Dead Hard is basically base kit lol.

Remember when they nerfed Ruin to the groud because they said it was being used in 90% of high rank matches? Well now Dead Hard is used by 99% of survivors in the game to the point where it feels like it's pretty much base kit, so when is the nerf coming? It doesn't feel good when you outplay and mindgame the hell out of survivors in loops but you know you can't get them because they're just gonna press E to safety. Survivors take insane amount of risks in loops because they know Dead Hard is gonna save them if the killer gets too close. Basically "press E to fix mistakes". The amount of lives this one perk saves everyday is crazy, imagine what the kill rate would be like if this get out of jail free card wasn't there. It also makes survivors completely immune to any killer powers, trapper's traps, doctor's shock therapy, huntress hatchets and everything else. Either nerf it or give the killer a perk that causes the exhausted status effect for longer. Reward skillful play! Don't give one side get out of jail free cards and press E to win perks.

Comments

  • @Bladeisbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897482#Comment_2897482

    Not true. I am a Survivor main and I reckon I can loop better than the majority of other Survivors I play with in general. Take away their DH and it's no contest. I am waiting for the DH nerf as people like myself (decent loopers not reliant on DH) won't even notice it's gone.

    Sure. Survivor main wants DH nerfed. Sure.

    And its true.

  • False. Black bear. 1v1 me bruh.

  • @ukenicky said:

    Except it isn't, survivors still have to dedicate a perk slot to run it 🤡

    Also a lot of survivors still like to use the other exhaustion perks available. Yes DH is strong, arguably the best exhaustion perk due to the invuln but at the same time there are ways to counter it and exhaustion in general.

    Lol yes, just run blood echo 🙄

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897513#Comment_2897513

    Perk usage wasn't the single reason for the ruin nerf

    The devs have confirmed they're looking into changing Dead Hard

    I wish the op said undying instead of ruin. Because that kinda was the reason for undyings nerf was pickrate. Or freddy. Even a balance dev said "idk whats wrong with freddy but its something" so he just threw a bunch of nerfs at em. It's a wonder with the boon/dh meta how good undying and freddy would be.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897700#Comment_2897700

    A lot of perks don't have any downside. Can you explain what the downside of bamboozle is, per example? Doesn't it shorten chases quite a lot, specially in places like shack where the window is really important? And I'm ok with that.

    Lmao "I'm ok with killer giving up a perk slot on a mediocre utility perk that works on unaware survivors 5.5/10 times and is only strong on maybe two killers when they actively work to get value out of it, as long as it means we can keep free 3rd health state TP perk that requires nothing but getting hit once"


    Stop making it an us vs. them. DH is just BS, it doesn't matter what perks you like or dislike more, or what perk killers have or what other perks survivor has, this perk in particular is way too offsetting to balance. Nothing more nothing less

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897700#Comment_2897700

    A lot of perks don't have any downside. Can you explain what the downside of bamboozle is, per example? Doesn't it shorten chases quite a lot, specially in places like shack where the window is really important? And I'm ok with that.

    Does bamboozle shorten the chase by 20-30% ( like dh increases it by ~30+ seconds)? Or does brutal strength or iron grasp or agitation or iron will or botany or... or...

    (Also for bamboozle especially survivor get the audio tell when the entity blocks the window so they can plan for it in the next loop already)

    None of those passive perks without downside have such a significant impact PER USE as a correct used dead hard.

    That's the reason it gets called the strongest or best survivor perk: significant impact (30 seconds chase means up to 90 of 400 seconds of gen progress), no real downside or counter (if used correctly, except the few ranged killer and even then) and, most importantly for me, all ON DEMAND at the push of a button.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897522#Comment_2897522

    I wish the op said undying instead of ruin. Because that kinda was the reason for undyings nerf was pickrate. Or freddy. Even a balance dev said "idk whats wrong with freddy but its something" so he just threw a bunch of nerfs at em. It's a wonder with the boon/dh meta how good undying and freddy would be.

