likely will happen is Lithe would be top with SB and overcome at half the pick rate of lithe.
I would be fine if they made DH not work with special attacks. Lets see how many players use the perk when it isn't a free 3rd health state vs a bunch of killer powers.
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Yes, I know perks for one are never fun for the other. I'm just saying the equivalence for what kind of perks are fun for the killer.
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And why should killers that already have so many advantages over regular M1 killers get to not deal with a perk?
That makes no sense
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Oh, ok xD. I was just confused because most survivors hate lightborn and franklins xD
I was wondering what was going on there xD
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Haha no worries!
Agreed, it doesn't make any sense at all. It's annoying as it is to get downs as a regular M1 killer. Let dead hard work on M1 but not special attacks like what?? Make it more easier for a killer like nurse and blight but not wraith and trapper? xD
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Dead hard shouldn’t work in M2 powers, because “it only takes a few seconds to bait out dead hard” doesn’t work with some killer powers. Some killer powers are heavily telegraphed, and you can’t ever bait out dead hard with them, because the survivor could easily dead hard those powers on reaction, even if the power was done at point blank range. Some killer powers have some range to them, and it would take a lot more than “a few seconds” to get into point blank range with the survivor. Some killer powers have a bit of range to them, and by the time you can get into point blank range, the survivor is already at a place where you can’t reliably hit the survivor with your power anymore.
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“Why do survivors like using the strongest perk in the game? It’s not because it’s strong.”
ok
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Totally agree.
They have zero cost, zero downside, zero requirement ect, yet are also simultaneously the strongest perk effects in the game..makes no sense.
Killer perks almost all have some variation of those negatives I listed and the only ones that don’t are very weak effects.
It’s a double standard in perk design.
As you mentioned Deliverance is a very balanced and well designed perk, it’s how the other second chance perks should be.
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Might just be me but i don't remember people complaining about sprint burst in the short time after 6.1 where people thought the new dead hard was useless
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Facts.
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And why should the strongest killers get stronger. Because i don't see everyone say that M1 killers are meta because of DH.
So why buff the best killers even further?
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Eruption was nerfed because it affected some survivors (solo) way more than other survivors (SWF)
This is the same issue, where dead hard affects some killers (Trickster) way more than other killers (Legion).
We also need to remember that the counterplay for dead hard is garbage. We say “just go in point blank range and tap m1 to counter dead hard” and we also say “take a step back to counter 360s”. Having both these things at the same time is awful. So I’m simultaneously supposed to be in point blank range, and not point blank range, both at the same time? 360s are extra obnoxious because dead hard tells people to go into point blank range, which is where 360s are the most annoying.
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It's good that survivors have fun using a perk. That's what a game should be after all. Fun.
However, DH is a problem. It is incredibly overused, unbalanced, inconsistent (problem with balancing again) and its counterplay is the least interactive, least fun thing you could imagine. DBD is a very fast paced game. We fight tooth and nail for half a metre of distance because that could make the difference between win and loss. Waiting behind a survivor and seeing them perform some kind of dance, that I'm sure would earn them standing ovations somewhere else, is not the experience a killer should have in this game. Especially not in nearly every chase.
It should do something else entirely. Maybe the devs can come up with something that's not as ridiculous as tanking a third hit and yet still fun to use. But after 6 years this perk should finally be dethroned as the most used perk.
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Genuinely, SB is better vs blight and spirit. I guess that leaves DH countering nurse still at least.
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THIS. Preach it. This is so frustrating to deal with especially for us console players. The game being like this has me convinced the devs don't care about QoL adjustments for killer players. It's all about survivor fun
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What does that have anything with making DH not work with M2?
Eruption was nerfed because it allowed 3 gen stall wars. People saying the perk was bad against SWF are dreaming because the perk was used against the best survivors in comp.
If DH makes the strongest killers weaker and still they are the best killers, then why nerf the perk so the strongest can get even stronger.
If you want to nerf the perk nerf it. Don't just put these tiny exceptions where DH doesn't work if you hop on 1 leg for 5 seconds and sing Miley Cyrus
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Eruption was nerfed by removing the incapacitated effect, which is what was unfairly affecting solo survivors. Similarly dead hard can be nerfed so it no longer works on M2 powers, which is what is unfairly affecting some M2 killers.
And just because someone has an M2 power that’s unfairly affected by dead hard, doesn’t mean that killer a “strong killer”. Trickster’s M2 power is unfairly affected by dead hard, and he’s not anywhere near the strong side of killers.
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I did see that video. For the most part Scott was correct. However if SB became meta I do not think there would be anywhere near the same outcry against it. For one very simple reason.
SB doesn't ever feel like you got robbed of a hit. DH basically always does.
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A few points:
The perk was busted against solos, weakest role in the game.
The perk was very good against SWF, if it wasn't then comp players wouldn't use it, but they did and they got caught by it
The strongest killers in the game are all M2 killers or killers that rely heavily on their powers
So why on earth would you nerf a perk to make it bad against the best killers but still the same against the worst? Eruption was too strong and was affecting more the weakest role in the game.
