Why would you spend so much work to make dead hard work with each killer's power properly?
Instead of just reworking dead hard.
This perk causes so much problems and you're wasting so much time working on individual killer's problems. Just why? Somebody in the team loves this perk so much they make you do that? That's illogical
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I asked Mandy this very same question and got no response.
It would be logically easier to deal with one perk that is already causing a nightmare in this game than it is to try to recode multiple killer powers. This move does not make any sense from either a workload perspective or a game design perspective. Dead Hard is a poison in this game and I have no idea why such efforts are made to defend it.
In all honesty your first mistake is actually thinking they would fix deadhard interactions with powers in the first place, as far as im concerned the nemesis and victor issues are here to stay so might as well just take them as features.
"We're reworking Dead Hard" = survivors leaving = less cosmetic sales.
Im pretty sure that's one of team leaders favourite perk and they don't want dh to be changed at all. That's the only explanation. Same with noed. I can imagine 2 guys just came to an agreement they don't touch dh if they don't touch noed or something like that
This even can be true, sadly
Noed is one of the most changed perks in the game. It has literally been reworked before.
did survivors leave when DS, OoO and recently Boil over got changed?
2 changes: infinite noed to 2 min noed and 2 min noed to a hex noed (which is definitely better than 2 min noed)
That's all. Noed if definitely not one of the most changed perks
You're forgetting these: changes from when exit gates are open to exit gates are powered, decrease in movement speed bonus across all tiers, adding exposed to all tiers, removal of attack cooldown reduction from the perk entirely, and tier one movement speed bonus decreased to 2%
That's on top of becoming a hex totem. This perk has been changed a lot to get it to be where it is now which is fairly balanced between the needs of both killer and survivor. It always comes down to everyone's favorite phrase, "Just do bones" and you'll rarely see it while if you don't do the bones the killer will maybe get one or two last minute hooks/kills.
Dead Hard is still problem for my tentacle hits. I mean okey, survivor escaped than my hit, fair. But why i have long cool-down if i don't hit them actually.
I hate this perk so much.
changes from when exit gates are open to exit gates are powered is a buff, huge, massive buff
decrease in movement speed bonus across all tiers, adding exposed to all tiers, removal of attack cooldown reduction from the perk entirely, and tier one movement speed bonus decreased to 2% - useless features like attack cd and movement speed got nerfed for exchange we got instadowns on all tiers which is huge
Even if you want to say noed is most changed perk in the galaxy it is not weaker than it always ways. It become arguably even stronger.
And we're talking about dead hard here. You can create your own topic to discuss noed
Nemesis has 2.5s cd no matter if you hit your target or not. Problem is when your hit got validated tentacle does not destroy the pallet or hit survivor nearby. Validation just eats tentacle damage
You brought up noed to begin and i responded directly to you.
How about you go make a thread.
As of Dead Hard, I feel completely changing what it does is bad idea. I mean I don't like the perk personally because perks that only work while injured aren't my thing. Distance gain can be annoying, but power interactions that don't make much sense hurt gameplay more. A lot of the older killers are going to probably need their code redone anyway so might as well try and sort out how powers interact with the perk while they're at it.
EDIT: Also, noed wasn't a good perk in 2016 and has never been a good perk.
Why? Because it's an extremely popular survivor skill. Reworking it means changing it from how it behaves but I'd wager BHVR know they'll get backlash if they changed DH. Bottom line, got to keep the SWF happy.
Same reason as we don't get any bubba fix, BHVR is playing with those broken things.
The worst part of your comment is that it probably is accurate.
Just delete dead hard, problem solved
Because the i frame mechanic is intentional but they don’t want DH being used for unconditional distance. They said as much themselves in the most recent Q&A stream.
I don't want it deleted, as there are archive challenges tied to it. But it could be reworked to do something entirely different.
I made a thread awhile ago that BHVR has to decide if dead hard is for distance or for invulnerability. Got no response.
The fix is so easy. If you don't want it to be used for distance, make it so that you can't interact with windows or pallets within 3 seconds after using DH. Problem solved
I'm going to take a risk of being very wrong and say that DH is not ever going to interact with powers correctly for the same reason Huntress' hatchets are wack.
Latency.
no need to rework dead hard.
just lose the I-frames and improve the range.
there, perk fixed, but now it doesn't have nearly as much potential to be annoying by denying hits.
Because BHVR's unwillingness to balance meta perks feeds into the problem.
When you leave something broken in the game for 4 years, survivors rely on the perk and assume it will never be touched. If they do choose to balance Dead Hard at some point, the amount of crying will be astronomical, just like it was when DS got nerfed, especially because many survivors seem to believe "press e to outplay" is a really high skill play.
Without going into detail here, but each and every time I see a post containing the words "it's/that's the only explaination" or "using this perk/killer/item/add-on is literally braindead" is enough prove for me to not give that persons opinion another thought.
You guys are definitely interesting at times, I really do feel sorry for the devs a lot of the time.
The forum is full of people calling the developers lazy, say the just band-aid every problem with a perk or easy fix, and then, they state they're going to take the time to individually tweak a perk to work with every killer, and you're all complaining about it being too much work, or that they should just make the perk do something different.
Insane.
Just make it like it used to be, where if you pressed the button too late you actually got punished for it instead of rewarded.
I just don't think it's possible based off of what they've said about Huntress hatchet hitboxes in the past.
Or they could just change the description and add the "can confuse killers" into it. Now every bug is actually a feature of Dead hard.
So appease to survivors to shill cosmetics instead of saving face because most now think the dev team is full of idiots?
Trust me the backlash from fixing dh will probably not be as bad as what it is now.
Probably because they are trying to do more work than needed.
Right now dh has been seen as the most used perk because of how forgiving it is to survivors and a massive pain to killers so the logical thing to do would be tweak DH to balance the game but, look at what happened instead.
And right now the devs do not deserve the money the players are giving to them cause look at the state of the game and see why people think the devs are lazy.
Well we can't have nice things. IMO it's damn near over do for survivors to get something gutted to the ground.
To be honest I think we will only see conservative changes to balance for the forseeable future. Unless something like a significant drop in player numbers and/or purchases gives BHVR a wake up call.
So it will just devolved into a survivor circle jerk then because that's the path this game is going.
Dunno dead hard its an ok perk be mindfull of its presence and wait it out besides its one time use in a chase so it think its fair. The only issue its with dead hard ots that kinda beats almost all other exhaustion perks. Results in a stale meta.
You can't wait out Dead Hard for distance, which is what most survivors use it for.
The reason it beats all other exhaustion perks, is because this is pretty much one additional health state with literally no counterplay.
The counter play its beeing smart.
Using it for distance on a flat surface its not really an issue just reduce its distance but using it up stairs and other zones that give you way more distance than intended that its spaghetti code that needs fixing