    Undying was nerfed because it was stupidly broken, not because it was overused

  • Stop pretending like ruin was nerfed cause it was overused. Thats a lie.

  • The 90% excuse was really bad but when you take a step back to think it was the right choice.

    Yes, the "old" generation of players could hit these checks but for every new player it was a steep learning curve and bound to push players out. All this for what? A Hex that usually died 12 seconds into the game and was next to useless against an experienced player?

    Nah.

  • @C3Tooth said:

    There are times a survivor gone into 2nd hook stage because 2 other survivors have to commit their Gen to complete while the last guy being chased. No one wants to go for unhook at 80% Gen and come back with whole Gen reset.

    Alone the possibly of giving Killer a free hook. Ruin still stands high tier.

    But... just keep 1 guy on the gen, 1 guy goes for the unhook, while the other gets chased

  • Oof, you got them good, I'm sure they feel absolutely desecrated about there decisions now, you showed em so good, I don't think they can show their face in public anymore

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897411#Comment_2897411

    But... just keep 1 guy on the gen, 1 guy goes for the unhook, while the other gets chased

    But...I said in somecase, A on hook, 15 more sec to 2nd hook stage, B in chase, C is 80% on his Gen, D is 90% on his Gen, while 5 Gen remaining.

    Most of the time, C & D will commit their Gen to complete before go for A.

    Not happens every match, but still.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897702#Comment_2897702

    Does bamboozle shorten the chase by 20-30% ( like dh increases it by ~30+ seconds)? Or does brutal strength or iron grasp or agitation or iron will or botany or... or...

    (Also for bamboozle especially survivor get the audio tell when the entity blocks the window so they can plan for it in the next loop already)

    None of those passive perks without downside have such a significant impact PER USE as a correct used dead hard.

    That's the reason it gets called the strongest or best survivor perk: significant impact (30 seconds chase means up to 90 of 400 seconds of gen progress), no real downside or counter (if used correctly, except the few ranged killer and even then) and, most importantly for me, all ON DEMAND at the push of a button.

    Yes, bamboozle shortens the chase for me by a lot that it's why I use it on most of my builds.

  • Deah Hard definitely needs a nerf. It is far more powerful than any other survivor perk. It can save survivors multiple times more than DS or BT in a series of matches.

    After doing so, however, we'll probably see nerfs on the killer side as Dead Hard is increasing escape rates. With it taken out, kill rates will rise and BHVR will nerf killers to bring them back in line to desired levels.

    I'm completely fine with that. Personally, I think the game needs to be rebalanced. In my opinion, tunneling and camping needs to be less efficient, gen speeds need to be slower, DH and NOED need nerfs, etc.

    With MMR, the balance problems that emblems were masking came to the forefront. Before, the 4 hook 4 kill facecamper could not mechanically make it to ranks 1 to 4 since the emblem system encouraged multiple hooks and chasing to progress. Now, with only kills being counted, the most efficient way to get kills is emphasized which helped highlight balance problems (and the fact that tunneling and camping is not fun to the majority of players).

    So, in my opinion, rebalance the game and, while doing so, please nerf Dead Hard (and gen speeds, NOED, tunneling and camping).

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897753#Comment_2897753

    Yes, bamboozle shortens the chase for me by a lot that it's why I use it on most of my builds.

    For you? A subjective thing then?

    Because I don't believe that the chase time saved by bamboozle is even in the same ball park with the time earned by using dh for distance.

    Survivor just leave a loop once they hear the entity block and the 15% of vault time saved (0,23 of 1,5 seconds) is still slower than survivor even mid vaulting (0,9seconds) resulting in a distance gain and time to reach the next loop.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897834#Comment_2897834

    But...I said in somecase, A on hook, 15 more sec to 2nd hook stage, B in chase, C is 80% on his Gen, D is 90% on his Gen, while 5 Gen remaining.

    Most of the time, C & D will commit their Gen to complete before go for A.

    Not happens every match, but still.

