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Dead Hard in it's current state

Pink_Ronin
Pink_Ronin Member Posts: 118
edited May 2023 in Feedback and Suggestions

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)

Post edited by Rizzo on

Comments

  • fulltonon
    fulltonon Member Posts: 5,762

    Dead hard really deserven't consistency, at all.

    That's just not chad enough to be a david perk.

  • Quizzy
    Quizzy Member Posts: 862

    I agree on that. Only chads run davids perks now. Gigachads if you run no mither too

  • James4125
    James4125 Member Posts: 266

    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.

  • EternalRique
    EternalRique Member Posts: 134

    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.

  • Jejune
    Jejune Member Posts: 795

    One fix would be to make dh like mom. So it doesnt trigger deep wound status.

  • Pink_Ronin
    Pink_Ronin Member Posts: 118

    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.

  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    Dh is dead, the forum would explode if they try and do anything positive for it

  • Pulsar
    Pulsar Member Posts: 20,909

    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.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019

    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.

  • crogers271
    crogers271 Member Posts: 1,920

    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.

  • Sava18
    Sava18 Member Posts: 2,439

    Maybe pre validation, but post god validation dh was terribly unskillful

  • Crowman
    Crowman Member Posts: 9,570

    Dead Hard isn't a perk that should be providing consistent value. It's a 3rd health state perk.

  • nars
    nars Member Posts: 1,124

    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.

  • burt0r
    burt0r Member Posts: 4,163

    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.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,763

    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.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,331
    edited May 2023

    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.

  • Emeal
    Emeal Member Posts: 5,298

    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.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649
    edited May 2023

    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.

  • Spectralfx
    Spectralfx Member Posts: 605

    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

  • nars
    nars Member Posts: 1,124

    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.