So now that the dust has cleared. How effective was dead hard really?

I know when the nerfs were announced some people came to old dead hards defense citing "Ill just run the loop one less time and not greed". Or something like that. But it seems now without that safety net a lot of survivors get caught out very easily. And with the other basekit changes and stuff like brutal strength being more effective (for me personally) i get downs so much quicker. And also people cited "well everyones gonna play sprint burst instead afterwords so nothing will change". But its actually nice to see smash hit,overcome,balanced and lithe fairly frequently. Dead hard held the king spot of exhaustion making it pretty much THE exhaustion pick. So now that the dust has settled how much of a choke hold did old DH have? And in general chase did it have a much bigger impact than you thought?

Comments

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101918#Comment_3101918

    Then riddle me this: every killer in the past could equip Brutal Strength (+20% palette break and gen kick speed) and hit a couple of survivors with Save the best for last (lets go for a moderate 3 hits and +15% on hit cool down). Throw in Thanatophobia for about +10% gen speed debuff.

    Why didn't games in the past just implode under this circumstances, that could very much represent a common midgame match? A bit pressure, sure, but UTTERLY desintegrate?

    I proclaim that it wasn't the 10% killer buff that threw the game into stupor for 2 days straight till some of the better survivors woke up from their paralysis, it was just the absence of DH. We would have seen the same effect if they had just taken DH away, albeit maybe a little bit less pronounced. That everything happened at the same time is a bit unfortunate, but the 10% killer buff and 10 extra seconds gen time aren't what is what is "handing killers free kills", its survivors unable to cope with the loss of their safety net and confronted with the reality that a lot of them weren't as good as they thought with the rough MMR system throwing them through the wringer till they reach a place that actual reflects their skill level.

    Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.

    First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102004#Comment_3102004

    Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.

    First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.

    Fair enough. Back to the first paragraph then: I could have played a complete endgame build during the two first days of the patch, which pretty much translates to "no perks during the trial", and still absolutely slaughered the survivors.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102004#Comment_3102004

    Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.

    First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.

    I mean didn't you say survivors would just loop safer and predrop earlier? So shouldn't that have been what happened when it came to looping? Why are survivor's getting caught out so much more then? They should still be playing just more safe like predicted without DH, loop twice drop then move forward. Also i do think you pushed for sprint burst to be the replacement but I've seen a wild variety of exhaustion perks since the update,mainly lithe.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102015#Comment_3102015

    I mean didn't you say survivors would just loop safer and predrop earlier? So shouldn't that have been what happened when it came to looping? Why are survivor's getting caught out so much more then? They should still be playing just more safe like predicted without DH, loop twice drop then move forward. Also i do think you pushed for sprint burst to be the replacement but I've seen a wild variety of exhaustion perks since the update,mainly lithe.

    I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).

    But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.

    But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102036#Comment_3102036

    I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).

    But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.

    But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.

    Hmm. Fair. My only question is if dhs impact was minimal. Why would just nerfing it as a option inflate the kill rates on its own? They said kill rates overall were low. So i can see why from their POV, If dh wasnt as bad as people said it was from some peoples POV. Just nerfing Dh wouldn't change kills as a whole. Youd have to buff killers universally. Wouldn't you agree? Unless DH DID have a huge impact and people didn't realize till after the fact. Because idk if a little basekit STBFL and Brutal with old DH would still matter. But theres no way to tell i guess.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102036#Comment_3102036

    I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).

    But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.

    But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.

    I say they didn't buff killers much. Yes, it is a good buff, but not a ginormous step up. It mostly did close the gap to the very good players, who could loop killers without any help for several gens on end. If you couldn't loop before this buff wont affect you at all, ie you go down in no time regardless. If you were an okay-ish looper, then yes, you will feel that killers manage to get you in clutch moments, where they are breathing down your neck, hard, more often then before.

    The very best loopers though, those that danced on the killers nose before, can still do so, but need to be that much more carefully. For quite some time (since the 26th to be exactly ... here is a post of mine that documents this https://forum.deadbydaylight.com/en/discussion/337258/as-of-today-i-got-so-many-bully-squads-cheeky-survivors-and-gens-slammed#latest) now my killers games feel practically like they did pre-patch. Survivors focus on gens, loop extraordinarily good and t-bag after palette stuns, like they always did, but matches feel much fairer and less stressful then in the past. Actually it feels pretty good and probably on the spot.

