Nerf Dead Hard's Distance

People just milk that perk harder now than DS, or add it(DS) in still. People all over the place know the memo that half the time you don't use it to dodge a hit, you use it to gain that stupid distance that changes everything in a chase.

I really don't think it should have 2 really strong benefits in one perk. Just another reason survivors copy and paste the same build

EDIT: another reason i believe this is because i've seen people dead hard to reach a blinding spot when that's not it's purpose at all. It's too strong imo

FYI: Dead hard did not have a distance gain on release

EDIT2: Someone suggested an interaction lock for 1.5 seconds after the use as to not give the survivor power to save themselves and body block ontop of it to win every scenario a killer may have against them. With the speed of gens and the power DH uses to restart chases almost into it's own infinite IMO.

someone suggested Maybe Give it one use like DS or 3 Tokens of use. Talk about high risk high reward, you can do it over and over with dh

Lastly, they changed Sprint burst wayy back when because it was too powerful to click a button and choose when you need the distance gain/5seconds of speed. DH is like a sister that gives you a tiny leap and immunity to dmg at the click of a button. If DH didn't protect you against dmg this topic would be a different story.

Comments

  • Pretty much everyone complaining about "Dead hard for distance" doesn't seem to realize that if the perk actually functioned correctly, the distance would be almost completely irrelevant. Let's say that the perk no longer makes you move any faster but the I frames can actually dodge attacks if you time it well. You can still time it so that you have the I frames as you approach a pallet and now the killer, regardless of what they do, do not get a hit because swinging will just result in them hitting through I frames and eating a pallet.

    In it's current state, the perk would be literally useless without the distance.

    If it were fixed, sure they could remove the extra distance, but it'd still be irrelevant because you can still use it as you approach a pallet and then instantly throw the pallet.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471863#Comment_2471863

    After your post i went to a game and removed DH to take Sprint Burst.

    First trial, at the end the killer called me SB noob 😂

    Told ya lol I remember when sp was a huge thing back in days sp was so hated and his players and nerf questions were flying all over the social medias because it was too op to killer mains and now that players don't use it anymore now it's fine lol

  • Bruh I like how half the things the maker of this thread says is a lie to make dead hard seem more busted then it actually is lol.

    this man just doesn’t want to wait out the dead hard like most smart killers do because his impatient.

    he probs also just picks up a survivor then complains about being flashed without looking around. Then he complains on the forums.

  • Honestly i can't accept killer main complaining about everything. I have enough of this, i don't understand why the moderators don't ban them a few days.

    It's enough.

    Do you know in what state is the game atm ? Seriously do you know it ?

    Developpers had to implement a ban penalty for DC and to remove the suicide on hook. Do you know why ? Because the survivors' DC/Suicide rate is huge as never. Even today with the penalties it's huge.

    I almost never see a killer DC. Once every 50 trials. But survivors it's everyday, like 20% of the trials minimum. Continue to ask nerfs and survivors will definitely leave this game.

    I'm sure the OP is under 25 years old, this generation that want everything for free without personal investment. Everything has to be easy for this generation, ez money, ez relationship, ez work, ez wins.

    Just learn to be better at the game.

  • @JohnWeak said:

    Honestly i can't accept killer main complaining about everything. I have enough of this, i don't understand why the moderators don't ban them a few days.

    It's enough.

    Do you know in what state is the game atm ? Seriously do you know it ?

    Developpers had to implement a ban penalty for DC and to remove the suicide on hook. Do you know why ? Because the survivors' DC/Suicide rate is huge as never. Even today with the penalties it's huge.

    I almost never see a killer DC. Once every 50 trials. But survivors it's everyday, like 20% of the trials minimum. Continue to ask nerfs and survivors will definitely leave this game.

    I'm sure the OP is under 25 years old, this generation that want everything for free without personal investment. Everything has to be easy for this generation, ez money, ez relationship, ez work, ez wins.

    Just learn to be better at the game.

    It's a bad idea to remove the "suicide" on hook.

    Better to let them die on the hook than to let them trolled you like pre pallets or vaulting windows. And that permanently ...

