Comments
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I don't necessarily disagree with you, that's a perfect scenario you're outlining there. However I've seen more tunneling off hook than I've seen situations like that. Considering there was no limit before, I don't think a couple extra uses are going to break the game, especially when you don't just "get" them, you have to…
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Well I appreciate your input, even though you're wrong, the devil, and I hate you. :) KIDDING. I understand your opinion completely, I just don't agree with it. Thanks again.
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How is this different from Overcome? in fact it's worse because getting hit gives deep wound, and Overcome happens even on first chase at the start of the match. I can't tell you how to think, nor would I try, but it just seems to me like you are overvaluing the perk. If you factor in how many times people screw it up, or…
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Agreed. Going against the perk is just waiting or baiting them to waste their use of it. That hasn't changed since ever...
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Compared to what it used to be, you're saying my change is a MASSIVE un-nerf? Going from Infinity attempts, to a max of 6 attempts (and that's if you literally do every gen by yourself, and are the only person rescuing people) Meanwhile literally every other exhaustion perk is able to be used infinity times. I just don't…
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Heh my only issue is I no longer can use it to save myself from poopy teammates, but honestly of all the changes they made anything healing related wasn't a big deal to me.
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Well then nothing I could say would change your mind, and that's fine. Again, thanks for your input here, appreciated. I just disagree, I think using other exhaustion perks endlessly but this one, just this one, is so game breaking that you can only use it twice doesn't seem valid to me. If you play the game, and earn…
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So you're only argument against my change proposal is "DH was out of control" when I'm attempting to control it from both sides of the game while still making it viable and not a tunnel magnet? I mean okay, thanks for the input I guess. I'll just have to agree to disagree.
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This is a disingenuous argument and you probably know it. You're not guaranteed a successful use of Dead Hard, while no matter how many times a survivor can try they will never survive a 3rd hook. :) People can prevent it from happening of course, but once it does nothing stops the removal from match.
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I mean, I see your points but isn't playing "normally" hooking surivors and then defending gens? Who defines what normal is though? Which could also apply against my argument. :) Maybe it's better I call it "the spirit of the game" defending gen progress whilst downing and hooking survivors.
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Thanks for the input, but I can't agree. 2 attempts per match (not successful uses, just attempts), and possibly encouraging the killer to just tunnel the recently unhooked doesn't seem like a solution that works for both sides. At least my way I'm limiting it's use in match but also providing extra use of it by…
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Thanks man, I'm glad we have a difference of opinion but that the idea itself isn't terrible in your mind. It makes me feel like I'm attempting to bridge the gap instead of just having tunnel vision of getting a Dead Hard I would want heh.
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Has anyone suggested something similar to Pyramid Head in that if a killer camps a hook after an amount of time the hook drops and respawns somewhere else? It shouldn't work after End Game timer of course. I play killer too and sometimes just securing 1 kill when I've been Seal Team SWF'd is all I can walk away with.
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Dead Hard you needed to be one hit from down, and pull off a .5 second window during a 2nd hit. Compared to finding a window or pallet, running up a slight hill, and 99ing (or just walking everywhere) It's risk/reward. If people fear Dead Hard so much, why now wouldn't the killer just tunnel the unhooked survivor? The…
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Anti-tunnel? The killer can hit you right off the hook which puts you in deep wound unable to use it. If he then downs you, whoops there goes one of your two attempts to use a perk during the match. It's almost promoting tunneling "just in case" Full control with little drawback? Like Lithe? Balanced? 99ing Sprint Burst?…
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Anyone willing to debate/discuss Dead Hard I would appreciate your input on my idea in the thread I'm linking below. That being said, having it only get used when it works would be okay in my book if you continued to only get 2 uses of it, but I still don't like that concept. I think it would be better if people could earn…
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TheycallmeLix / Fussy, can you read my thread I'm linking below and give me opinions on what I suggest for changing Dead Hard? I sincerely think it's caters to both concepts of what people think Dead Hard should be, without allowing it to become a game/mood killing bore.…
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Actually your wording here makes me want to clarify something. It shouldn't be based upon total gen completion, it should be the "time" similar to Flashbang and Blast Mine. That way 2 people working on a gen completing it don't get a full charge of Dead Hard. Using Prove thyself won't get it faster for you either, and god…
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I personally like my suggestion better, take a look and comment on it good or ill: https://forums.bhvr.com/dead-by-daylight/discussion/372904/dead-hard-please-consider-this-bhvr-or-respond-if-its-not-feasible
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Yeah that's what I was aiming for. Something a little better but not vastly overpowered or exploitable. All while promoting the natural flow of the game. Thanks for commenting, I appreciate that more people like it instead of me thinking I'm on crazy pills. :) I play killer too, and really my biggest "ugh" moment is the…
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Understood, that's why I prefaced that with "I know this means nothing" :) I do honestly believe they thought positively about it, not just blowing smoke. edit: Oh I missed a part, it's not supposed to be amazing really, it's just meant to give it a little more than it currently is without going overboard. It encourages…
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Why hasn't this been killswitched? It's utterly riculous!