what if Dead Hard gave Endurance

So instead of being invulnerable and denying any and all kinds of interactions against killers, it gave Endurance instead.

If you wanted to deny a down, it works! If you wanted to deny the utility of a power, it does not!

Endurance wont protect against Trapper traps so he wont be needlessly countered

Nemesis can infect a Dead Hard'ing survivor and not have his power be denied and suffer a cooldown and be prevented the ability to destroy a pallet all at the same.

Victor/Pig will no longer be rejected their dash landing

etc. etc. it just seems more fair that way.

Yes, they can still Dead Hard to a window, but if you were capable of doing something with your power, it wouldn't be all for naught.

For those who are unaware of Endurance, it is the effect of Borrowed Time.

Edit: Perhaps killers could also have less of a Successful Attack Cooldown to account for it being considered a hit and it would put them out longer than if it was just a miss.

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Comments

  • It would only be more powerful

  • Having a full attack cooldown when you wiff on a dh would be even worse than current deadhard

  • Considering MoM requires you to go through hoops to get the endurance status effect. Styptic Agent is a 1 time use addon that consumes a med-kit, and BT is something you grant to an ally and Soul Guard requires being slugged.

    I don't think making Dead Hard an on demand self endurance perk is a good idea.

  • @Yords said:

    It would only be more powerful

    This basically. You would now be also able to safely vault windows or pallets.

  • I think this could be better.

    "Would only make it more powerful"

    No, it's already too powerful when it negates a killers power, that they spend resources to use, such as a Victor lunge that whiffs and results in a crushed Victor, or an unavoidable Trap that cuts the Trapper off from chase.

    This would prevent the travesty of whiffing powers.

    As for the basic attack cooldown, easy solution:

    If a Dead Hard is successful in mitigating a down (endurance is triggered) then the survivor is Hindered for 2-3 seconds. This mitigates the delay from the longer attack cooldown.

  • @Yords said:

    It would only be more powerful

    Pretty much.

  • agree if it would just to avoid hits that bypass the healthy state and remove the "button press" mechanic.


    In more detail how it would work:


    @randonly said:

    well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:

    https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png

    whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state (after the hit you gain 1 second of invincibility/i-frame)

    • Dead Hard causes the Exhausted Status Effect for40/50/60 seconds
    • Dead Hard causes the Broken Status Effect for 40/50/60 seconds
    • Dead Hard cannot be used when Exhausted or Injuried

    The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)

    So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted

    Ps:One second of invincibility is necessary because assassins like buba do multiple hits and before you even gain speed you would already dying

    edit: Add broken status effect