Dead Hard Rework

You can take a beating.

When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

  • Press the Active Ability button while running to dash forward.
  • Avoid any damage during the Dead Hard action
  • You suffer from the incapacitated status effect for 3/3/2 seconds.

Dead Hard causes the Exhausted Status Effect for 80/60/50 seconds.

"We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!". It were a right dust up, I swear down!" — David KingYou can take a beating.

Comments

  • @papichulo said:

    You can take a beating.

    When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

    • Press the Active Ability button while running to dash forward.
    • Avoid any damage during the Dead Hard action
    • You suffer from the incapacitated status effect for 3/3/2 seconds.

    Dead Hard causes the Exhausted Status Effect for 80/60/50 seconds.

    "We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!". It were a right dust up, I swear down!" — David KingYou can take a beating.

    Incapacitated doesn't stop you from vaulting or dropping pallets.

    I don't think it would have literally any effect if survivors couldn't cleanse totems or fix gens for two seconds after Dead Harding.

    Although not being able to open the gates could occasionally have an effect.

  • Honestly, just call it what it is. You want it nerfed. A rework would indicate a change in functionality, such as Ruin going from affecting skill checks to causing automatic regression.

  • incapacitated would do quite literally nothing.

    even if they were to use it at an exit gate and incapacitated blocked it for them, by the time you do down them and wipe off your weapon they easily crawled out.


    honestly, i think the problematic part about this perk isnt its effect or when people use it (even though it really is annoying when being used for distance) - i think the issue is that it has absolutely no downside attached to it and no real activation requirement to be usable either, which makes it entirely different to every other exhaustion Perk.

    it needs one of the two - either we rework the activation requirement into something that isnt "play the game normally" (thats what i'd do) or make it so using the Perk applies a significant downside to you (thats what you tried, but thats extremely hard to balance out) / make it require something before its usage that hinders a player (similar to the walking requirement Sprint Burst has).