The second iteration of 2v8 will be available shortly - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Dead Hard nerf encourages tunneling

New Dead Hard nerf has the same issue as Background Player; if a killer is camping and someone unhooks the survivor, the killer has no reason to go after the unhooker because they will get a free Dead Hard. Instead, the optimal tactic is to go after the unhooked survivor and tunnel them. That way, you're both going against the weak survivor (one without a dead hard, aka no 3 health states), and you're denying the unhooker Dead Hard.

This quite literally makes tunnelling a best strategy in the game

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,778

    The current game allows killers to hit a survivor shortly after they are unhooked, to trigger deep wounds, which prevents dead hard. The new dead hard wouldn't change this scenario.

  • MegaFreeman
    MegaFreeman Member Posts: 31

    You misunderstood the issue. Its not about the unhooked survivor, its about the one doing the unhooking.

    The game now wants you to hit the survivor and put them in deep wound because that will deny anyone else in the match from getting Dead Hard active

  • Mat_Sella
    Mat_Sella Member Posts: 3,556

    I mean, good luck downing the survivor fast enough to deny the Safe Unhook considering both the Endurance and the movement speed bonus.

  • Caiman
    Caiman Member Posts: 2,853

    Maybe the unhooker should be the one bodyblocking the killer instead, for once.

  • MegaFreeman
    MegaFreeman Member Posts: 31

    Its like extremely simple? Just wait 10 seconds or easily catch up to a speed boost with one of dozen dashing or ranged killers???

    That's practically throwing because they already have basekit Borrowed Time. If someone bodyblocks you can hit then, and by the time you recover the unhooked survivor's BT would be up

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,778

    Deep wounds doesn't prevent a safe unhook.......


    "For an unhook to be considered as such, the just unhooked Survivor must not enter the Dying State for the following 10 seconds.""

  • mizark3
    mizark3 Member Posts: 2,253

    This game is so laggy and buggy, that I've been on all three sides of this equation, where the Killer hits the recently Hooked Surv THROUGH the bodyblocking Unhooking Surv. This doesn't work, and without say, a 2s Invuln off hook, it won't work.

    Even if we were to pretend no Killer could tunnel that effectively (Cough Nurse, Cough Blight, Cough Bubba, Cough Huntress, Cough Pinhead with add-on, etc.), IIRC from OhTofu's Scrim Nights, it isn't exactly 10s, as you are able to deny a Deliverance by timing the tunnel just right (AKA being able to count to the basekit 10s).

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,778

    Do you understand this is supposed to be a real dead hard nerf, and that new dead hard will still be way more useful than the killer perks that got nerfed into oblivion?

    You should be caring about your teammates, and if you're trying to farm them to activate dead hard, then you shouldn't be rewarded for that. Help your teammate by taking a hit if you want dead hard that badly. And if that doesn't work, then maybe you should think about using a different perk. I'm certainly dropping a whole bunch of killer perks that got nerfed into the ground. You too can drop a survivor perk if you don't like it anymore.

    But don't expect pity for the new dead hard.... considering that eruption, call of brine, pain res, and overcharge all got way harsher nerfs.

  • mizark3
    mizark3 Member Posts: 2,253

    The safe quality of an unhook is only in 1 person's control, the Killer. When I unhook someone at 15 or 59s (and everywhere in between), and the killer decides to return to tunnel, even when I bodyblock to the point of being slugged, that isn't a real argument.

    In regards to Killer slowdown nerfs, I have no sympathy except for the original 6.1.0 Pop and SH:PR nerfs. Those were fair, fun, and earned. Pop being 25% max for 1 hook and a gen kick is fair. Eruption being 10%+ denying 27.7% assuming you ONLY hit 1 gen with 1 person, absolutely insane. The other perks have the main aspect untouched (Call of Brine Intel, Overcharge Bonus Skillcheck tanking progression, SH:PR doing solid regression without a gen kick), but their abusive factors are nerfed, barring PR to an extent. The problem with SH:PR is camping and hook trades unfairly rewarding low skill low effort strategies with high rewards. I think a better change might be 2 max PR per Scourge Hook, with an exception for Monstrous Shine Basement hooks. I just don't think they have the programming to do that.

    Also you are ignoring the other ecosystem nerfs that those are existing alongside with regression dropping. Healing is taking 50% longer basekit. While I agree self-healing is a problem, altruistic healing is not. Baby with the bathwater with that change. If you were to take that healing slowdown into the regression nerf equation, you can find Killers are getting far more than they stand to lose. Especially if you use intel and/or lethality perks instead or alongside the changes.

    Since I use a balanced build on the majority of my killers, and don't rely on the crutch of regression, this is going to give me free wins for days. But that isn't what I want. I want a fair and earned victory.

    Lithe doesn't require the fast vault to be over a pallet you personally dropped in the past 10s, Sprint Burst doesn't start after 5s of running, and Smash Hit doesn't require the Killer to DC from the pallet stun. I think a fair DH works against Special Attacks basekit, with an unlockable M1 endurance qualifier. This way the busted killers are fairly impacted, and current 'normal' usage can still be possible with extra hoops.

  • Technature
    Technature Member Posts: 619

    I just find it weird that nobody used Dead Hard to prevent tunneling

    Until the nerf was announced.

    Then apparently that's what literally everyone used it for.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,778

    Altruistic healing needs to be nerfed, or otherwise SWFs could just bypass the healing nerf by always coordinating heals with their voice comms.

    We’re supposed to be closing the gap beaten solo q and SWF, and solo q is more likely to use self heals. This entire meta shift requires all healing to be nerfed.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    This doesn't make any sense. For this nerf to "encourage" tunnelling it would imply that Dead Hard ever discouraged it in the first place. In order for it do that, we would need to know if the person even has Dead Hard in the first place. And I have never seen a Killer avoid a person being unhooked just because they have Dead Hard.

  • mizark3
    mizark3 Member Posts: 2,253

    The risk and rewards of various actions should be the most important factors. The risk of an altruistic heal, is 2 (or even 3) Survivors grouped up in 1 area. This risk for the survivors, is to have 2 or 3 people be displaced by Killer intervention instead of only 1. Since this is risky for Survs, the reward needs to be proportional or even better rewarded to incentivize this. If it takes 24s to heal your self with a Brown Medkit, it should take 12s max to heal an ally (with that same Brown Medkit), since that is 2 people's time you are taking up, or the same 24s total Survivor time. This is also completely ignoring the setup time walking to one another, the heal delay from lag, etc.

    With the proposed brown medkit 16.55 heal time, this is ~33 Surv seconds, which those 9s could be saved by dropping the medkit for your ally to pickup and use at their convenience. Poor design. At least the Boon change shows where people might need a heal, but doesn't tell you if someone is coming over to heal you or not.

  • MegaFreeman
    MegaFreeman Member Posts: 31

    You can down survivors in less than 10 seconds, a lot of the hooks are located in deadzones

    Eruption and Pain Res nerfs are overkills too but that's a different topic tbh. Call of Brine and Overcharge are fine post nerf lol, they'll still do over 200% gen regression when combined

    You missed the complete point of the entire post. Please re-read it

    I'm beginning to think of yall just simply suck at this game. A lot of killers can easily circumvent this. Like all ranged killers and all dashing killers. Really, the only killers that'll have a hard time denying Dead Hard to the savior are the M1 killers

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    I read it just fine.


    So I will repeat myself:


    This has no bearing on tunneling because killers do not base their targets based on the possible existence of Dead Hard.