Will Dead Hard nerf ever see the light of the day?

Seriously, it's ridiculous how this perk just gives survivors not one, not two, but several extra lives per game! It's a second chance perk, like DS, UB and BT, but if DS and UB only work once per trial, this "Press E to Win" nonsense can be used and abused basically every chase.

It's one of the most overpowered and unbalanced perks. If survivors have an ability to get extra life per every chase, at least give killers a perk which grants one instant down per chase too or something.

Tagged: Mod

Comments

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403906#Comment_2403906

    You wanna know what the problem is with expose perks.

    NOED - 50/50 you can get any value out of this perk

    Devour Hope - The totem gets cleansed before you get to 3 stacks

    Dragons Grip - Only way to get value out of this is to literally camp the gen

    MYC - High mobility killers are the only killers that get value out of this perk

    You truly have no idea how to use Dragons Grip or MYC


    Both those perks are excellent for me and I exclusively play "low-mobility" killers


    It's not hard to run back and get one hit

  • @Trickstaaaaa said:

    Why do people keep asking for decent perks to get nerfed?

    If only they had the same energy to ask for 90% of perks to get buffed. Considering most of the perks are basically useless or niche.

    Cause these killers hope that they can nerf survivor to the point where they get to rank 1 and stop losing verses SWFs. It's honestly entitlement driven. Killers are the strongest that they've ever been and they're demanding perk nerfs for survivor.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404289#Comment_2404289

    @Carth

    Dead Hard requires you to be injured, which that is a risk in and of itself. You are one hit from a down.

    The so called "requirements" for the other perks can also hardly be called requirements because most of the time if you are running those perks, you will position yourself nearby the so called "requirement" (window, hill, etc).

    At this point I think you only hate Dead Hard because you are looking at it from a chase stand point, rather than ALSO looking at those specific scenarios where the other exhaustion perks also would cause a time sink. Imagine someone having a POP stack and the Sprint Burst survivor has it ready ( which in most cases they are) so therefore they commit to a gen before running to a safe area. So not only did you lose a pop stack, a possible down, but probably ALSO a gen on another side. That is even more powerful than Dead Hard could ever be in that situation.

    Let's continue to dissect this perk though via singular scenarios that you know, only affect THAT perk.

    in my opinion the most optimal use of a perk is how it should be balanced or at least discussed in terms of what is its best use. Just like how ruin + old undying was stupid strong in its best case scenario of 4 ruins

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404222#Comment_2404222

    This comment ignores that after this post i commented on baiting it as a wraith main with the invisibility, which gives me a massive speed boost.

    Distance my ass.

    So now everyone is forced to play Wraith to counter DH? That's a new one. 😝

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403902#Comment_2403902

    Replace the animation with a parkour roll and remove the distance. Easy.

    Okay? Then the perk is useless, a missed attack cooldown is only 1.5 seconds, so unless the survivor using it can reach a pallet or window within that 1.5 seconds, they'll just go down.

  • @Junylar said:

    Seriously, it's ridiculous how this perk just gives survivors not one, not two, but several extra lives per game! It's a second chance perk, like DS, UB and BT, but if DS and UB only work once per trial, this "Press E to Win" nonsense can be used and abused basically every chase.

    It's one of the most overpowered and unbalanced perks. If survivors have an ability to get extra life per every chase, at least give killers a perk which grants one instant down per chase too or something.

    Why would you nerf dead hard?

    I know survivors get on here crying about useless stuff all the time...but crying about dead hard....is severely out of character for killers....

    My dude....just walk up and quick hit them without lunging....

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404313#Comment_2404313

    Lmao are you pretending it isn't an argument? Are you really trying to just sidestep the question?

    Because the previous point isn't why the perk is strong at all and you know it. Its a cherry picked argument that ignores the real strength of the perk that everyone brings up. Sure you can wait a few seconds if they use it in a dead zone, but you cant do anything when they use it to make it to a pallet or vault.

  • You’d kill dead hard if you remove the distance it gives you, using it to dodge swings leaves you exhausted on the ground most of the time.