    I didn't hat much DC problems the last days.

  • @DieGräfin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472239#Comment_2472239

    It's a bad idea to remove the "suicide" on hook.

    Better to let them die on the hook than to let them trolled you like pre pallets or vaulting windows. And that permanently ...

    I didn't hat much DC problems the last days.

    Depends the time you play. In the evening it's ok, globally killers and survivors are good enough to have good trials, mostly.

    But in the morning 'week-end) and at peak teenagers hours, between 5PM & 7PM, it's horrible.

    If you are good at the game, it's impossible to play as a survivor in soloQ. Playing killer only at this time of the day and trying to be fair to give the survivors a good experience.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471095#Comment_2471095

    You obviously have to use it ineffectively and go down. If not, you are doing it wrong.

    And what's it's correct use then? to be used in all situations over all other perks? that's kinda how it is. Downplaying an immunity blink for survivor

  • @Grimmy_Bluues said:

    I think the better call is removing the ability to interact for 1.5s after using it. Can still use it for distance, but won't be the BS that it is now.

    You mean like they can't vault or throw a pallet for 1.5 seconds? that's pretty good idea it needs to be something other than the main problem solver in most trials

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471430#Comment_2471430

    It's not. Just because you throw your keyboard anytime a survivor dead hards and cry "it's OP" does not make the perk OP.

    It's an exhaustion perk that gains a survivor much less distance than other exhaustion perks for the ability extend chase if you use it right.

    It puts them a majority of the time in a safe distance, in a safe spot in most situations where it's basically adding double the length of a chase, Blood lust doesn't matter at that point. There's so many things that come into play. I don't throw my keyboard either dude, I play the game and i see every player whos on survivor do the same ass tactic thats bad for the game in general.

    Play killer

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471433#Comment_2471433

    It puts them a majority of the time in a safe distance, in a safe spot in most situations where it's basically adding double the length of a chase, Blood lust doesn't matter at that point. There's so many things that come into play. I don't throw my keyboard either dude, I play the game and i see every player whos on survivor do the same ass tactic thats bad for the game in general.

    Play killer

    I literally posted you a video of me playing killer against 4 dead hards and winning. So you can't use the "play killer excuse".

    Sorry you aren't as good as you think you are.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471018#Comment_2471018

    That's what they want lol, for it to be useless or a hinderance. I still can't believe how many hate threads get written over dh because someone doesn't want to wait 2 seconds or break a pallet. Sheesh.

    You would know what it feels like if you got off survivor for more than 1 round. "2seconds to break a pallet" Do you understand the pace of trials at high ranks and how fast you have to work when you're killer?


    Someone Said Dead Hard should be used 1 time per trial like DS or give it tokens or something instead of infinitely being able to save yourself in all different scenarios that you might go down.

  • @SasukeKun said:

    People just milk that perk harder now than DS, or add it(DS) in still. People all over the place know the memo that half the time you don't use it to dodge a hit, you use it to gain that stupid distance that changes everything in a chase.

    I really don't think it should have 2 really strong benefits in one perk. Just another reason survivors copy and paste the same build

    EDIT: another reason i believe this is because i've seen people dead hard to reach a blinding spot when that's not it's purpose at all. It's too strong imo

    FYI: Dead hard did not have a distance gain on release

    EDIT2: Someone suggested an interaction lock for 1.5 seconds after the use as to not give the survivor power to save themselves and body block ontop of it to win every scenario a killer may have against them. With the speed of gens and the power DH uses to restart chases almost into it's own infinite IMO.

    someone suggested Maybe Give it one use like DS or 3 Tokens of use. Talk about high risk high reward, you can do it over and over with dh

    Just give it a full rework. It's an outdated and boring second chance perk.

  • @Shaped said:

    Do you realise that without distance dh is useless?

    Then rework it

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472284#Comment_2472284

    Depends the time you play. In the evening it's ok, globally killers and survivors are good enough to have good trials, mostly.

    But in the morning 'week-end) and at peak teenagers hours, between 5PM & 7PM, it's horrible.

