In terms of how it works as confirmed by Peanits, both are buggy because they're checked twice, a remnant of old P2P gameplay. Basically:
You input your DH/Grab
The server checks to see if it's possible.
If it isn't possible, the server returns that as a grab cancel/dying survivor. This happens almost insantly.
If it is possible, the server then sends a message to the other player's client (for Dead Hard, to the killer, for grabs, to the survivor).
Then, the other player's client sends another check to ensure the grab/dead hard is still possible. This takes some time.
If it is still possible, Dead Hard dodges and you grab the survivor.
If it isn't possible you get the awful grab cancel/exhausted on the ground.
Server-sided hit validation wouldn't have fixed this because it wasn't designed to fix this. Dead Hard/Grabs need to be re-coded, which has been confirmed by the devs as something they're looking into.
In terms of how it works as confirmed by Peanits, both are buggy because they're checked twice, a remnant of old P2P gameplay. Basically:
You input your DH/Grab
The server checks to see if it's possible.
If it isn't possible, the server returns that as a grab cancel/dying survivor. This happens almost insantly.
If it is possible, the server then sends a message to the other player's client (for Dead Hard, to the killer, for grabs, to the survivor).
Then, the other player's client sends another check to ensure the grab/dead hard is still possible. This takes some time.
If it is still possible, Dead Hard dodges and you grab the survivor.
If it isn't possible you get the awful grab cancel/exhausted on the ground.
Server-sided hit validation wouldn't have fixed this because it wasn't designed to fix this. Dead Hard/Grabs need to be re-coded, which has been confirmed by the devs as something they're looking into.
Dead hard is just a braindead crutch perk that saves you when you make a mistake. You get positioned, you play poorly, and a button is there to save your life. TBH the fact that its buggy is the only thing that makes it half balance. And no, stop acting like pressing e to get to a pallet while you should have got hit is skill.
I'm seeing hatchets break on survivors and then seeing the survivor dead hard, soooooo
also, that hit looks like an M1 tap more than a lunge, and those deal damage faster than a lunge does, which is why the Dead Hard probably didn't go through with the invincibility frames.
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Comments
Dead Hard works a bit like grabs.
In terms of how it works as confirmed by Peanits, both are buggy because they're checked twice, a remnant of old P2P gameplay. Basically:
Server-sided hit validation wouldn't have fixed this because it wasn't designed to fix this. Dead Hard/Grabs need to be re-coded, which has been confirmed by the devs as something they're looking into.
That really is a bit disappointing, but they might still be able to improve the system. I'm hopeful.
Get gud and stop relying on it.
In fairness, if dodging hits was easy and reliable... Screw that perk, make it have 2 minutes of exhaustion.
Thanks for the info!
very helpful ^^
Ayo no worries
Dead hard is just a braindead crutch perk that saves you when you make a mistake. You get positioned, you play poorly, and a button is there to save your life. TBH the fact that its buggy is the only thing that makes it half balance. And no, stop acting like pressing e to get to a pallet while you should have got hit is skill.
I'm seeing hatchets break on survivors and then seeing the survivor dead hard, soooooo
also, that hit looks like an M1 tap more than a lunge, and those deal damage faster than a lunge does, which is why the Dead Hard probably didn't go through with the invincibility frames.