Dead hard for distance needs looking at.

In 4 matches today, dead hard for distance cost me 12 downs. Unsurprisingly all from rank 1 survivors. This isn't a "bait it out" type deal, this is a nothing you can do about it, they make the pallet either way type deal. There is not a single perk in this game that has that kind of value, it's absolutely broken.

Comments

  • And I respect you all the more for not just using the meta.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/170959/dead-hard-for-distance-needs-looking-at

    hahahahahaha that’s the biggest load of nonsense I’ve ever heard. The killer has so many more advantages. DH didn’t cost you the down, YOU costed you the down. LmaoZzzzzzz

    Funny to watch you survivor mains try to deflect, terrified that bhvr might actually do something about your broken crutch perks.

    How exactly is it my fault? Swing and get the dead hard, don't swing and get the dead hard. Either way, zero counters to it, unless you think restarting a chase is the counter, when it's actually the best way to lose.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432831#Comment_1432831

    The problem is the current meta is genrushing. Its basic math. Early game doesn't exist.

    Look at it this way.

    Match starts, survivors and killers typically spawn on opposite sides of the map. As a killer, i immediately run to the other side of the map where survivors spawn ( i have 1000 hours so it's generally easy for me to know exactly where everyone spawned). Depending on the map size, it takes 20-30 seconds to walk to that point. Assuming survivors all spawn apart (which they typically do), its probably going to take them around 10 seconds to find a gen. Let's say it's a small map.

    10 seconds to find the first survivor. they run and hold W.

    Takes 15 seconds to catch up to them (all they are doing is holding W) I hit them.

    Take another 15 seconds to catch up to them (again, just holding w) i down them.

    Take a couple of seconds to pick them up watching for flashlight/pallet saves.

    Take another 5 or so seconds to walk to a hook.

    Another second or 2 to hook and get my bearings.

    Now lets do that math.

    10 seconds + 15 seconds + 20 seconds + 3 seconds + 5 seconds + 2 seconds

    10 + 15 + 15 + 3 + 5 + 2 = 50 seconds

    Now, a killers power can slow this down depending on the killer, but survivors also have pallets and such they can go to, which i didn't even address yet.

    Now, factor in that walk speed walking to another generator, and you have most likely lost 2-3 gens (if survivors smashed them immediately, which at thousands of hours played they all do).

    Now factor in that if the survivor can loop, find a pallet, a window. All of which, if they are unsafe, will add maybe 5 - 10 seconds to a chase (for the mindgame), or add another 20 if it is a safe pallet.

    If you do the basic math, you see that early game doesn't exist. There is a reason ruin was strong and used so often, because it was the only perk in the entire game that addressed this problem and slowed down the early game. Corrupt does not address this problem because survivors will often either wait out the timer or just hammer the gens anyway, maybe instead of losing 3, you only lose 2. This is not to say survivors are OP. Once that first hook is down, pressure is getting applied and the game starts to naturally slow down. But until that early game is addressed, i have no options.

    This is why i'm a nurse main, because those 2 15 second halves of the chase become 5 seconds and means survivors might not complete 60% of their objective in the time i complete 8% of mine.

    Except Ruin didn't make a difference to the kind of survivors you mentioned. They just powered through and hit their skill checks. Or someone ran the totem down and it was gone in the first minute or two of the match. Literally all Ruin did was make me get better at hitting greats.

    @Mister_Holdout said:

    Dead Hard is the main reason I think more safe pallets should be replaced with unsafe pallets.

    Survivors using DH to reach a safe pallet is very frustrating as killer.

    So, you don't like DH. And your plan is to make maps even more unsafe. So that you force survivors to use it to stand a chance?

  • If anything DH needs a buff. I'm constantly exhausted on the ground. If it works as intended and actually let you dodge a hit, survivors wouldn't have to use for distance.

  • @VonCrow said:

    The problem is not Dead Hard, the problem is how fast gens are done.

    Dead Hard is a pretty good perk, but the real issue is that it has the potential to extend the chases a bit longer (which allows you to go to the next loop), the time the killer looses because this perk makes even harder to fight the gen rush meta.

    I would not nerf dead hard, I would nerf the gen progresion.

    The only nerf I would do is not allowing Dead Hard to avoid bear traps.