  • why do you guys want a DH Nerf, SB is by far more powerful in running away from a deadzone area

  • Dead Hard is not OP… You have to play survivor and USE DH… Then when you master it as survivor you’ll instinctively build a reflex on how to counterplay it. Same as killer. You’ll typically outrun the killers you main because you often know their every move as to what they would do given the circumstances. You’ll likely lose often to killers you avoid playing with as you know nothing about as to how they operate on a particular stage, tile, etc.

    For instance you can predict a DH when they’re clearly running towards a vault/pallet that you know they wouldn’t ever reach if they were just running for it. Especially if you have BL up. When you get that “Gotcha!” moment inside your head. When you see them angling in which they will dash in mid chase. That’s when players typically DH.

    Only Blight, and Nurse can complain about DH because their power fails outright and the survivors gets a literal second chance. If DH is upsetting you it’s possible that you’re lunging too often. Instead of just lunging every time wait maybe 3 seconds more until you’re basically against their backs as they’re running, and then swing!

  • @Vampirox said:

    why do you guys want a DH Nerf, SB is by far more powerful in running away from a deadzone area

    Much like with the current pallet hit validation shenanigans, I think it's a matter of people feeling robbed, which is understandable. It's comparable to outplaying the killer all game, only to die to NOED, or Spirit winning chases by standing still. All of these things have a certain amount of counterplay, yes, but by design they "take" something away from the other side, hence the bad feel posts.

  • Dead hard for distance is never getting nerfed. I will say that they can give an effect similar to Doctor's power where you cannot throw any pallets of vault a window for a few seconds after. That is the best way in my opinion, but only after they actually fix it first. A lot of people DH for distance because using it for its intended purpose costs you a down in most circumstances.

  • @SonicOffline said:

    Is it really that hard to just not press a mouse button until it gets used though?

    Dead hard for distance doesn't care about your patience. Anybody who thinks DH is counterable or not that strong just doesn't use it correctly

  • @CornHub said:

    No, it takes skill & player experience to know when to use it. That shouldn't be nerfed

    It takes "skill" and player experience to play nurse and spirit doesn't mean they don't need nerfs.

  • @Vampirox said:

    why do you guys want a DH Nerf, SB is by far more powerful in running away from a deadzone area

    It's what I've been saying.

    I would much rather go against 1000 dead hards than 1 SB. It's too annoying, especially on killers with no map pressure.

    It goes something like this *hook someone* *get BBQ stack* *goes to the gen being worked on* *finishes in your face and sprints away*

    Literally, I have lost games because of that, more than DH.

  • No, it doesn’t need a nerf. It’s fine as is. Coming from a killer main who knows how to play against it.

  • I don't think it will get nerfed.

    But you will expect to see 4 Sprint Burst and start to hate it A LOT if Dead Hard gets change.

  • I'm going to laugh so hard if it gets nerfed.

    And I prefer playing as survivor.

  • Honestly just make Coup de Grâce gain token per hook and not per gen done.

  • If I'm being honest sprint burst and balanced landing are way more annoying to go against

  • BTW, ,Did the Deadhard nerf seriously came realistic? I mean, Was there any mention of DH nerf from Devs? or any leaks?

    What makes the issue DH nerf?

  • Other than maybe FNAF, I think DH getting nerfed might be the most controversial subject on the forums. 🍿

  • I don't really have a massive issue with Dead Hard when playing killer, I find SB to be a stronger perk in general tbh as it has a lot less downsides than Dead Hard - you can use it whenever for example and don't need to be injured. Dead Hard when not injured against an insta down killer (or NOED) is effectively useless.

    I also don't hold the argument that it rewards survivors for messing up, because most survivors who use Dead Hard for the distance don't actually mess up but know they're running Dead Hard so know they can get an extra speed boost to the pallet/window etc and to me, if they'd had another exhaustion perk (not including Head On in that) they'd have already made that distance anyway because they would have been ahead at the start of the chase.