    If you are good at the game, it's impossible to play as a survivor in soloQ. Playing killer only at this time of the day and trying to be fair to give the survivors a good experience.

    Yes that's true. Depends on the time you play. For me is the afternoon horrible. So I don't play during this time. Most of the time you getting matched with a 3 SWF group and Mr.Clicky wanna bully everyone and show how super he is but he failed most of the time. So I don't play afternoon.

    But the other time it's ok, even for a solo surv main 😀

  • @Crowman said:

    Dead Hard doesn't cover a lot of distance as it is. It's a very short range dash.

    Like I get how it can be annoying playing against multiple dead hards, but compared to every other exhaustion perk the distance the perk gives isn't much.

    You are using it wrong. I abuse the leap for windows and pallets on the daily. Remove the immunity frames for it other than traps.

  • Bruh dead hard needs to go, that perk is literally one of the reasons why I dread playing killer because it's such a braindead perk that can buy way too much time but just bait it I guess because that is totally a thing I can do, except it's not on most occasions. I do not recall a match where I have ever lost because of a sprint burst but I can remember many times where dead hard has completely ruined my game. Get rid of it.

  • FYI: Dead hard did not have a distance gain on release

    Um... yes, it 100% did. In fact, it actually gave you even more distance than it does currently and didn't use to have an animation. That was when it wasn't even called Dead Hard, it was called Line Break.

    If you wanna shorten the distance on Dead Hard you need to drastically increase the amount of time you can be invulnerable. Otherwise it's useless.

    Alternatively, you could wait it out.

  • Dead hard does need a nerf. If its being brought in most matches then there's a reason why. Not sure how it would get reworked though. Maybe remove the distance and invincibility frames and give it the endurance status for 1 second. The survivor glows white indicating the endurance effect for 1 second. Idk just an idea.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471434#Comment_2471434

    This post is so ironic. And the guy you quoted lol. It basically describes every tantrum people make including this thread.

    Spirit or dead hard it is all the same to me. People hate when something works for others ignoring all the time it doesn't. They have one bad game and cry for nerfs.

    But hey you are free to do anything you want. Don't be surprised when people don't take emotional outbursts as facts tho.

    I honestly will never take op seriously after reading few of his threads. He is not rational, just acting on impulses and anger.

    This will probably be my last reply. It is pointless.

    ONE BAD GAME? You really think i'd complain this hard if survivors weren't spamming every dumbass tactic you can do with it rn in most of my matches? I see it over and over, that's the whole point of saying how survivors do "copy paste builds"

  • @thefallenloser said:

    FYI: Dead hard did not have a distance gain on release

    Um... yes, it 100% did. In fact, it actually gave you even more distance than it does currently and didn't use to have an animation. That was when it wasn't even called Dead Hard, it was called Line Break.

    If you wanna shorten the distance on Dead Hard you need to drastically increase the amount of time you can be invulnerable. Otherwise it's useless.

    Alternatively, you could wait it out.

    No it didn't dude, i used it when it came out over and over. I know how it worked, they changed it to give it that leap cuz the original didn't help you, you understand this is why im talking about different tweaks you can do to it? DH helps you in so many situations, passive perks like you mentioned bbq and other perks killers use because idk if you thought of it but it's because they are the only perks that really help you out.


    Survivors have a lot more that are strong helps compared to killer

  • @Unifall said:

    Dead hard does need a nerf. If its being brought in most matches then there's a reason why. Not sure how it would get reworked though. Maybe remove the distance and invincibility frames and give it the endurance status for 1 second. The survivor glows white indicating the endurance effect for 1 second. Idk just an idea.

    hmm theres another perk that i see in more than 75% of the matches... cant think of the name tho...

  • @Unifall said:

    Dead hard does need a nerf. If its being brought in most matches then there's a reason why. Not sure how it would get reworked though. Maybe remove the distance and invincibility frames and give it the endurance status for 1 second. The survivor glows white indicating the endurance effect for 1 second. Idk just an idea.

    So they need to also nerf corrupt ruin undying tinkerer and pop?