    Oh, sorry, I thought you said C and D were on the same gen

  • @TheSubstitute said:

    Deah Hard definitely needs a nerf. It is far more powerful than any other survivor perk. It can save survivors multiple times more than DS or BT in a series of matches.

    After doing so, however, we'll probably see nerfs on the killer side as Dead Hard is increasing escape rates. With it taken out, kill rates will rise and BHVR will nerf killers to bring them back in line to desired levels.

    I'm completely fine with that. Personally, I think the game needs to be rebalanced. In my opinion, tunneling and camping needs to be less efficient, gen speeds need to be slower, DH and NOED need nerfs, etc.

    With MMR, the balance problems that emblems were masking came to the forefront. Before, the 4 hook 4 kill facecamper could not mechanically make it to ranks 1 to 4 since the emblem system encouraged multiple hooks and chasing to progress. Now, with only kills being counted, the most efficient way to get kills is emphasized which helped highlight balance problems (and the fact that tunneling and camping is not fun to the majority of players).

    So, in my opinion, rebalance the game and, while doing so, please nerf Dead Hard (and gen speeds, NOED, tunneling and camping).

    So nerf a survivor perk because killers can't bait it out? Or because some good survivors know how to use it properly?


    Survivors don't need any more nerfs until killer perks are nerfed. What really is OP is a good killer using slowdown perks. Survivors don't have a chance at all in those matches with such a limited number of pallets and gens unable to get done.

    DH is only popular because it is a bit more fun to use than the other exhaustion perks. Not that it is more overpowered. I've tried Overcome and that perk is incredible and underrated, but not necessarily fun and it is really pointless against a 1-shot killer like Bubba.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897985#Comment_2897985

    So nerf a survivor perk because killers can't bait it out? Or because some good survivors know how to use it properly?

    Survivors don't need any more nerfs until killer perks are nerfed. What really is OP is a good killer using slowdown perks. Survivors don't have a chance at all in those matches with such a limited number of pallets and gens unable to get done.

    DH is only popular because it is a bit more fun to use than the other exhaustion perks. Not that it is more overpowered. I've tried Overcome and that perk is incredible and underrated, but not necessarily fun and it is really pointless against a 1-shot killer like Bubba.

    Ah, Sluzzy. Nerf it because it is overpowered. I do actually play both sides so I know each side has some valid complaints. Dead Hard is definitely one of the valid complaints on the killer side.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898268#Comment_2898268

    Ah, Sluzzy. Nerf it because it is overpowered. I do actually play both sides so I know each side has some valid complaints. Dead Hard is definitely one of the valid complaints on the killer side.

    It is definitely not overpowered. A perk in a survival game that gives a "small" lunge to dodge an attack is no way OP.

    I play both sides too and killers win an overwhelming majority of the time.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898535#Comment_2898535

    It is definitely not overpowered. A perk in a survival game that gives a "small" lunge to dodge an attack is no way OP.

    I play both sides too and killers win an overwhelming majority of the time.

    can we SWF sometime?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897411#Comment_2897411

    That's a fluke, I'd say. Ruin is nowhere near as viable as people make it seem. Those scenarios you said do happen, but it's not that drastic, and destroying the Ruin can just take all that pressure away. Hexes can be the most useless or most game-carrying perks based on the rng of the totem spawn, and the survivors' motivation to look for totems.

    Hmm I'll be honest if a bit mean. Cause honesty sucks sometimes. Ruin is weak af.. what makes it seem strong isn't the perk but how others play if the killer chases someone and you get on a Gen and glue yourself to it only leaving if said killer comes to you they get 0 value. It has the same weakness legion had/has spread out and its power is decreased. It's good for 3 Gen setups but that's more on the survivors.

  • @ukenicky said:

    Except it isn't, survivors still have to dedicate a perk slot to run it 🤡

    Also a lot of survivors still like to use the other exhaustion perks available. Yes DH is strong, arguably the best exhaustion perk due to the invuln but at the same time there are ways to counter it and exhaustion in general.

