Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Your thoughts on current Dead Hard?
It has been months since this perk nerfed. But it's still one of the most popular perks. Ofcourse it's not number 1 anymore but still so much use.
So my question is that: How often you are seeing Dead Hard in your games? And how you are feeling about it?
Comments
-
Still super good
I know I use it constantly still
18 -
There was a good chunk of time I barely saw it. It's increased in usage recently.
6 -
Potential of 2 extra hits still making it a good perk. Old DH was just too OP.
Old DH is the embodiment of Nurse on survivor side. Weak and unusable for newbies, but no counter on good players. It werent complained that much until survivors got better and better that make DH was so painful to play against.
New DH, not always play against them, I never see 4 of them in a match after the nerf. 1 or 2 at most. I fine its fair now.
2 -
It's fine, it's still solid. It's not as suffocatingly omni-present now which means it's easier for me to fall for it, but I don't mind because I'm not dealing with it on every survivor in every match. I can shrug off the occasional Dead Hard play.
Strong perks only become intolerable when they're used by everyone constantly.
12 -
I'm still seeing it a lot, and it still feels as awful to play against than it did before the nerf, because the actual effect is exactly the same, and the only thing that changed is the maximum number of times the perk can be used per game.
We were promised we would be able to "react accordingly" to dead hard, and that never happened. We can still hit a dead hard, even though our screens never showed a dead hard animation..... and that's the absolute opposite of "react accordingly".
The problem of dead hard was never that "it worked on the first chase of the game". The problem is the actual effect of the perk itself, which was never addressed. It's still a free health state, with some latencies, and with some survivor reaction times.
6 -
We don't see it nearly as often now but we think its in an ok spot. If nothing else were just happy it can't be used for invincible distance guaranteed.
0 -
I would buff it to get 2 uses, and wont disable if it doesnt proc after you dash and killer misses or something.
Other than that, its in a good spot I guess. Not much you can do about it anyways
0 -
Dead Hard is almost always in my build. It's no where near as strong as before but still pretty solid. Although it doesn't happen as much as before, I still see many killers wait it out, especially if they know the "signs" to look for that a survivor is running it.
Also, didn't the devs say at one point they were going to update the animation for Dead Hard when it got nerfed? I wonder what happened to that.
1 -
Probably in its best state at the moment. It's the closest DBD has to a 'parry' but it has more prerequisites to activate than before, making it fair.
1 -
It's decent. It's not as common that every killer will need to wait it out on every survivor in every game (god, that was awful) but it's still a good perk and I will wait it out after I've seen it once.
4 -
The Old Dead Hard is one of the few things from Old DBD that I do not miss, and I don't say that very often.
The perk is fine now. It can still be decent, of course, but the perk got the change it needed.
2 -
Compared to the objectively overpowered nonsense it used to be, Dead Hard is far healthier and actually skill-based now
I don't run it, but I no longer feel cheated out of a win because of it, which is a very good thing
0 -
According to my stats, dead hard is the 7th most used survivor perk in my games at 17%. I think it's in a good spot right now.
0 -
It's in a good spot now. Wouldn't change it at all.
0 -
It's still an amazing perk, but it can still be countered after the first use since most Killers will force it out.
3 -
I see it often. :)
I feel like it’s good in its current state. However, the only change I would make is you get to start with dead hard. (So a total of 3 deadhards)
I think that would help get slightly more value out of it.
2 -
I think compared to a different perk at its prime mettle of man, it seems like a more fair (but somewhat more prone to cheats) version of it
with dh at most 2x per game you can take a chance to take an endurance hit instead of a regular one
with old mettle of man after 3 hits you got 1 extra health state
the dichotomy of risk vs reward (instead of just reward) allows dh to both be a stronger perk when used optimally but have room for risk of getting no value making it take some skill to use
Id say its a strong balanced perk
0 -
Dead Hard is unhealthy perk - that's the biggest problem. You can put a insane flick / mindgame with Killers like Billy, Bubba, Wesker etc etc. and Survivor can press "E" and completely outplay you. It's not okay. I know it's not the strongest perk in the game - of course it's not, but it's very stupid & unhealthy perk and it neve should exist.
