http://dbd.game/killswitch
Is Dead Hard Still Too Strong?
I have been playing some dashing killers for a while now, and as I am sure some of you know, DH is a PAIN For Dashing killers as you can't wait it out like and M1 Killer can.
The original Dead Hard was reworked because of the old "DH for Distance", yet that's what this new perk does anyway. You get a 3rd Health State, which gives you distance.
I just feel like having a 3rd health state twice a match is problematic for some killers that can't wait it out. (I.E. Demo/Chucky/Blight/Nurse/Wesker) Chucky is who I play most, but basically the DH is extremely low effort and free to pull off because you KNOW when the killer is going to hit you, because even if they choose to slide past you, they suffer a cooldown, and DH just sucks that way.
I don't understand how a 3rd health state will ever be balanced when it's on demand because it's not anti-tunnel, it's just there the whole game.
Perhaps bringing back the I frames for the 0.5 but just not give actual distance with the animation would be more fair, because the whiff recovery is a lot faster, and the survivor wouldn't get massive distance.
Comments
-
DH is already bad AF. Most people like me can‘t really use it effectively, because they panic and press that button, which results in loosing the perk.
I also think dash DH was fine and a cool perk. It allowed so much cool things, instead of just tanking a hit. Sadly this community only wants boring stale games.
6 -
The perk was really badly gutted but now it deserves another nerf? Like what would you want it to do then? It's a solid perk that doesn't even work half the time because killers bait swing or proceed to miss the easiest M1 ever.
4 -
I would like the devs to buff Dead Hard a bit.
In the PTB, Dead Hard activated when you unhooked someone. (which was kind of RNG based, because depending on the hook distance, and the positioning of you and your teammates, and whether the hooked person has Deliverance, it could be hard to activate it)
Now it activates when you are unhooked.
I propose the combination of the 2 - Dead Hard activates any time either you are unhooked, or you unhook someone. The first chase of the match would still go without Dead Hard, because no-one would have been able to activate it by then, so it wouldn't be hard on killer. On the other hand, more ways to earn it would promote teamplay and reward good loopers.
5 -
Honestly, DH has been broken down and nerfed more than enough -- and that's coming from someone who's never been able to use it!
People who can actually use it, imo, should get what they get right now, extra distance included. Factor in the fact that you can only use it twice per match, plus it still takes your charge if it misses or if you don't use it before getting hooked again, plus having to deal with the bloody, monotoned screen for the rest of the chase...
Between potential skill issues, player/server lag, limited usage, and all the different Killers, the perk is difficult enough to use as it is, with all the nerfs its had. I say leave the poor thing be. 😭
1 -
It's still very strong but it's limited enough now to not be overpowered anymore imo. Only being able to use it at most twice and one of those only being when you're on death hook puts a hard cap on how powerful it can be. It absolutely should not be buffed though ever again.
2 -
It's funny that you point out how Dead Hard pretty much only counters the top tier killers, while basically any other killer is unaffected. That's a good thing.
2 -
If anything, DH needs some serious rework to be useful. You know, even dashing killers have M1?
2