    I think this shows that its very hard to balance the game for everyone at all skill levels, but what are you gonna do? Introduce dynamic difficulty settings that set the palette spawn density according to the abilities of all four survivors present? That would be ludicrous, right? So we strive for a "one size, fit all" solution that must be right around the corner. Just you see ... next patch!

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102083#Comment_3102083

    Hmm. Fair. My only question is if dhs impact was minimal. Why would just nerfing it as a option inflate the kill rates on its own? They said kill rates overall were low. So i can see why from their POV, If dh wasnt as bad as people said it was from some peoples POV. Just nerfing Dh wouldn't change kills as a whole. Youd have to buff killers universally. Wouldn't you agree? Unless DH DID have a huge impact and people didn't realize till after the fact. Because idk if a little basekit STBFL and Brutal with old DH would still matter. But theres no way to tell i guess.

    And this post summs up my opinion - we dont know how much the impact of DH was. You can speculate all you want, you will never know it, since they decided to buff Killers so much with it.

  • True. Everyone at every single MMR lost every single game because of old DH.

  • It was crazy unfun to go against, especially after that validation change where it wasn't rare to see lobbies with 3-4 DHs. People said everybody would move on to Sprint Burst, but I'm actually seeing a lot of exhaustion variety: SB, Lithe, Balance Landing, Overcome and even the occasional Head On now.

  • @I_CAME said:

    All I can say is I can't believe people were seriously trying to claim that sprint burst is even remotely as powerful as old dead hard.

    Sprint burst gives always value and you just have to know when to use it. But old dh was better because you could activate it on command so it was easier to use and made possible to be more greedy at loops. Old dh also gave immortality so the distance was not only problem of it. But still lot of times killer could bait it out so it didn't always give value.

  • @supersonic853 said:

    I know when the nerfs were announced some people came to old dead hards defense citing "Ill just run the loop one less time and not greed". Or something like that. But it seems now without that safety net a lot of survivors get caught out very easily. And with the other basekit changes and stuff like brutal strength being more effective (for me personally) i get downs so much quicker. And also people cited "well everyones gonna play sprint burst instead afterwords so nothing will change". But its actually nice to see smash hit,overcome,balanced and lithe fairly frequently. Dead hard held the king spot of exhaustion making it pretty much THE exhaustion pick. So now that the dust has settled how much of a choke hold did old DH have? And in general chase did it have a much bigger impact than you thought?

    the new dead hard can be better than the old one. So I'm not sure that change has much to do with the current survivor plight. Its the laundry list of killer buffs, and survivor second chance perks. These perks were needed to counter bad killer behavior and didn't actually advance the objectives of the game. I think killer mains successfully bamboozled the developers with a tidal wave of tears, complaining about the old dead hard.

    I expect the next mid chapter patch, killers will be asking for dead hard to be deactivated in the end game collapse.

  • @supersonic853 said:

    I know when the nerfs were announced some people came to old dead hards defense citing "Ill just run the loop one less time and not greed". Or something like that. But it seems now without that safety net a lot of survivors get caught out very easily. And with the other basekit changes and stuff like brutal strength being more effective (for me personally) i get downs so much quicker. And also people cited "well everyones gonna play sprint burst instead afterwords so nothing will change". But its actually nice to see smash hit,overcome,balanced and lithe fairly frequently. Dead hard held the king spot of exhaustion making it pretty much THE exhaustion pick. So now that the dust has settled how much of a choke hold did old DH have? And in general chase did it have a much bigger impact than you thought?

    Uh... absolutely all the power?

  • Even when it was a gamble if you got exhausted on the ground it was still one of the strongest perks in the game. Anyone who says it wasn't the best exhaustion in the game is clueless or a liar.

  • @Yippiekiyah said:

    The most op perk to ever exist in this game, nothing has ever come close to rivalling it.

    Mom on release might be the only exception 3 hits for a unlimited endurance lol

  • Miss the good old days of 99% healing cause if you 100% your aura was shown. Only to drop pallet xyz heal 1% and have 3 health states the killer doesn't know you have till hit 2 wooo

    It's endurance effect only deactivated when you were put into a dying state.

    Also you have deadhead on top of that lol

  • I am not one to call things a Crutch perk, but Dead Hard was the Crutch perk to end all Crutch perks, even if no one in your match was running it, the killer still had to play like it existed, it forced the killer to wait 3 seconds every single chase just to swing safely, and it created so many different lose/lose scenarios that it was ridiculous, the nerf was 100% warranted

  • Now that we don't have old DH anymore, can we remove bloodlust? :D

  • The perk genuinely ruined the game for M1 Killers

    Good riddance, gone and should stay gone forever.

1 2 ›