2 -
Also, didn't the devs say at one point they were going to update the animation for Dead Hard when it got nerfed? I wonder what happened to that.
Fell into the pit of forgotten dev promises.
0 -
It’s still a good perk and I see it a fair amount.
It’s also still pretty annoying to face but a perk like Dead Hard will always be annoying unless it’s complete garbage, so I think it’s current design is fine as it is.
0 -
I see DH occasionally, and the ones who do run it know how to use it pretty well.
Sometimes I'm convinced they're running a script to auto-time it still, at times I swear they had OTR but they had touched a gen and still instantly timed my hit with their DH, but I'd rather assume they're just better at timing it if they're still running it at this point.
0 -
I personally use it still for anti tunneling reasons
Its not a guaranteed safety net but it can do the job
also to finish a Gen that’s 97% in a killers face
0 -
The effect is still just as strong as it was, it was just limited to 2 uses per game. Killers also don't expect it much nowadays so it's easier to get use out of it too.
0 -
DH is mid, anymore
Incredibly weak, still predictable, and easily counterable mostly waste of a perk slot. I say mostly since there are times where it isn’t completely obvious that a Survivor has it, but it’s still easy enough to bait it out of them that not much damage is ever done by DH.
While more players are again using it (not many matches will feature 3 or all 4 with DH) it still isn’t enough to upset the balance, and it’s an absolute hallowed out skull of the mind gaming aggravation it once was.
5 -
Still run it as a perk that will never leave my build. First iteration of DH was too OP. Second was where it should have stayed. This current version is kind of lazy on BHVR's part imo.
0 -
Yeah, I still play for it sometimes, but at this point I'm usually surprised when a surv DHs me. I don't see it all that often, and this far removed from the nerf I don't instinctively try baiting it out in every game anymore. I think a lot of people are in the same boat, which makes it a little but more effective than it would otherwise be.
I think it's fine with the limitations it has on it now. Old DH was the most unhealthy, busted thing I've seen in my years of DBD. Current version is totally tame in comparison. It's a non-issue for me.
0 -
It's fine.
It's still decent enough to use, and killers don't expect it so you almost always pull it off.
As killer; I don't see it often, so when I do hit someone with it, it catches me off guard but I'm not at all irritated by it.
So overall it's in a good place.
0 -
I liked the idea of survivors having a perk that gave forms of mobility that weren't celerity but i understand that "dead harding for distance" was problematic to the game and im glad it was changed,
Still its a super good perk but now that it isn't a easy perk to use its use rate has been killed (compared to what it was).
0 -
It's okay.
Still sees use in my killer games, not too often but often enough that I have to remember to look out for it. If I had to guess, I would assume it will always be relatively popular because it is one of the more fun and skill-based perks to use.
0 -
As long as we never go back to DH for distance or endurance stacking then DH is completely fine.
0 -
As an exhaustion perk I prefer Lithe, Balance Landing or even Sprint Burst over it now and as an endurance perk I prefer Off The Record.
1 -
It remains one of the best perks. Although a limit has been placed on the number of times it can be triggered, it is not a problem, as just one successful attempt can significantly change the course of a match. I bring Sprint Burst to every match unless I bring it with me.
0 -
Strong exhaustion perks but a former shadow of its past self.
No other perk has defined Dbd as dh did. I still find myself waiting behind survivors or chasing them to a window just to expect a sudden burst of speed that offers the distance needed.
"Press E to win"
DH right now is strong but fair. Not fair because the counterplay is now finally healthy, but fair because it can used two times at most per survivor. Dh still provides one of the strongest effects for survivor in the game: a third health state on demand. The counterplay for the killer role is still barely existent at pallets and relies still on baiting or waiting it out. This part of the Perk hasn't changed since it's release with David and is still extremely frustrating to deal with.
