Rip Dead hard. You guys are out of your minds
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No? I made the statement long after I saw the new update and it's changes. Sure they aren't the best, but the game isn't gonna die. People are so quick to say this when the ptb hasn't even come out yet. Also chill, you're overreacting. No need to insult people over a differing opinion over a game.
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The current high usage rate is strange. How come there are so many games in a row that bring more than 3 out of 4 players? I'm tired of being exposed to the stress of hesitating to press M1 every game when I don't know if I have it or not.
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Why care if they have it or not just take the hit early or bait it. If you learn as you play it will only work once
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Dh is a problem of a perk,
rewards unskillful plays and gives a 3rd healthstate,
plus dealing with auto Dh is also terrible,
glad it's nerfed so i can see how many survivors cry about it,
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What do you mean by unskilled? It takes near perfect timing and right zone usage to be usable? It takes skill. Now it doesn't take skill to press m1
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A game I've played since beta and passionate about. These changes are the stupidest ######### thing they could've came up. AKA hillbilly being touched, really? You have to wonder what goes through these stupid devs minds.
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I love it when ppl say DH is a bad perk right now...yeah the number one used perk for suvivors is a bad perk..sure...
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This is a really good point - Dead Hard allowed survivors to mess up and have "insurance" in case they made an error mid chase. Where was : Generator Hard? You lost a generator because someone wasted your time with Dead Hard so you press E on a completed generator and now it goes back to active with 60 seconds of repair time lost.
DH was too strong when used by good players but was used poorly by bad players. Good players were getting even more time in chase before than they were with DH for distance. Old DH for distance gave you about 2-3 seconds of distance. The current form of DH gives you ~16 seconds of distance + the killer's recovery animation.
And that's why it got nerfed - The top tier of DBD loopers were using this every game to waste massive amounts of time. The meta didn't shift at all when the devs "nerfed" it except that only the top tier players were using it. Not only were they doing well with it - they were doing better than the old DH for distance.
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Isn't that the purpose of a perk to be useful and for survivors to you know survive ? How tools to survive you know? Or should they lay Dien snd due when you see them
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Here's the problem :
Sprint Burst and Lithe really only work "a little bit" compared to current DH. The two front loaded perks let you change the tile you are on at the start of a chase and then do nothing. DH lets you get distance to get to a new tile mid chase. That means you could combine it with windows and then run to 3 safe pallets and force the killer to drop all those pallets and break them.
It was common to see strong players use DH and then get 30 seconds in a chase but sometimes 40-60 seconds. IF the survivors get 30 seconds extra time in a chase that gives their team 90 seconds which is the time to complete three generators.
In the very best of conditions when you use SB/L you're going to get about 12 seconds in a chase if the killer is expecting it. If the killer attacks and misses then maybe you get ~17 seconds in the absolute best case scenario. The realistic use of DH gives you basically double time at the worst and +40 seconds at best. That was absolutely game breaking.
When playing vs high level survivors DH extended chases by minutes over the course of the game.
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Not everyone is a top player though and the game shouldn't be balanced around top players. If a chase is 90s long your over committed and that's you're own fault. Who would let someone kill you for free
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And what would that be? (Btw who is we, pluralis majestatis?)
Please don't tell me "crying and complaining on the forum" because BOTH sides have been at it for 6-7 years without break. So your "threat" would be at best, it will keep going as always.
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Probably the same time it usually takes for both sides to switch to another perk when the current complained one is finally nuked.
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-"Not everyone is a top player though and the game shouldn't be balanced around top players."
You can't have a perk that gives almost 4x the advantage of a similar perk in the same category. DH and SB are both exhaustion perks meant to give you a tool to create distance where none exists. If the best players are always getting 17 seconds from SB and the bad players are getting 12 that's fine. No one is upset about 5 seconds longer in a chase.
DH was giving good players 40-60 seconds extra in a chase. Do you think there is any scenario where equipping DH and getting that much extra time in a chase was fair?
You cannot have a game ignore "top tier" balance unless as a player you can "opt out" of top tier gameplay.
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60s is fair it isn't the survivors fault for the killer not being able to adapt or get any better. They played it bad and have to own up to their mistake not get a free handout if a chase is lasting 60s additional then that's on the killers for not pivoting where it was needed.
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Looks like it's time for you to adapt and get better now that your free handout is no longer free.
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"takes skill" The only time I would consider it to take skill is against the faster hatchet addon for huntress. Against m1's its always a gamble or just free from a telegraphed lunge and stuff like nurse or blight is just a 50/50.
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Stress? Dude, it's a video game lmao.
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Video games can be stressful. Otherwise no one on this forum would be so mad all the time.
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Here's the problem with your analysis : There are pallets in the game that literally turn off any attempt at skill for the killer to outplay the survivor. If this pallet is thrown and unbroken then it creates a "mini infinite" loop. That should not be part of the game but it is anyway.