    Imo gens aren't the problem. It's the lack of survivor objectives and killers having no early game pressure!

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432926#Comment_1432926

    No. Ormond, azarovs, fractured cowshed, the game, and the badham maps have a ton of pallets.

    They aren't guaranteed to have a bunch of pallets. Especially Azarovs. And the main reason why badham has so much pallets is because of the lack of safe pallets. You can literally walk around the pallets on badham and get a free hit.

  • Dead Hard has barely been a functioning perk since the rollout of dedicated servers, and it STILL hasn't been fixed. One can only hope the server tic upgrade will give less false positives on using it, but we'll have to wait and see.

  • @Ryuhi said:

    Dead Hard has barely been a functioning perk since the rollout of dedicated servers, and it STILL hasn't been fixed. One can only hope the server tic upgrade will give less false positives on using it, but we'll have to wait and see.

    Old dead hard was so much better. That was when it was actually used to avoid hits instead of making distance.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433617#Comment_1433617

    Old dead hard was so much better. That was when it was actually used to avoid hits instead of making distance.

    Agree 100%. When it worked as intended pre-servers, it was a great perk. In it's current state, I think it's silly to complain about it.


  • @SilentSpectre said:

    If dead harding for distance bothers you, play a ranged killer. DH grants FAR less distance than any other exhaustion perk, and survivors should absolutely be rewarded for skillful plays.

    Press a button to gain distance and reach window/pallet, not too skillful imo, but what do I know

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432938#Comment_1432938

    They aren't guaranteed to have a bunch of pallets. Especially Azarovs. And the main reason why badham has so much pallets is because of the lack of safe pallets. You can literally walk around the pallets on badham and get a free hit.

    Which ones on badham?

    @Ryuhi said:

    Dead Hard has barely been a functioning perk since the rollout of dedicated servers, and it STILL hasn't been fixed. One can only hope the server tic upgrade will give less false positives on using it, but we'll have to wait and see.

    If it's barely functioning, why do so many use it?

  • Actually try to dodge anything with it, which is the primary intention of the perk. Not only does it not work half the time, but it uses up the exhaustion on top of that, meaning that if you somehow get up via being picked up/unbreakable/etc, you STILL have to wait for the exhaustion cooldown to even be able to attempt using it again.


    Its good for making a small amount of distance to reach an interactable, assuming you have a straight line and the killer can't circumvent it. Thats literally it.

  • Considering the perk wants to leave you exhausted on the ground 9/10 every time you use it, why not find use for it another way? Have to utilise your tools some way or another .

  • @grassdirtsky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432821#Comment_1432821

    Press a button to gain distance and reach window/pallet, not too skillful imo, but what do I know

    Good question.

  • @Aven_Fallen said:

    Yeah, nerf even more good Survivor Perks so that all we have left is Deja-Vu. Even less variety sounds great.

    If dead hard gets nerfed, you will still have a lot of options. There are some underrated perks out there like second wind and inner strength. Having slightly weaker survivor perks shouldn't surprise you. The killer has 4 perks and the survivors have 16 altogether.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432858#Comment_1432858

    No, dead hard is far more valuable than sprint burst, because you can save it for chase.

    https://forum.deadbydaylight.com/en/discussion/comment/1432892#Comment_1432892

    You're probably in the green ranks, where you won't see it much, I am in the red ranks where you see it all the damned time, because it's so strong.

    DH has saved me plenty of times or extended chase just a bit longer but it has also let me down just as many times. As a killer and survivor main I think it's fine how it is. The most I would do is give it a token system but at red ranks killers are smart enough to bait and wait for the DH.

  • There's literally a million counters to Deadhard. "They will make it to the pallet because of Deadhard" Yeah, once. The same can be said about literally any other exhaustion perk.


    Now, let's talk about things that have no counter in this game: Good Nurse, any Spirit, Instant-chainsaw addons, Bullshit hits with literally any killer (hopefully this will get better soon).

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432869#Comment_1432869

    The Majority of Survivor Perks are not worth running. Killers have abilities they can at least go for Perks they can use with their Killer. e.g. Enduring makes sense on M1-Killers, but not on Spirit. Stridor is a Perk which is not really useful on most Killers, but super-strong on Spirit. Nemesis works on Bubba.

    So its usually unlikely that you get to see the same Perks on every Killer.