It's tolerable, because it now (kinda) functions as an anti tunnel perk, is only usable after being unhooked and gives no dash with I frames anymore. A strong effect, locked behind a wall of restrictions. As it should be for a perk with this specific kind of counterplay.
How to use dh? Simply train your rection time on killer attacks and be patient. Becoming good with dh comes mostly with experience.
How to deal with Dh as killer? Depends. If you play Demo, Huntress, Wesker, Xeno, Chucky, Oni, Nemesis or any other killer that uses an obvious m2 attack, you will have to eat the third health state if you want to use your power. If you play m1, you can actually bait it out (still super unfun gameplay). At pallets, getting a hit without hitting dh heavily relies on the survivor mistiming it or latency destroying the survivor. If dh is hit, I mostly encourage leaving the chase. The survivor has to mend from using dh, which is time wasted not working on gens. Time to pressure somewhere else.
I see dh more often now that MFT got dethroned. However, it does not feel as bad as before, because it is a lot less prevalent matches.
This perk should not be buffed or nerfed. Atost, it should be reworked to go away from the 3rd health state. We should learn from years of mistakes. Not repeat them.
1 -
It is still completely busted and i hate it. I am a blight main and it is awful, especially on indoor maps. During lethal rushes, it is super easy to time and gives every single survivor another chance with no effort. Way too many times has Deadhard ruined my entire game, just because the survivors wouldnt die, no matter how fast my chases were. It gives them at least 20-30 Seconds more. And if they are good, it might be even much more. I know this will never happen, but i hope this bs perk gets nerfed even more, or just removed/reworked. Because right now, at least against a few killers (Such as blight, who is one of the strongest killers in the game btw) it is just a get out of jail for free card.
1 -
This is just me personally, but I don't really mind Dead Hard being at it's strongest against the 2 strongest killers in the game (Nurse and Blight). In most cases, you can catch up to the survivor so quickly it doesn't really matter with these 2.
The most oppressive chasers in the game should have some sort of perk counterplay in my opinion. I've also seen some Blights and Nurses outplay deadhard in super creative ways, which I think is super cool.
0 -
What do you think of Dead Hard @MikaelaWantsYourBoon ?
0 -
I think it's fun perk.
But i am using with DS and OtR for annoy killers. I bodyblock them, they get angry and chase me. So i am using OtR to DS to DH. It's quiet fun.
1 -
I see it used a lot now, proving that the initial rage when it was nerfed was unjustified. It's still a very good perk. Old DH was wildly OP.
0 -
I see maybe 1 per game, I don't even bother to think about it anymore but seems good still, probably one of BHVR's better success stories when it comes to them balancing formerly problematic perks.
0 -
Well most of the problem with Dead Hard that the community had with it being used first chase was that if it was used successfully the killer would lose the game.
I agree there should be three charges but it would not go over well.
1 -
See it nearly every game and it's still massively op, this game is not balanced around three health states.
1 -
Thank you for your thoughts my friend 🙏🏼
0 -
Before it was in every single game and had to expect that everyone had it. Now I rarely ever see it and keep forgetting its a perk and keep falling for it like an idiot unless I somehow whiff my M1 hard and completely miss.
0 -
It will become the most used survivor perk inevitably, when people realize it's one of the last forms of skill expression left from the survivor side.
It's also insanely good with mft and I'm surprised people don't run both perks together.
1 -
I wish getting put in a cage by Pyramid Head didn't stop DH from activating. It seems kind of dumb now that it's limited to only two uses per match.
0 -
Always use it along with DS. Killers are in for a surprise if they tunnel me!
I prefer it over OTR because I can progress the game and keep it.
Of course it still bugs out sometimes, but it's fun and rewarding to use otherwise. And it's much less expected than it used to be.
Annnnd of course whenever it's active you can be confidently ballsy in chases and go for plays that are unexpected/otherwise risky (which aren't really that risky cuz of the safety net of DH).
It makes 50/50s and unsafe pallets easy to "win", because when the killer thinks they've won the mindgame and go for the lunge, you activate DH. Easy.
0