Dead Hard Overhaul Suggestion.
You love it, ya hate it, it's dead hard and at the moment it's a jumbled mess of a perk that needs a new direction.
Here's my idea and I'd love honest to God feedback on but instead of having this perk basically give a third health
state half the time and other not work at all, how about we rework this perk around what made it interesting in the
first place BUT and this is a big BUT without the I-frames or endurance. How it would work is that dead hard
starts with zero tokens and how you can earn them can be tinkered with but regardless of how you get them you
can hold up however seems many seems reasonable, I'd say about 2 or 3 while you have at least 1 token,
regardless of you being injured or healthy, while sprinting press E to do a short dash after which this perk
consumes one token and goes on cooldown for 30 seconds or however is most balanced and DOES NOT CAUSE
EXHAUSTION (BTW it's the same one that old dead hard did but without I-frames/ endurance). What this rework
effectively does is makes dead hard go from a metal of man that doesn't work half the time into a perk.
that rewards survivors for being good at the game. Hell, you could even add some kind of penalty for being
damaged while dashing I have left a lot open to discussion because i'm not perfect and what seems good on
paper may be useless or completely broken. So, feel free to put your own thoughts down, all I ask is that you give
at least some thought instead of throwing this idea down the gutter.
Comments
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The dash was my big problem with the perk. I don't have a problem with the endurance effect. I didn't like how if you screwed up in a chase you just hit the button and you made the pallet anyway. I'm not gonna crap on your idea because you have some interesting ideas but the way it is stated right now would be way too strong. Maybe with some tweaks. I would definitely make it a exhaustion perk for one. Think they use it to get to a window then they can proc lithe too. I would be okay with the burst of speed but only if it had a steep price to get it. Maybe you have to do the equivalent of a whole gen or something. If you make the requirements too easy then we'll be back where we were.
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I personally like my suggestion better, take a look and comment on it good or ill:
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Behaviour has shown that dh is impossible for them to fix. They Nerf it when it never worked right in the first place. Attempted to use it 5 times since the update and it never once activated. New update, same old broke game.
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Nothing there: Remember the I-frames/ endurance is not present in this hypothetical rework and is the reason for it not causing exhaustion as the killer can still easily damage a survivor, heck we could have it so that the survivor is unable to perform actions like vaulting or throwing a pallet unless they time the dash perfectly.
Adagio_InDminor: your version is basically adding more ways to able to use dead hard.
pigslittlepet: I left many of the numbers vague or open for interpretation because the more people look at the idea and share feedback the easier it to make balanced values. for example, we could remove the cooldown all together and just have one token and then have the requirements to get that token be something like doing gen progression, so it becomes impossible to get more than one per chase.
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I encourage anyone who reads this to come up with their own version of how to balance this idea.
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- Dead Hard activates after being unhooked or unhooking yourself. Press the Active Ability button while running to trigger the Endurance Status Effect for 0.5 seconds.
- Dead Hard then deactivates FOR THE REST OF THE GAME.
Done. Now it's a one time perk like DS, and it's properly nerfed like it should be.
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When I said "idea I meant what I came up with for an overhaul not a change to how the perk is actually in game
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Dead Hard complete overhaul...
When you unhook a Survivor, the auras of all the other survivors are revealed to you for 10/20/30 seconds.
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?
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