If M1 killers are that hot and DH is not a factor for them as people seem to be implying then you go all play M1 killers and see that goes
I would imagine that playing Nurse and Blight would still get you the win easier. Get hit by the DH and catch him in 10 seconds because your power allows you to.
So no, if DH gets nerfed it should be universal not just nerf it so the best killers get better, or bhvr could just add a new perk that inflicts Deep wound.
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I've argued that myself. When playing Survivor I feel like I get more value out of SB but, when playing Killer, DH makes you feel robbed whereas with SB you don't feel robbed but you might not have gotten into position to get that hit in the first place (but you won't feel robbed since you weren't in that position to begin with). A significant portion of the dislike for DH comes from it feels terrible on the Killer side but, on the flip side for its support, it feels great on the Survivor side.
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People don't like getting outplayed. That's basically what it boils down to.
The outplay potential with Sprint burst is basically just to 99% it... Until blood rush comes out.
Then you'll get a Sprint burst on a button, just like dead hard. I give it a month before people complain about that, too.
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Regardless of whether players use DH because they find it fun or not, it doesn’t change its status as an overpowered perk. Whether or not something is fun doesn’t affect how strong that thing is. I’m sure DH is fun for a lot of players that use it and it’s extremely strong. Even weaker things can still be fun too. I love using Autodidact and find it fun even though I know it’s not good and usually not worth it.
That said, I disagree that it’s the main reason why it’s used so much. Players on both sides have been running full meta builds for years. Which perks meta builds consist of has changed over time, but DH is just one small piece of that. If DH didn’t exist at all, it wouldn’t stop anybody from just replacing it in their loadout with another meta perk, whether that be SB or anything else.
Take Blast Mine as an example. It’s fun to use it and watch the killer get stunned when they kick your gen. But it’s not meta because it isn’t actually super strong. It would get used more if it was more powerful, but it’d be primarily because it’s powerful, not primarily because it’s fun to use.
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DH's frustration is in the moment
Sprint Burst's frustration will be more of an overtime thing, since it creates safe spots in dead zones. Instead of continuing a chase, SB will start a chase that had no business taking place, or completely prevent it depending on the area theyre able to reach
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There's more to it than that.
For example, if I as the killer lose track of the survivor at a loop and they leave, gaining a ton of distance... that obviously doesn't feel good, but it is an annoyance at worst. Slapping a Dead Hard feels infinitely worse.
The way Dead Hard is set up is that it is only relevant in a position where the Killer otherwise would have a down. To make matters worse, the feedback the game gives killers for a down vs hitting DH is very similar.
It is literally the perfect setup to trigger the killer player's loss aversion. Honestly that alone should get it nerfed/reworked again.
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I mean, i think its quite rare that a perk is fun and strong, i think that helps.
I think what he is refering is that the success rate of DH probably not being that high, but people still using it.
I know that when i used it just gettin one DH use after a bunch of fails was the best feeling
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The official developer notes stated the concerns were that it disproportionally affected solo players. The developer notes did not mention anything regarding SWFs when they were talking about the eruption nerf.
And you keep ignoring the fact that we have many M2 killers that aren't top tier. If people are just going to say "just bait out dead hard, it only takes a few seconds", then dead hard needs to be changed so that killers like Trickster can actually deal with dead hard, while Trickster is at range and can throw knives at a survivor.
What really should be done, is dead hard needs to be nerfed with the same degree and energy as what happened to eruption. Change dead hard so it doesn't work on M2 powers, and prevent it from working when a survivor is within 5 yards of a pallet or vault. Just keep added nerfs onto it, until it's just as bad as nerfed eruption.
If we really want to whatabout M1 killers, we should whatabout the fact that many players relied on eruption when using weak M1 killers, because they needed a strong regression perk. And heavily nerfing eruption, without giving weak M1 killers any compensation, will affect them much more than it would affect strong M2 killers that didn't really need to use eruption. So, yes, the dead hard nerf should include something like "prevent it from working when a survivor is within 5 yards of a pallet or vault", so that it's also nerfed against weak M1 killers, as they need the most help in this game.
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I disagree it’s in the moment. Im at work all day today, not in the moment, and I still think the same thing no matter what day you ask me.
Even with the instances you’re mentioning I will get way, way more downs with SB since I can play around that way easier than a DH. DH is based on their skill, SB my skill comes into play.
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What like everyone tolerated Eruption which was a fun perk for killer.
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Said it once, say it again, just add a visible effect around survivors who are injured and have DH. I’m not nerfing your perk, I’m not taking away your fun, I’m making the mind-game a fair bout between the two. Now Killer knows we are actually in a DH mind-game and can try and respond equally…ya know… instead of constantly giving survivors free time or free escapes. Take away the element of surprise and actually give a tell that your running DH and Killers will be less upset about losing a 1v1 and will be comforted to know they can more confidently attack someone who isn’t obviously running DH.