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474045#Comment_2474045

    No it didn't dude, i used it when it came out over and over. I know how it worked, they changed it to give it that leap cuz the original didn't help you, you understand this is why im talking about different tweaks you can do to it? DH helps you in so many situations, passive perks like you mentioned bbq and other perks killers use because idk if you thought of it but it's because they are the only perks that really help you out.

    Survivors have a lot more that are strong helps compared to killer

    Are you gonna just say that the DEVS ARE WRONG about WHAT THEY RELEASED lol?

    https://www.youtube.com/watch?v=tkUFBat8Zfs


  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474545#Comment_2474545

    So they need to also nerf corrupt ruin undying tinkerer and pop?

    Corrupt is a 1 time use perk. Ruin and undying are hexes which can be easily destroyed. Tinkerer is an okay perk which works better on fast killers. And pop? Really? A perk that rewards you for hooking a survivor and only does 25% of a gen? You think that needs a nerf?

  • @Crowman said:

    Dead Hard doesn't cover a lot of distance as it is. It's a very short range dash.

    Like I get how it can be annoying playing against multiple dead hards, but compared to every other exhaustion perk the distance the perk gives isn't much.

    This doesn't really mean much seeing as you have control over when the distance will come and the killer has literally no way to counter it. It breaks so many loops and undoes so many mistakes.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471022#Comment_2471022

    This doesn't really mean much seeing as you have control over when the distance will come and the killer has literally no way to counter it. It breaks so many loops and undoes so many mistakes.

    THis is the major problem i don't get how people don't understand. Sprint burst you're not immune to dmg it's a fair perk, lithe, smash hit. All of those don't work how DEAD HARD does. let's get that straight

    Dead hard needs some kind of nerf like ds got

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2474545#Comment_2474545

    So they need to also nerf corrupt ruin undying tinkerer and pop?

    LOL are you trolling?

    let's go down the list here

    CORRUPT sir, runs out. Then you have 3 perks the rest of the match. You just hide

    RUIN can get turned off in the first 10-30 seconds of a match and if you have undying same thing. then you're down to 2 perks for the rest

    Tinkerer isn't strong on a lot of killers, some take advantage but 70% survivors are gonna rather get ripped off to finish most of the time

    AND POP got nerfed. a quote from ALMO or someone said "killers have to much time to hold pop" so it went from 60 seconds to 45 seconds for absolutely no reason. It made it worse if anything. Thier statement is ironic becuase there's stronger perks that do the same for survivor at the time i.e before DS got nerfed.

  • You think it's like how it is now when it wasn't

  • The problem I think is, if dead hard was designed to dodge killer hits, then why are they always exhausted on the ground? It's not a perk issue, it's a dedicated sever issue, that's what really needs looking into. Idk if you ever run into a console player using dead hard but half of the time, their dead hard doesn't always make a difference. And if dead hard does get nerfed, then killers will then have to face sprint burst or lithe players. Imo, I find going up against those perks more annoying than dead hard, because the survivors gaining distance before you arrive I think is more time wasting, then dead hard. But I do understand about using dh to make it to a pallet, there's nothing you can do about that, but at the same time, dh doesn't save a survivor who's in a dead zone.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475145#Comment_2475145

    LOL are you trolling?

    let's go down the list here

    CORRUPT sir, runs out. Then you have 3 perks the rest of the match. You just hide

    RUIN can get turned off in the first 10-30 seconds of a match and if you have undying same thing. then you're down to 2 perks for the rest

    Tinkerer isn't strong on a lot of killers, some take advantage but 70% survivors are gonna rather get ripped off to finish most of the time

    AND POP got nerfed. a quote from ALMO or someone said "killers have to much time to hold pop" so it went from 60 seconds to 45 seconds for absolutely no reason. It made it worse if anything. Thier statement is ironic becuase there's stronger perks that do the same for survivor at the time i.e before DS got nerfed.

    Tbf, I'm all for a nerf to Corrupt. The other perks they mention are fair and have some pretty fun perks to counter them, to boot, however!

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475145#Comment_2475145

    Corrupt is a 1 time use perk. Ruin and undying are hexes which can be easily destroyed. Tinkerer is an okay perk which works better on fast killers. And pop? Really? A perk that rewards you for hooking a survivor and only does 25% of a gen? You think that needs a nerf?