  • Or they can use lithe, bl or 99sb for the same effect midchase.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403941#Comment_2403941

    Niche perks are good for the game. If every perk was as influential as decisive strike, then the non-meta slaves would be bored. Besides, there's no reasonable way to make a perk like better together as good as decisive strike, simply because of how differently they are designed. You can only make number buffs and small changes to a niche perk unless you actually want the perk to be meta, which would make most probably be stupidly overpowered.

    why? Niche perks are often useless and have little to no impact on gameplay. Wake up! is niche perk. It only works after you have won and it has mediocre bonus of opening an exit gate by 15%. It allows opening an exit gate 3 seconds faster. All of Quentin perks are niche. Vigil reduces exhaustion perks by meaningless value 7-8 seconds and has bunch of other pointless effects like blind, hemorrhage and hindered. Why would anyone use any of Quentin useless perks over dead hard?

    I bet when they release boon totems, they'll probably useless perks that nobody uses with mediocre effects. Dead hard and BT is about the impact that a perk should have on survivor gameplay. The standard shouldn't be Vigil-level as most of niche perks might as well be playing perk-less.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404317#Comment_2404317

    why? Niche perks are often useless and have little to no impact on gameplay. Wake up! is niche perk. It only works after you have won and it has mediocre bonus of opening an exit gate by 15%. It allows opening an exit gate 3 seconds faster. All of Quentin perks are niche. Vigil reduces exhaustion perks by meaningless value 7-8 seconds and has bunch of other pointless effects like blind, hemorrhage and hindered. Why would anyone use any of Quentin useless perks over dead hard?

    I bet when they release boon totems, they'll probably useless perks that nobody uses with mediocre effects. Dead hard and BT is about the impact that a perk should have on survivor gameplay. The standard shouldn't be Vigil-level as most of niche perks might as well be playing perk-less.

    Doing all the gens isnt winning, getting out the gate is winning

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404931#Comment_2404931

    Doing all the gens isnt winning, getting out the gate is winning

    It takes 20 seconds to open a gate. I doubt 3 extra seconds is like difference between opening a gate or not opening a gate.

  • I don't have a problem with dead hard but if they were to nerf it I suggest they give it a very small period after using where you can't interact with windows or pallets. That way even "dead hard for distance" would involve better timing needed.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/270674/will-dead-hard-nerf-ever-see-the-light-of-the-day

    Why would you nerf dead hard?

    I know survivors get on here crying about useless stuff all the time...but crying about dead hard....is severely out of character for killers....

    My dude....just walk up and quick hit them without lunging....

    That doesn't help anymore. Yesterday I had 5 occasions where I hit them with basic quick attack, and 5 times they dead harded through that. Especially with that tech that allows a survivor to dead hard straight through the killer. You are literally at his butt, you click M1 (not lunging), and he is instantly behind you without getting hit. How do you counter that?

  • It's already way too hard for survivors to loop any competent killer and it's incredibly easy to bait out a dead hard, in fact any time I watch someone play killer they wait a couple of seconds and literally mumble the words "Do they have dead hard?" and the survivor uses it then gets insta downed. On top of that everyone acts like dead hard even works flawlessly at all times, it does not. Even after the last update I'm still getting downed MID dead hard when the animation is already visible, sometimes it doesn't go off at all and the killers hit takes some weird server priority despite me hitting E in real time before the swing goes off. It seems like some killers want to balance the game around the top percentile of survivors that run perfect loops and travel to the next best one to rinse and repeat throughout the game but newflash, this isn't how 90% of games go, instead it's just survivors going down one by one throughout the match unable to loop for more than 30 seconds while the killer gets kills by holding W.

  • I've never understood how you can complain about DH.


  • @socalfusions said:

    It's already way too hard for survivors to loop any competent killer and it's incredibly easy to bait out a dead hard, in fact any time I watch someone play killer they wait a couple of seconds and literally mumble the words "Do they have dead hard?" and the survivor uses it then gets insta downed. On top of that everyone acts like dead hard even works flawlessly at all times, it does not. Even after the last update I'm still getting downed MID dead hard when the animation is already visible, sometimes it doesn't go off at all and the killers hit takes some weird server priority despite me hitting E in real time before the swing goes off. It seems like some killers want to balance the game around the top percentile of survivors that run perfect loops and travel to the next best one to rinse and repeat throughout the game but newflash, this isn't how 90% of games go, instead it's just survivors going down one by one throughout the match unable to loop for more than 30 seconds while the killer gets kills by holding W.

