Grateful bhvr is looking at dead hard

Thank God they stated in the q&a that dead hard gives too much utility.

Now we know that it'll get looked at. I don't know about other killer players, but i vastly prefer teams of lithe and sprint burst.

At least with those they get used almost immediately instead robbing you when they made a mistake in chase. Dead hard is deflating and irritating to go against and I'm glad they're giving incentive to use other exhaustion perks.

Comments

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763688#Comment_2763688

    Dead Hard for distance was also the OP part of the Perk. The invincibility frames are actually pretty meh, I wouldn't mind them getting a buff if the distance was reworked to require dodging a hit. I've seen the concept of Dead Hard giving the Survivor a 2 second Sprint Burst if they successfully dodge a hit using the i-frame, I quite like it

    Thats seems fair enought

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766154#Comment_2766154

    It needs changed as a whole. Not just distance or I frames.

    Maybe, I still think it needs to keep it's identity as a 'dodge' Perk

  • The distance needs to go and I would like to see it incapable of being ran with DS.

  • Easy fix, make dead hard auto dodge swings, but have zero distance gained. Would fix the weird false hits on both sides, and would fix the dead hard meta as being able to make the last little bit of distance is where dh shines anyways.

  • @Top_Secret_117 said:

    Easy fix, make dead hard auto dodge swings, but have zero distance gained. Would fix the weird false hits on both sides, and would fix the dead hard meta as being able to make the last little bit of distance is where dh shines anyways.

    that's not bad.

  • @Top_Secret_117 said:

    Easy fix, make dead hard auto dodge swings, but have zero distance gained. Would fix the weird false hits on both sides, and would fix the dead hard meta as being able to make the last little bit of distance is where dh shines anyways.

    I like this change too, but it also strips the skill from the perk. Not a horrible tradeoff though

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763750#Comment_2763750

    Why should DH require Skill to use? Out of all Perks, why this one? No Perk requires Skill to use, Perks are basically "slap them on, use them".

    I guess cause every other exhaustion perk requires some kind of positioning, lithe to be near a window, balanced to be near a drop, smash hit to be used near a pallet, but DH, works in any situation, just press X, or E, ect

  • The problem is that deadhard is necessary, only 2 out of 26 killers !!! ONLY 2 !!! have lower than 50% killrate (which is 49%...) when they nerf deadhard i wouldnt be suprised to see a 10% increase in killrate for every single killer. On top of that nurse will be like old nurse again since deadhard counters her so hard.

  • @AngyKiller said:

    Given the non-nerf they just gave Circle of OP; do you really think they'll do anything at all impactful to DH?

    it's definitely going to be a nice little nerf that CoH is getting, it won't be completely unnoticeable. Question is just whether it's going to be enough, but CoH shouldn't fall out of the meta either. We need more meta perks, not less.

  • @fixdeadhard said:

    The problem is that deadhard is necessary, only 2 out of 26 killers !!! ONLY 2 !!! have lower than 50% killrate (which is 49%...) when they nerf deadhard i wouldnt be suprised to see a 10% increase in killrate for every single killer. On top of that nurse will be like old nurse again since deadhard counters her so hard.

    Those stats are irrelevant. Too many factors.

  • If there is something you dont like, that doesnt mean it is irrelevant... 1 factor or a million factors has litterly nothing to do with how relevant it is. Out of all game survivors experience more deads than escapes, which is not balanced, thats just a fact...

  • How's the "looking at" of ghost face and legion going?

  • Crying at another level. Goob job killers who determined their life to eradicate every Survivor Perk what brings any function to their users. In your best case scenario, you just want survivors movement speed reduced by -100% once they are in a chase with you cause you are too sad of losing a single hit. I know that being Killer is definitely a hard role, but the effort you guys put into the forum for crying could've been used more efficent, f.i. try to improve your killer skills. :)

  • @fixdeadhard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766940#Comment_2766940

    If there is something you dont like, that doesnt mean it is irrelevant... 1 factor or a million factors has litterly nothing to do with how relevant it is. Out of all game survivors experience more deads than escapes, which is not balanced, thats just a fact...

    Tell me you've never taken a class on statistics in your life without telling me you've never taken a class on statistics in your life.

