Dead Hard NERF or change

I remember when we had a Hex: Ruin change, one of arguments for that change was: " every killer, more than 90% killers use Hex: Ruin, so we have some changes about this, for balance". So, my question is. When we'll have same modifications on Dead Hard?. EVERY GAME 4 survivors with Dead hard for distance, for pallet, for window, for avoid hit, and plus this, now we have a hit validation help. Honestly, i play survivor equal Killer and i use dead hard too, but, guys. This game is getting ridiculous, boon totem everywhere, you cant breath playing as killer, if you do that, you receive some cute tbag and toxicity. This game its becoming too much survivor side like was in 2016,2017. plus this, playing SoloQ as survivor is a joke and we need buffs or attention for this, because SWF vs SOLOQ is so much desbalanced.

Comments

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714218#Comment_2714218

    You're equating fun with fair for Undying. The Developers had Data showing that Undying was unbalancing the game.

    Old Ruin to New Ruin was a buff. I'd much rather have New Ruin than Old Ruin.

    What I don't understand, is all the hate for Dead Hard yet no one has actually produced any data showing it's OP. All it would take would be to run the 40ish different routes on random maps and compare it with other exhaustion perks to see which ones are giving the most distance.

    Where does an issue become a fairness problem vs a fun problem? It's an arbitrary tag to put upon an opinion of the game 'this is a fun proble,m it needs to be addressed!' 'this is a balance problem and this is a party game, therefore it doesn't need to be addressed'. What was the data points that said undying was OP? Was it pure useage across killers at all ranks? red ranks? Does it even matter and we need to know or is it just the devs had their internal numbers and it doesn't matter outside of that?


    As far as ruin went, it 100% was attributed to a 'too many people run this'. To your point about data, tons of people have recorded hundreds of games with perk useage and dead hard is usually the most common/one of the most common perks survivor side. Following the ruin change logic, DH needs to be changed so we see more a variety of exhaustion perks used. Additionally, another user posted below where raw usage stats isnt a good argument in their opinion, so I am unsure of what data points would even be good enough/universally accepted as 'this should get changed because the data says x'.

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