    Why the hell do I only get the matches you described when I play survivor? When I play killer on purple ranks, most of the games I get those meta slave sweat squads who can loop for 5 gens unless they are found in a very bad spot. That "top percent" is not one percent anymore. I'm going to start counting a "versed a survivor with dead hard this game" streak, and I don't think this streak will ever end.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403914#Comment_2403914

    https://forum.deadbydaylight.com/en/discussion/comment/2403924#Comment_2403924

    https://forum.deadbydaylight.com/en/discussion/comment/2403931#Comment_2403931

    These comments are a blant disregard to the fact DH can be used for distance. It doesn't take skill to know when you miscalculated a loop, then press E for distance and reach pallet / vault. Let's not act like this isn't something new because this is what people are talking about, not dodging hits at point-blank range.

    It is in the perk description that it can be used for distance. You dash forward and also avoid damage.

  • @CornHub said:

    No, it takes skill & player experience to know when to use it. That shouldn't be nerfed

    Dude most of the time it's used for distance to the pallet, which isn't fair lol. It significantly extends the chase.

  • @Lord_Tony said:

    the distance dead hard gives is the most BS thing ever.

    Almost downed a survivor but they extended the chase for another 40 seconds because they ######### pressed E at a pallet

    such a fair perk imagine if coup de grace worked like that survivors would be crying for a nerf and it will be nerfed in 2 months

    2 months? LOL! The only "overpowered" (which it wasn't AT ALL) KILLER perk that lived 2 months or longer is UNDYING. Funny thing about that is it's trash when not paired with ruin!

  • I agree survivors should just stand still and take the hits. Why should they try to run?

  • Probably not bc it would piss off too many ppl at once. I mean anyone remember the backlash when they nerfed exhaustion?

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403931#Comment_2403931

    It takes "skill" and player experience to play nurse and spirit doesn't mean they don't need nerfs.

    You need skill to play spirit? Lol

  • The main problem with dead hard is not the invincibility frames. It's the distance. They added the distance animation as a way to visually see that dead hard was used.

    The side effect was it gave extra distance in a chase. That should have not happened. In the red ranks it's not used so much to avoid a hit but to gain distance.

    If they want a way to show it was dead hard that dodged the hit they can make an animation of a side dodge. Like you lean to one side really quickly. It shows the killer that they did not hit cause of dead hard and the survivor avoids the hit and has the I frame.

    I would be ok with that. Just remove the rush forward. Change it to a side step ot a leaning to one side dodge. Easy.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404222#Comment_2404222

    It is in the perk description that it can be used for distance. You dash forward and also avoid damage.

    Don't worry, I know DH can be used for distance, that's how it's MAINLY used. However, some people act like DH is only used to dodge M1 hits out in the open, which rarely works in practice due to latency and having to predict the exact moment that the killer swings. They are using this to prove their point, but they KNOW for a fact that when people complain about DH, it's not that they are talking about. They don't want to acknowledge it because they know it's a ridiculous mechanic in which shouldn't exist.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404931#Comment_2404931

    You can choose to use the best perks every match because they are always going to be much more useful than niche perks, or you can choose to use niche perks like blood pact, resurgence, fast track, just because you want to.

    It's all about your mindset. If you don't find the game stale playing with meta perks every match, good for you.

    Also, can you propose a rational buff to wake up and vigil without making them overpowered but still worth picking over something like dead hard? I'm very interested.

    I would say Vigil is to me sounds like a perk that was designed to make exhaustion perks better and long while back, exhaustion perks used to recover in the chase, so having lower exhaustion time would have impact on your ability to use an exhaustion perk a second time in a chase if you ran killer for long time.

    current exhaustion pauses when your running and 40 seconds of exhaustion after using exhaustion perk might as well be forever as you are very unlikely to walk for 40 seconds. 32 seconds just means no difference and any number that is not below 5 seconds probably will not make a difference in most cases.