  • @Astral88 said:

    Crying at another level. Goob job killers who determined their life to eradicate every Survivor Perk what brings any function to their users. In your best case scenario, you just want survivors movement speed reduced by -100% once they are in a chase with you cause you are too sad of losing a single hit. I know that being Killer is definitely a hard role, but the effort you guys put into the forum for crying could've been used more efficent, f.i. try to improve your killer skills. :)

    Lmfao

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766102#Comment_2766102

    I wish everyone could agree that the free distance at will is the issue, not the i frames

    I think the issue is that it does both distance AND has i-frames. Either effect would be a decent perk on its own. If they completely took out the i-frames it would still be pretty popular and a good perk but would lose that in-a-pinch effect to dodge attacks by reacting to the animation.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766104#Comment_2766104

    I think the issue is that it does both distance AND has i-frames. Either effect would be a decent perk on its own. If they completely took out the i-frames it would still be pretty popular and a good perk but would lose that in-a-pinch effect to dodge attacks by reacting to the animation.

    Of course, both effects are great, but the distance alone on it's own perk would still be an issue, if that makes sense

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767645#Comment_2767645

    Of course, both effects are great, but the distance alone on it's own perk would still be an issue, if that makes sense

    I understand what you're saying, I'm not convinced the perk would actually be overpowered with just the distance though. I'm had a bunch of games where a given survivor uses the perk at one or two points in a match to dive for a pallet, for example, and in that same match also uses it to dodge a swing and extend the chase that way too. The distance is the more frequent use but the invulnerability is still a significant part of it.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767649#Comment_2767649

    I understand what you're saying, I'm not convinced the perk would actually be overpowered with just the distance though. I'm had a bunch of games where a given survivor uses the perk at one or two points in a match to dive for a pallet, for example, and in that same match also uses it to dodge a swing and extend the chase that way too. The distance is the more frequent use but the invulnerability is still a significant part of it.

    Well, i could put it this way.

    If a survivor brought "dead hard distance", they would use it for distance in every chase.

    To me it would be worse than normal dead hard, because the survivors running it would be starting every chase with that perk in mind, so it would get more use.

    Similar to how when you run lithe, you run loops a certain way so that you always get value out of it.

    "Dead hard i frames" would only be used to avoid a hit, with a small amount distance awarded from the miss. It's more skillful and has more counterplay than "dead hard distance"

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767656#Comment_2767656

    Well, i could put it this way.

    If a survivor brought "dead hard distance", they would use it for distance in every chase.

    To me it would be worse than normal dead hard, because the survivors running it would be starting every chase with that perk in mind, so it would get more use.

    Similar to how when you run lithe, you run loops a certain way so that you always get value out of it.

    "Dead hard i frames" would only be used to avoid a hit, with a small amount distance awarded from the miss. It's more skillful and has more counterplay than "dead hard distance"

    I don’t get the focus on “skillful”, do you not consider Lithe or Sprint Burst or Balanced Landing skillful? They require much to activate either. Is Scourge Hook Pain Resonance skillful? Does it have a lot of counterplay? Why does a perk need to have a ton of counterplay to be considered a legitimate part of the game?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765887#Comment_2765887

    You say that. But i-frames have cost me so many mind gamed hits that I should of had.

    There are so many spots where you can't "bait it out" That it's not funny

    so what do you say to situations where you have a PGTW stack and you have a gen that is literally at 95% in a dead zone and the person committed because they knew they would be “safe” because they had Sprint Burst and easily ran away from harm. Even though they would be dead with DH. Because that feels just as jebaited as those other situations you point out.

    That’s happened to me many times. Especially on non-mobility killers. So what this tells me is you aren’t going to be able to bait every single scenario out there.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766767#Comment_2766767

    Still not good enough. As I've highlighted before. You mind game you deserve a hit on. Becomes irrelevant

    I dont know about you, but Id rather have a survivor im trying to kill auto dodge a low cooldown missed swing, and still maybe catch him if he cant make a fast vault angle then hit a survivor who i mind gamed but he dead harded towards the window and thanks to the distance + missed swing cooldown he still medium vaulted fast enough to the window. Yes mind games should be rewarding, but the perk is literally designed to be a counter to that and taking it away would fundamentally change the perk.


    I still stand by my Opinion as someone who plays both sides that auto dodge and no distance is the best solution. no longer meta, but still some value if you mess up directly beside a window or pallet you should have made anyways

    gets rid of the awkward stalemates between surv and killer that involved waiting out the preemptive dead hard and waiting for the killer to swing to maximize distance

    shifts the meta to more exaustion perks that require more positioning skill if distance is what you want from your perk

    still created value to survivors that want to have the ability to take some agro, like taking a hit at a hook, more altruistic risks vs being a crutch perk.

    no more awkward hit validations on the killer side, the perk just triggers an exagerated half side step for a visual que as to why you missed and for the survivor to know their dead hard was used up aswell, SIMILAR in nature to a smash bros dodge

    Sidestep.jpg

    I think it would also relieve stress to survivors , no more exausted and on the ground scenarios


    ... I might make a separate post for this actually

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