    But for Survivors, they are only Skins and the number of good Perks is really limited. Since the BL-Nerf, the number of actually useful Exhaustion Perks is 2 - Dead Hard and Sprint Burst (I dont count Adrenaline as Exhaustion Perk and Head On is more gimmicky than useful). Nerf Dead Hard and there is only Sprint Burst. Yay, less variety.

    The perk build you use is specifically set to your strengths and weaknesses. There are plenty of different builds you can use for doing gens, running good chases or being evasive and dodging killer. I have probably 5 or 6 different perk set ups I rotate and try new things once in awhile. The problem is survivors rely too much on crutch perks instead of improving their skills in chase or evasion.

  • Atleast it's only 1 dead hard per chase on a survivor that they get to use it. And they have to time when to use it too.

    I understand the lack of counterplay to it for the uses it bring (even more than just distance). It sucks but there are a lot of other perks that suck to go against but have remained balanced for years. Dead hard is one of them. It doesn't really break the game but more so brings an annoyance to the killer.

  • @Dwinchester said:

    In 4 matches today, dead hard for distance cost me 12 downs. Unsurprisingly all from rank 1 survivors. This isn't a "bait it out" type deal, this is a nothing you can do about it, they make the pallet either way type deal. There is not a single perk in this game that has that kind of value, it's absolutely broken.

    All the survivors perks have counter play, sure for some killers even more. DS is plugged, bam one perk useless. Balanced Landing needs certain maps, now useless compared. Lithe, needs a fast vault. DH, often baited and used to dodge hit rather than get to loop. Unbreakable, dont slug for too long. Now 2 useless perks. Honestly, I never have a problem facing red survivors with those perks unless they're SWF and SWF only. Sure, maybe just tank a hit using dead hard, but then it's just Mettle of Man without stacks. Having dead hard with stacks to use it is just Mettle of Man.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432899#Comment_1432899

    DH has saved me plenty of times or extended chase just a bit longer but it has also let me down just as many times. As a killer and survivor main I think it's fine how it is. The most I would do is give it a token system but at red ranks killers are smart enough to bait and wait for the DH.

    I would be fine with a token system. Heck, I'd be fine with no distance, but a longer stun for killer if he misses. At least it would be a mind game.

    @CustomerService said:

    There's literally a million counters to Deadhard. "They will make it to the pallet because of Deadhard" Yeah, once. The same can be said about literally any other exhaustion perk.

    Now, let's talk about things that have no counter in this game: Good Nurse, any Spirit, Instant-chainsaw addons, Bullshit hits with literally any killer (hopefully this will get better soon).

    Yes, but the problem with dead hard is you can waste a ton of time before using it. With sb or lithe, you have to use it right away and the killer can break off and find another survivor or kick a gen. With dead hard, you can spend 30 seconds getting them to a dead zone, then bam, they reset the whole chase. So you either commit to another 30 seconds, or you give up and start all over, either way, you just lost the game.

    I don't know if y'all are playing dumb, or just don't know how ridiculously powerful this perk is when used right.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434875#Comment_1434875

    I would be fine with a token system. Heck, I'd be fine with no distance, but a longer stun for killer if he misses. At least it would be a mind game.

    https://forum.deadbydaylight.com/en/discussion/comment/1434889#Comment_1434889

    Yes, but the problem with dead hard is you can waste a ton of time before using it. With sb or lithe, you have to use it right away and the killer can break off and find another survivor or kick a gen. With dead hard, you can spend 30 seconds getting them to a dead zone, then bam, they reset the whole chase. So you either commit to another 30 seconds, or you give up and start all over, either way, you just lost the game.

    I don't know if y'all are playing dumb, or just don't know how ridiculously powerful this perk is when used right.

    But that's just how the perk works. It also has its trade offs. Extremely easy to get hit while you deadhard. Even if you do deadhard they can still lunge. Lithe and other perks also gain much more distance. There'd be literally no point in DH if you gave it tokens or limited it. Might as well remove the perk from the game.

  • DH is fine, there’s plenty of counters:

    -Mindbreaker

    -Blood Echo

    -Killers with exhaustion add ons

    -Killers with instant down abilities

    -Exposed status effect

    And of course DH for distance is only good if there are pallets. When most of the pallets are gone it’s pretty useless.