    Your sentence was: since dead hard is so common it needs a nerf. Well Those killer perks are way more common than dead hard so following your flawed idea those perks shall be nerfed aswell

  • @Nocstin said:

    Anybody who thinks dead hard is healthy the way it is. You definitely do not play killer at all or you are completely oblivious. It’s bull that a killer can guess right at a tile and you mess up but you get a to dead or and run the tile again. It’s bs that a killer can mind game you at shack successfully and you can just dead hard to the window. And y’all keep saying all this crap about how “you barley get any distance” or saying it doesn’t do much if you bait it yet in almost ever red rank killer game there’s at least 3 dead hards every game… I play both sides and I definitely think there are problematic killer perks but let’s not pretend dead hard ain’t a problem. That’s cringe

    This. It's not just the i frames, or the distance. It's both. It's dead-harding through a well aimed hatchet at shack vault, it's dead harding to a pallet every single time you screw up in a loop extending the chase by at least another 15-30 seconds and your buddies pop the gens. It's a ridiculous perk. Sure if you're in an empty void / open rotten field you can bait it out and then hit after but that's like.. the absolute ideal situation that usually doesn't happen. It's used because it's guaranteed more loops of any given tile(s) against killer. Which on some maps is especially broken like Macmillan or Haddonfield where you've got a tonne of pallets within 10m of each other and like 3+ strong tiles next to each other.


    It epitomizes the "Oh man, I screwed up better push this button" mentality of a tonne of survivor perks that just give them a free out, whether it's borrowed time, dead hard, unbreakable, decisive strike, or any other exhaustion perk since they have barely any cooldown and can be used in every chase. Even more so when survivors are taking hits for each other, because now you've wasted all your time and they'll go reset in like 8 seconds lol.

    The only comparable thing killers get to a "damn I messed up I really need another chance at this" perk is NOED, which can be cleansed pretty quickly or before it even becomes an issue lol.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475985#Comment_2475985

    Your sentence was: since dead hard is so common it needs a nerf. Well Those killer perks are way more common than dead hard so following your flawed idea those perks shall be nerfed aswell

    They're used becuase of gen times. There is no need for second chance perks for survivors. Dead hard is way too common compared to those perks. Everytime I face a team at high level its always dead hard. And what else are killers supposed to use? Please tell me what perks are effective at high level I would love your opinion.

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476235#Comment_2476235

    They're used becuase of gen times. There is no need for second chance perks for survivors. Dead hard is way too common compared to those perks. Everytime I face a team at high level its always dead hard. And what else are killers supposed to use? Please tell me what perks are effective at high level I would love your opinion.

    Lol, survivors won't listen they'll just call you sweaty for running those perks not realizing that if you don't run those perks the game is over in 2 minutes, 3 if you non-stop hook people without tunneling (have fun with DS) and even then at least 2 of them will teabag at the exit gates until the timer runs out. Assuming they don't BT/DH right out the gate off the hook covered by DS and/or spread hits out via protection hits.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2475985#Comment_2475985

    Your sentence was: since dead hard is so common it needs a nerf. Well Those killer perks are way more common than dead hard so following your flawed idea those perks shall be nerfed aswell

    They aren't even anywhere near game changing as DH is for survivors dude

  • You can't just say "no they didn't" when we see in the video that the devs are saying that it gives the speed boost.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476201#Comment_2476201

    You can't just say "no they didn't" when we see in the video that the devs are saying that it gives the speed boost.

    Your video didn't show anything but pictures and people talking. I know how the perk originally worked, you blinked forward while running, now its the leap they added that after some time wow, it's super strong like DS.

  • @Raihje said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476255#Comment_2476255

    Lol, survivors won't listen they'll just call you sweaty for running those perks not realizing that if you don't run those perks the game is over in 2 minutes, 3 if you non-stop hook people without tunneling (have fun with DS) and even then at least 2 of them will teabag at the exit gates until the timer runs out. Assuming they don't BT/DH right out the gate off the hook covered by DS and/or spread hits out via protection hits.

