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Dead Hard in it's current state
Changing one of these 4 things would make it more worth using and provide more consistent value.
1) The exhaustion cooldown should be 10 seconds
2) Endurance window should last for at least 3 seconds (The 0.5 second window was acceptable before the nerf but now it doesn't even make sense)
3) Allowing use before being unhooked for a maximum of 3 potential DH activations in a match.
4) Bring back original DH dash (my pick)
Comments
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Aka make one aspect of it feel broken again so it will be used again.
1) "Let me get ist value AND use it in combination with another exhaustion perk please."
2) "I don't want to have to time my on demand invincibility perk after i fulfilled it's activation requirements."
3)"The requirements are unfair, one free use again please"
4) We all know why this BS aspect without downside or risk was nerfed first.
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Dead hard really deserven't consistency, at all.
That's just not chad enough to be a david perk.
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Is that 'Doesn't & deserve' made into an abomination of a word?!
Its amazing, and should have its own chapter imo.
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How about no scott?
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Dead Hard is not wanted to be used anymore. And that is good.
I didn´t like the last change because these white endurance hits are completely strange in game.
Original Dead Hard should have been a one time use from the start. Like Unbreakable. It was always way to strong from the beginning.
I would take old Dead Hard back with the dash is it was only 1 time per trial.
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I agree on that. Only chads run davids perks now. Gigachads if you run no mither too
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Here's a better idea. Nerf it again even harder this time so that those who are still clinging to it like Bubba does his basement hooks are left with no alternative than to accept its finally a dead perk and that's how it should remain.
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I hate to say it cause I don't want it nerfed again but when used as an end-game perk (aka saving your dead hard till you absolutely need it) it is PRETTY STRONG (I do have video evidence from a gameplay LOL)
I've started using my combo of Lithe and Dead Hard again and it's still very very good; lithe until I'm hooked and dead hard after I'm hooked to prolong a chase or lithe to get away altogether. I like using dead hard only when absolutely necessary + it's easier now since killers aren't expecting it and just lunge willy nilly, only perk I can think of that's better is Adrenaline which I do run sometimes.
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One fix would be to make dh like mom. So it doesnt trigger deep wound status.
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1) How would you use it in combination? Plz make sense of how you use 2 exhaustion perks simultaneously.
2) Time? Timing a 0.5 second window with latency involved is 99% luck.
3) Yes. Allowing an opportunity before unhook would still be a nerf, and would remove the annoying and unnecessary requirement. A killer main should not mind this because a good killer should only fall for one DH max. Why couldn't that one DH you fall for be before hook? I don't understand why that would even matter
4) Killers are stronger in current DBD than they used to be. Old DH I don't think would be as much of an issue now. It certainly seemed to be less triggering than the hit-negation aspect it has now.
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Dh is dead, the forum would explode if they try and do anything positive for it
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I don't think it should have a 10 second Exhaustion timer, nor do I think bringing back the dash would be healthy.
I'd be fine with the other ideas, I've seen like, 2 successful DH's post-patch.
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It doesn't need any kind of buff. It's still strong if used well, just not at the level it was before. And that's fine.
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I'd be fine with changes, but this discussion is done. As others have said, DH is dead. It has a very minor use anymore and that's the way its going to stay. Time to move on.
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Maybe pre validation, but post god validation dh was terribly unskillful
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Dead Hard isn't a perk that should be providing consistent value. It's a 3rd health state perk.
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Dead hard is the one perk in this game that NEEDS to STAY DEAD. It was a relic from when dbd was a party game. The idea of "click button, win game" will always be bad. Thats why its so disgustingly limited now, even in its current state landing a DH is a chase resetter. Im so happy this perk is finally gone and dead in the water, hopefully it stays there.
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1) 10 second of exhaustion are recoverable during a chase by a skillful survivor, even more so with vigil.
2) 3 seconds invincibility means 12 meters of save travel to the next pallet or window with the alternativ being the speed boost from a hit.
3) Survivor have hated Nied for ages because it comes suddnely without tell, same to DH. Killer would've to treat all survivor like they have the perk AGAIN. Also falling for dh once is 30+ seconds of additional chase time PER SURVIVOR.
4) Dead hard for distance was one of the biggest BS thing in this game. Greeding for additional loops at a pallet or using it outside of the killers reach to get to the next window without ANY chance for counterplay for normal M1 killer was ridiculous. Even moreso without any requirements to set the perk up like for example MoM. And neither getting injured nor unhooked is fulfilling that criteria.
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Oh its far from dead, sir. Killers like you are why I still bring it: You never see it coming, and sometimes its an instant d/c.
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1) no? boi that would be way too fast LOL
2)1 maybe to make it more accessible, anymore than 2 LMAO stop please.
3) Unhooks would be nice, but even with 2 DH's a match I'm getting a lot of value with it, it's a broken perk especially as the obsession and being able to remove stbfl stacks in cases.
4) I prefer the current one, the endurance allows game turning plays, allowing me to be more altruistic with it.
It's easier to use now the killer doesn't expect a dead hard, the mind games in the case of using it are better.
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Dead Hard already had its time in the Sun, the community could not use it responsibly, so it has been nerfed and now serves as a anti-tunneling perk and has strong requirements. There is no need to buff it again, bHVR made good on our complaints about it and put it somewhere where we don't see it in a match every time. Good Riddance.
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Since it has been nerfed, I would support the idea of giving the perk 2-3 seconds of activation back. It won't be as oppressive as it was before but it would give it value back in it's use. It would also make this perk apart of high pick rate again too, so there's that..
An alternate option would be to depreciate dead-hard and turn it into base kit where it only activates against killers who like to tunnel, with a 5 second activation time.
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The current DH we have is fine.
It's still very strong in mid-late game and half a second is an eternity for i-frames! Go play some dark soul and monster hunter and you'll undertand how "half a second" to land a skill is very generous of them.
3 seconds is INSANITY in comparison.
DH is well-balanced rn
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oh Im well aware that its far more consistent now lol. I get hit with DH without even realizing it sometimes, where im just like "wait where'd they go- GOD DAMMT". People still use it relatively often, maybe 5% pickrate or smth. As long as i dont have to deal with it every single god forsaken chase its fine with me.
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