Not terribly hard to implement, you can already make survivors glow green vs Plague…turn that ######### a different color, done.
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Just say you want the perk deleted i move on with it. You are just adding exceptions for the perk not to work because you don't want to play around the perk.
Eruption was busted and was nerfed.
If DH gets nerfed should be fairly and not by adding conditions of use so i don't offend anyone.
Now starting to add exceptions so the perk doesn't work because you can't adapt to it, its stupid.
And i don't care that are M2 killers that are weak, i assume that you agreed with me that the strongest are M2 killers, so why exactly should you buff those killers again?
Also, Eruption wasn't a perk that M1 killers relied, every killer could use that perk, and was busted on every killer. There was no rule for a nurse or a blight that they can't use the perk.
And people should stop using the counter play argument, the perk as counter play and the there a ton of situations without counter play in the game. For survivors, killers (good or bad). DH is not this revolutionary perk without counter play, it just feels bad to get hit by it because the perk is the definition of a Cock-Block
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If being fun to use was the major reason then perks like Head On, Blast Mine and Flashbang would be used just as much as Dead Hard, and they aren't.
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I never said we tolerate all perks. And definitely not eruption.
Also how was eruption fun? Because it was busted? I don't see what fun the perk brings? Its like saying prove thyself is fun because gens go fast, who says that?
I just don't ever act like the perks that are using against me are fun. So saying that DH is only fun for the survivor, like no way, really, maybe because its a survivor perk and off course killers won't ever find it fun, again the best you get is tolerate.
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I understand your point. In another discussion I mentioned that I don't think the fun of the other side should be a main priority for balancing. I brought up Artist as an example; when I play Artist I'm sure when I get double (and a very few times a triple hit) and cross-map downs I'm sure the survivors I'm downing aren't thinking this is amazingly engaging gameplay but I'm having a blast so I keep that in mind when I get a hit foiled by Dead Hard.
Also, on the other side, when I play survivor I do use Head On, Flashbang and Blastmine not all the time but a significant percentage of the time. I'm not expecting those perks to help me escape but they're definitely a lot of fun.
It should be a given that both sides need something they can have fun with but that won't necessarily be fun for the other side.
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What you described is present any time endurance gets used, whether it's from BT, OTR, or Dead Hard. Including the 'it sounds like I hit then but it didn't count'. (Which, btw, hit validation also registers hits that 'shouldn't have landed').
Endurance is only relevant when you would get a down (injured), and the feedback is the same regardless of where the endurance came from.
And while I'm sure there are some who would argue for endurance changes, by far the overwhelming outcry is about dead hard.
You're 100% guaranteed right now to have BT on every unhook. This isn't a hyperbolic 'dead hard is everywhere', it's just a fact that BT is in every single game, several times per game. And it isn't necessarily the 'waiting' that bothers people as much, because when they want to, people will cheerfully count to 10 while sniffing the survivor off hook.
The variable here is that the survivor has agency over when dead hard is used. That is, by far, the most triggering aspect of the perk.
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It actually isn't because you should be able to tell if someone has basekit BT or OTR active.
If you're swinging into the Survivor who just got off hook, you kind of expect Endurance. Same with a Survivor who's injured but silent. Maybe not so much with Soul Guard or We're Gonna Live Forever but almost nobody runs those.
Loss aversion can't kick in when you weren't expecting to have the thing in the first place.
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It dragged games on forever. How is that fun? Lol
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DH becomes free vs certain m2's while not vs m1. Why should m2 killer that requires higher skill be reduced to an m1 power level because of a perk. The entire problem with it is that it acts much more like a 3rd health state vs a killer like Demo compared to a killer like Trapper. Removing the perk from m2 fixes the large glaring issue with the perk(free health state vs m2).
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Then I feel like we're saying the same thing with different words.
Your 'loss aversion' only occurs when the survivor presses e to dead hard, which is what I'm referring to as 'being outplayed'. You seem to be focused on the part where the anticipated phenomenon is 'swing weapon and down survivor' doesn't occur, and I'm looking at the reason why that happened: the survivor did something to change the expected outcome.
Any scenarios that avoid loss aversion are 'always on' or 'on a timer' forms of hit avoidance, but also don't require any precise timing or reaction by the survivor either.
The key difference between other forms of hit avoidance and dead hard is the unknown that comes from having a real person as an opponent, which is what we're both seemingly agreeing on.
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Yeah, putting a guard in a loop is the most skillful play of the century.
You don't want balance, you just want to not have to deal with the perk. And apparently making the best killers in the game better is the solution people say its fair.
What a BS statement, i haven't seen a rise in M1 killers because of DH, oh wait because those M2 killers can make up for the lost time. Its almost like every single S, A and B tier killer are all M2 killers with exception of pinhead.
Poor nurse gets countered by DH, should have been playing wraith. Thats how you get easy Ws apparently.
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