    There's just certain situations they can use DH where's there's no counter play and that's what angers me the most, Its not about baiting it out!

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476287#Comment_2476287

    There's just certain situations they can use DH where's there's no counter play and that's what angers me the most, Its not about baiting it out!

    Exactly this. They can guarantee more loops out of any tile, be invincible and guarantee a fast vault, etc.. they can do whatever they want or even screw up badly in a chase and just completely ignore it.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476235#Comment_2476235

    They aren't even anywhere near game changing as DH is for survivors dude

    Oh yeah they're not, just prolonge the game for 4 years but not gamechanging.

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476235#Comment_2476235

    They're used becuase of gen times. There is no need for second chance perks for survivors. Dead hard is way too common compared to those perks. Everytime I face a team at high level its always dead hard. And what else are killers supposed to use? Please tell me what perks are effective at high level I would love your opinion.

    Use whatever you want just don't complain for a perk that doesn't even work most of the times. Just to know what will be the next perk that people will cry to be nerfed?

  • Your right, the top 4 killers should have absolutely no counter play.

  • @SasukeKun said:

    People just milk that perk harder now than DS, or add it(DS) in still. People all over the place know the memo that half the time you don't use it to dodge a hit, you use it to gain that stupid distance that changes everything in a chase.

    I really don't think it should have 2 really strong benefits in one perk. Just another reason survivors copy and paste the same build

    EDIT: another reason i believe this is because i've seen people dead hard to reach a blinding spot when that's not it's purpose at all. It's too strong imo

    FYI: Dead hard did not have a distance gain on release

    EDIT2: Someone suggested an interaction lock for 1.5 seconds after the use as to not give the survivor power to save themselves and body block ontop of it to win every scenario a killer may have against them. With the speed of gens and the power DH uses to restart chases almost into it's own infinite IMO.

    someone suggested Maybe Give it one use like DS or 3 Tokens of use. Talk about high risk high reward, you can do it over and over with dh

    It may have strong benefits but half the time neither work

  • @Seraphor said:

    DH's distance is pretty useful, but there's no reason why it needs to be effective out in the open. It's effectively being used as an on-demand Sprint Burst at that point.

    Have DH apply 2 seconds of Hindered status after the distance is gained. This will slow the survivor down a little so that maybe half of that distance can be made up again by the killer.

    It would still be effective at loops, and at getting to loops and vaults if used at the right time. But it would mean that less value is gained from it by using it out in an dead zone to make distance to an objective like an exit gate.

    That'sliterally it's whole purpose

  • It's literally not, but it's the only use people get out of it when they don't know how to use it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478004#Comment_2478004

    It's literally not, but it's the only use people get out of it when they don't know how to use it.

    The invincibility frames are bs and don't prock like 60% of the time. I DC they fixed that then I might be open to listening to what you're opinion.

  • @Saviorace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478033#Comment_2478033

    The invincibility frames are bs and don't prock like 60% of the time. I DC they fixed that then I might be open to listening to what you're opinion.

    Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.

    It is not supposed to be an on-demand Sprint Burst.

  • @Saviorace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478033#Comment_2478033

    The invincibility frames are bs and don't prock like 60% of the time. I DC they fixed that then I might be open to listening to what you're opinion.

    @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478058#Comment_2478058

    Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.

    It is not supposed to be an on-demand Sprint Burst.

    Yup on demand with a travel to the winning spot in a chase everytime. maybe you should get better internet because i've seen people use it time and time again with zero issues.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476353#Comment_2476353

    Oh yeah they're not, just prolonge the game for 4 years but not gamechanging.

    How do you not know that DH can do the same thing? How new are you?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478058#Comment_2478058

    Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.

    It is not supposed to be an on-demand Sprint Burst.

    So what's wrong with that dodge being in the direction that puts the survivor the furthest distance from you? Also, a sprint burst that requires you to be injured and only lasts 1.5 seconds gets the survivor maybe 3meters at most. If you can't make up a 3 meter difference quickly when you're already faster than the survivor I don't know what to tell you.

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