    There used to be decent ways to counter it. And I'm probably one of the most hard headed when it comes to countering, but even I had to concede the argument when people kept mentioning you can't counter its use for distance. Back in the day the old bait it out thing used to work pretty well, but now with all the hit validation and the ability to drop pallets from like 10 meters away. Theres not much you can do about it other than running with a few killers and perks that give exhaustion so the person can't use it in the first place.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898535#Comment_2898535

    It is definitely not overpowered. A perk in a survival game that gives a "small" lunge to dodge an attack is no way OP.

    I play both sides too and killers win an overwhelming majority of the time.

    If, by overwhelming majority of the time, you're referring to you playing Nurse and being on the leader boards from what I've heard, then, yes, that would be true for your personal experience.

    The stats BHVR puts out tell a completely different story. Roughly 50 to 60% of the time would be more accurate. I don't define that as overwhelming and, aside from a diversion to kill rates, Dead Hard is still OP and needs a nerf.

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897444#Comment_2897444

    Hmm I'll be honest if a bit mean. Cause honesty sucks sometimes. Ruin is weak af.. what makes it seem strong isn't the perk but how others play if the killer chases someone and you get on a Gen and glue yourself to it only leaving if said killer comes to you they get 0 value. It has the same weakness legion had/has spread out and its power is decreased. It's good for 3 Gen setups but that's more on the survivors.

    And by the time you're at a 3-gen, there's no way that Ruin's still up.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897405#Comment_2897405

    Whether you agree or not, the dev’s logic was clear: overused things get nerfed. OP is right to point that out

    Except if the overused thing wasn't nerfed, but buffed, the devs' logic can't really have been 'overused things get nerfed', can it?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897513#Comment_2897513

    Except if the overused thing wasn't nerfed, but buffed, the devs' logic can't really have been 'overused things get nerfed', can it?

    ruin change was a nerf overall, not a buff for a simple reason: that perk gave the so much needed "passive pressure" to killers, slowing down the pace of the game, while the actual one is gen autoregression... while survivors aren't on generators. with that in mind you also should think that this perk is a hag teacheable (killers who set up traps like trapper and hag needed something that slow down the game, and the old ruin was PERFECT for this reason) so this perk was created for gaining time without pressuring generators (thing that you cannot mathemtically do since you can't be in 4 places at once). the actual ruin is decent only on high mobility killers and it's worthless on killers without mobility (unless you have some rare instances when the survivors will 3 gen zone themself and the totem is situated in the center of those 3 gens... a really niche instance)

  • Comments.jpg

    Since everyone is so focused on Ruin instead of Dead Hard (which this thread was originally about).

    How about we buff Dead Hard in the same was Ruin was buffed?

  • I generally think DH should be nerfed. Here's one idea I heard

    The perk needs a protection hit to activate one DH. You can't stack multiple protection hits to get multiple DH. I believe this nerfs fits with David's lore and rewards a survivor for skillful protection hits

    The other idea is to get rid of the distance they get to keep invincibility for short time or get rid of the invincibility to let keep the distances

  • Dead hard nerf coming....... with the next tome I bet.

    If not then idk anymore.

  • @GreenDemo said:

    Dead hard nerf coming....... with the next tome (since leaks said it will tackle david's story again) I bet.

    If not then idk anymore.

    Presumably, the next tome releases when the mid-chapter goes live. We already know DH is untouched, so…’fraid not.

    Also, no leaks on the forums.

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897413#Comment_2897413

    And... For me was easy to make great skill check... I don't understand your complain... Are u alright?? Maybe just leave game and find another project to play?? Cuz DH is easy to Bite off, and only bad killer complain about DH...

    I love how players like you think that killers complain about dead hard mainly cuz they are bad at waiting it out in open...like lmaooo the main problem of this perk is the fact that everyone uses it for distance and theres nothing you can do unless you are instadowning killer like Bubba or GF.

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