It boggles the mind when a survivor main says things like :
- If they can loop for 60 seconds against an M1 killer then they deserve all that time.
- Why is the killer camping to conform a hook state? (the answer btw is because he could have chased you for 60 seconds and lost 2-3 generators around extremely safe/broken parts of the map. )
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If you didn't spend your time camping you'd be better at chases and nobody is telling you to respect pallets just break them and move on you're too worried about what ifs than just playing a 60s chase in the killers fault get better play better it isn't hard to hold W and press M1
I do not understand the issue except that bad killers don't want to better themselves but bring others down with them so they can feel superior or like they've gotten better.
It is time to the crutches away and learn to play.. survivors have nothing left .. it would be alright if each survivor had their own unique ability
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Not everyone is a top player, and since the most busted things such as alch ring blight and nurse are really not played by casual players, they should not be balanaced? I do not have any issues with that opinion, as long as is consistent, deadhard should not be nerf because not everyone is good at the game, same as nurse/blight if thats the logic behind the argument that is.
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Yes it can be. xD
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Pebble is also not the number 1 most picked survivor perk in the game. Do you know what that perk happens to be?
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Oh no!
Anyway...
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Why would anyone use pebble
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Yeah they shouldn't get hard nerfs it's rewarding taking the time to master them so why gut punch people who play and practice
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It is time to the crutches away and learn to play
Nobody defending Dead Hard gets to say this.
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Great change 👍
I hope we see more changes that promote caution and encourage teamwork.
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So you do not care about SoloQ and want to force teamwork and SWF to play together
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That's exactly my point. If the argument is "it's fun!" Then all the other fun to use perks should be just as high in popularity as dead hard right? But they're not, pebble and head on both have abysmal pick rates because they aren't that strong. This is more so a point against the "dead hards used so much because it's fun! Not because it's strong" argument.
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I don't know why you all are acting like it's dead. The only thing that's going to change is the first chase and maybe second then they'll tunnel that survivor since they're the only one who can't have dead hard.
If you go for the unhooker, they might have dead hard which is now active. Then killer mains will come back to the forums and say "dead hard is op and forces me to tunnel" which won't even be wrong.
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lemme word it better...
If its in a deadzone not really much in terms of where they go,
But if they're under a pallet.. it's literally 70/30 in how that'll go,
(it also varies on which killer you're playing... some aren't affected while most Are..)
Edit: also having to verse some sus people with AutoDH which doesn't help per say,
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So let me get this right.. as you stated Dead hard doesn't work in dead zones it doesn't work against half the killers relies on ping . It isn't a universal perk . You're saying DH isn't great choice to use against all killers and can't be used in evert situations very limited and only usable while injured. Isn't a fair perk?
While killers gain free mobility while being in chase and losing they get multiple free hits with virtually no penalty
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There is no scenario where Dead Hard won't provide at least some value. Either by having the Killer swing into it, forcing the Killer to waste time waiting it out, or by forcing a no-win situation at pallets. It's the benefit of a perk that can be activated whenever the Survivor chooses.
Are you seriously complaining about Bloodlust now? It should be pretty obvious that in a 1v4 game, the one player has to be stronger than the 4 individually. The Survivor is supposed to lose a chase after a certain amount of time. If you've gotten the Killer to hit Bloodlust, then congratulations, you've successfully run the Killer for 15 seconds without forcing a pallet break, and you're most likely winning because of it. If you just wanna run the Killer forever, this game is not for you.
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With both base healing and DH being nerfed in such a massive way, they're either going to lose a huge playerbase or have to revert something about either of those two.
People who think hook farming and tunneling were bad before are going to be in for a surprise when killers will tunnel the unhooked out of the game, and ignore the unhooker in case of DeADHaRd 😑 and players with DH have nothing holding them back from hook farming 🤷🏻 SoloQ is going to be absolutely amazing.
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DH is the one that should be gone. Reverting DH while keep the healing take 24sec makes it so punishing against non DH players.
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they're also nerfing pain resonance, call of brine ,overcharge
dead hard could still be a good perk, it depends on the time it will remain activated. unhooking someone injured especially with the heaing nerfs will be a lot more common and this helps with that
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I only play solo and don't see this as crippling. Hopefully the devs continue encouraging more tactical 1v4 play instead of a 1v1 chase approach.
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Why are you nerfing a already bad perk?
Am I losing my ######### mind or am I being gaslit here? Bad perk?
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I don't call it gaslighting, I just call it lying.
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No i just learn as i play never mindlessly holding W pressing m1 it is one of the easiest perk to counter in the game
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They gutted healing to aid the killers who struggled with getting kills
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Like i said. it varies depending on killer, acouple killers ain't affected as bad as others are...
the rest get cucked and screwed by it,
Is that better.. or do i need to reword it again
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