    I think an interesting version of Vigil would be that Vigil ignores one instance of exhaustion every 120 seconds. When it is triggered by using an exhaustion perk, Vigil is greyed out for 120 seconds and the exhaustion perk corresponding would be greyed out. This would promote using multiple exhaustion perks in a single survivor build as there is currently no real reason to run more one exhaustion perk currently. It would avoid the problem of being able to use same exhaustion perk in the same chase. Perhaps It would promote creative combos like dead hard+smash-hit or balance landing+sprint burst, Lithe+SB where both perks could be activate in the same chase if condition are met.

    Vigil would be able to ignore one instance of blood echo and exhaustion add-ons like exhaust huntress add-on though the perk would go on 120 second cooldown for ignoring exhaustion. Mindbreaker would counter it though as it applies exhaustion continuously.

    good DBD perks tends to be perks that have functional useful effect. Wake up functional effect is opening exit gates faster. Its simply not an important statistic. The aura reading aspect for gate is not important as you get notification when the gate are powered. no real change to it would make it worth running over meta perks like dead hard.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404397#Comment_2404397

    That doesn't help anymore. Yesterday I had 5 occasions where I hit them with basic quick attack, and 5 times they dead harded through that. Especially with that tech that allows a survivor to dead hard straight through the killer. You are literally at his butt, you click M1 (not lunging), and he is instantly behind you without getting hit. How do you counter that?

    .....


    Bruh......


    You aim....down....

  • @Vash said:

    I agree survivors should just stand still and take the hits. Why should they try to run?

    not the argument

  • Oh funny, haha, no skill killer meme. Yes you need at least some amount of skill to play spirit not nearly as much as nurse to get similar results but still more skill then using dead hard for distance.

  • @Zeon_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404319#Comment_2404319

    Because the previous point isn't why the perk is strong at all and you know it. Its a cherry picked argument that ignores the real strength of the perk that everyone brings up. Sure you can wait a few seconds if they use it in a dead zone, but you cant do anything when they use it to make it to a pallet or vault.

    My point is valid and you refused to address it. Just saying, all you have to do, as literally any killer, is not press a button that does a damage. It really is that simple.



    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404299#Comment_2404299

    So now everyone is forced to play Wraith to counter DH? That's a new one. 😝

    I never said that. Feel free to quote where I did.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403914#Comment_2403914

    Dead hard for distance doesn't care about your patience. Anybody who thinks DH is counterable or not that strong just doesn't use it correctly

    I never said it was counterable or not that strong. I just said if you bait it then they don't have it.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/270674/will-dead-hard-nerf-ever-see-the-light-of-the-day

    What's ridiculous is how often you get hit mid animation and go down, exhausted on the ground, and killers constantly complain about a perk that works at best half the time. Imagine if it actually worked. Imagine if BBQ only worked half the time. Can't you just be happy they destroyed DS? Or do you not think survivors should have perks at all?

    This JUST happened to me. Activated to DH out of the door and out of swing range. Downed inside of door. I don’t exactly feel I’m losing much by rarely running it.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403938#Comment_2403938

    1. Devour Hope
    2. Make Your Choice
    3. Haunted Ground
    4. Dragon's Grip
    5. NOED
    6. Just waiting out the dead hard

    3 of those perks are not used at all and they do not provide a free instadown every chase and most of those perks have simple counters + they delete 1 killers perk slot and can be completely useless

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404022#Comment_2404022

    3 of those perks are not used at all and they do not provide a free instadown every chase and most of those perks have simple counters + they delete 1 killers perk slot and can be completely useless

    get gud

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404022#Comment_2404022

    3 of those perks are not used at all and they do not provide a free instadown every chase and most of those perks have simple counters + they delete 1 killers perk slot and can be completely useless

    Honestly sick of these crying replies


    Baby killers on these forums tell me constantly that the perks I use EVERY DAY are "too hard to get use out of"


    Get gud, that is literally the solution to your problem

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