  • @PlagueBestGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432857#Comment_1432857

    Math doesn't work with DBD, all game is a completely different game, stop writing bull #########.

    Uh. What?

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435064#Comment_1435064

    But that's just how the perk works. It also has its trade offs. Extremely easy to get hit while you deadhard. Even if you do deadhard they can still lunge. Lithe and other perks also gain much more distance. There'd be literally no point in DH if you gave it tokens or limited it. Might as well remove the perk from the game.

    It has zero downsides when used for distance. In case you haven't noticed, the tiles are set up to give survivors barely enough distance to chain them, and if you out play them, you can get the down. Dead hard for distance breaks that balance.

    @Customapple0 said:

    DH is fine, there’s plenty of counters:

    -Mindbreaker

    -Blood Echo

    -Killers with exhaustion add ons

    -Killers with instant down abilities

    -Exposed status effect

    And of course DH for distance is only good if there are pallets. When most of the pallets are gone it’s pretty useless.

    You lost all credibility when you said mindbreaker and blood echo are good for anything.

    Two killers have exhaustion add ons. Insta downs only work the first time, then anyone with a brain wouldn't heal up.

    As for pallets, if you're banking on breaking them all, you've already lost.

  • I agree it’s basically a third health state. Problem right now is that it’s all DH is good for due to the servers. Maybe with server side hit detection DH would be more reliable and then perhaps the distance thing could be looked at.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435107#Comment_1435107

    It has zero downsides when used for distance. In case you haven't noticed, the tiles are set up to give survivors barely enough distance to chain them, and if you out play them, you can get the down. Dead hard for distance breaks that balance.

    https://forum.deadbydaylight.com/en/discussion/comment/1435123#Comment_1435123

    You lost all credibility when you said mindbreaker and blood echo are good for anything.

    Two killers have exhaustion add ons. Insta downs only work the first time, then anyone with a brain wouldn't heal up.

    As for pallets, if you're banking on breaking them all, you've already lost.

    They are perks that add exhaustion to survivors. Not my fault you want to run your meta perks instead of perks that could help end your dead hard problem.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432878#Comment_1432878

    Majority of perks not worth running? I feel bad for you. Allow me to enlighten you...

    Adrenaline, Sprint Burst, Head On (and yes, it's not as strong as dead hard but it's still worth a slot), Dead Hard, Spine Chill, Resilience, Inner Strength, Autodidact (for longer games), Bond, Kindred, Open Handed (particularly with the previous two perks), Empathy, We'll Make It, Borrowed Time, Soul Guard, Unbreakable, Repressed Alliance (if used correctly), Iron Will, Prove Thyself, Balanced Landing, Decisive Strike, Object of Obsession, Deliverance, Fixated (with exhaustion perks), and For the People are all worth using. Many should be pretty obvious, and as for the others on that list, I have used them to great effect.

    I would add Alert, Aftercare, lucky break, Quick and Quiet, calm spirit and Dance with me to that list. All these perks, apart from maybe Dance with Me, are seriously underrated. Alert is god-tier, gives you map-wide aura reading on the killer whenever they break a pallet so you know where the dead zones are and where there are no longer any pallets, the small bit of aura reading at the end of the animation tells you which direction they're going after they break it which is useful in a chase, and you can see gens that you might not have seen before if the killer kicks them. Lucky break is good with iron will and can work against good killers who actually use blood for tracking. Can really trip people up when you're no longer producing blood as well as no sound, and the 3 minute timer is more than enough to last for most of the game.

    Quick and Quiet when used right is the bane of a Nurse's existence. Since they don't hear you vault the window, you can Q&Q through a window when you round a corner, and if you have lithe and dance with me you basically vanish if they don't get to the window in time.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432857#Comment_1432857

    Except Ruin didn't make a difference to the kind of survivors you mentioned. They just powered through and hit their skill checks. Or someone ran the totem down and it was gone in the first minute or two of the match. Literally all Ruin did was make me get better at hitting greats.

    https://forum.deadbydaylight.com/en/discussion/comment/1432933#Comment_1432933

    So, you don't like DH. And your plan is to make maps even more unsafe. So that you force survivors to use it to stand a chance?

    You completely misunderstand.

    Many of the maps are survivor-sided. Taking away some of the strong loops won't make DH a requirement.

    Good survivors are very efficient at looping and thus don't need numerous strong loops to win.

    One of the complaints killers have with the perk has to do with survivors using it to correct for mistakes (or recklessness). A survivor will use DH to reach a safe pallet and throw it down. Now the killer has effectively lost that chase.

    It wouldn't be a huge problem if the maps weren't so safe survivors.

    If maps were less safe then survivors couldn't rely on DH as much to cheese an easy escape. Instead, there would be more emphasis placed on skillful chases.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435278#Comment_1435278

    They are perks that add exhaustion to survivors. Not my fault you want to run your meta perks instead of perks that could help end your dead hard problem.

    Yes, because a perk that causes exhaustion for 3 seconds, while working on a generator under 50%, or playing one of three killers with specific add ons is the counter to an overpowered meta perk.

    You're either a terrible survivor, a troll, or completely survivor biased. Maybe all three. If mindbreaker actually had value, like exhausted for 30 seconds, I would gladly run it. When I play clown, pig, or huntress, I run the exhaustion addons.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432825#Comment_1432825

    Killers can still use Ruin, it is still a decent Perk. Obviously only if you are somewhat decent as Killer, it is no mindless Slowdown like before. But if someone is good at Killer, Ruin is way more annoying than before.

    And well, I guess its up to you if you decide to chase someone for 3 Gens.

    Cmon thats not fair. If you have ever played killer, you know that statement is bullshit. No one chooses to run someone for 3 gens. What usually happens is survivors spawn on 4 different gens, start repairing and the killer starts a chase with one of them...maybe 20-30 seconds into the game. All it takes then is 1 minute of a chase or less if people just stay on their gens long enough after the hook.

    If you have never experienced that then I encourage you to not speak out about it. It happens to the best killers in the game so ofc it happens to the average Joe as well.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435333#Comment_1435333

    Yes, because a perk that causes exhaustion for 3 seconds, while working on a generator under 50%, or playing one of three killers with specific add ons is the counter to an overpowered meta perk.

    You're either a terrible survivor, a troll, or completely survivor biased. Maybe all three. If mindbreaker actually had value, like exhausted for 30 seconds, I would gladly run it. When I play clown, pig, or huntress, I run the exhaustion addons.

    Not sure how I’m a “terrible survivor, a troll or completely survivor biased” for suggesting some remedies.

    If you don’t want to use mindbreaker how about Blood Echo then?

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435489#Comment_1435489

    Not sure how I’m a “terrible survivor, a troll or completely survivor biased” for suggesting some remedies.

    If you don’t want to use mindbreaker how about Blood Echo then?

    Blood echo is only somewhat viable on killers that keep people injured the whole game (Plague and Legion) and even then it's on a cooldown and doesn't provide that much value.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433395#Comment_1433395

    I would add Alert, Aftercare, lucky break, Quick and Quiet, calm spirit and Dance with me to that list. All these perks, apart from maybe Dance with Me, are seriously underrated. Alert is god-tier, gives you map-wide aura reading on the killer whenever they break a pallet so you know where the dead zones are and where there are no longer any pallets, the small bit of aura reading at the end of the animation tells you which direction they're going after they break it which is useful in a chase, and you can see gens that you might not have seen before if the killer kicks them. Lucky break is good with iron will and can work against good killers who actually use blood for tracking. Can really trip people up when you're no longer producing blood as well as no sound, and the 3 minute timer is more than enough to last for most of the game.

    Quick and Quiet when used right is the bane of a Nurse's existence. Since they don't hear you vault the window, you can Q&Q through a window when you round a corner, and if you have lithe and dance with me you basically vanish if they don't get to the window in time.

    Yeah, I may have left some out, I just listed off as many as I could think of at the time.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432805#Comment_1432805

    Yeah, nerf even more good Killer Perks (Ruin) so that all we have left is Monstrous Shrine. Even less variety sounds great.

    Ruin is in a better place and synergies well with surveillance so idk what you're on about.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435489#Comment_1435489

    Not sure how I’m a “terrible survivor, a troll or completely survivor biased” for suggesting some remedies.

    If you don’t want to use mindbreaker how about Blood Echo then?

    Because your remedies aren't viable. Blood echo is a joke. You have to have them injured, hook someone, it has a cooldown, and it only causes exhausted for 45 seconds.

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