dead hard is speedrunning its way back to the meta and it's scaring me shitless

number #1 or #2 most used survivor perks according to some stats

at least one or two dead hards in every lobby same with a lot of streamer lobbies.

this perk is slowly becoming as frustrating to deal with as old dh, and getting robbed out of hits when using powers that don't allow you to wait it out like wesker's bound , trickster's knives or when survivors force a lunge by going to a pallet feels awful.

if we want to improve the killer experience second chance perks and items/addons should not exist outside of dealing with camping/tunneling.

if dead hard is back to being a very popular perk it should be further nerfed imo it's not as bad as its pre nerf version but it isn't exactly balanced.

Comments

  • @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191467#Comment_3191467

    if it was pre nerf self care i might have agreed but now if you only use self care without at least botany you're throwing but then you would be limiting your build greatly when you can just bring a strong medkit and heal whenever you like twice as fast, or inner strength (yes you have to do a totem first but you can still use it whenever you like after and it ignores any anti healing/ aura reading perks)

    that's ignoring the god of healing perks "coh". just in case you don't wanna pay/grind for it.

    I never said that SC is the best healing perk, just that it has times where it is situationally better than the others, even the absurdly versatile CoH. As it does have situations that it is best suited for, it makes a valid choice based on how people weigh them vs disadvantages that come with the others. If you're nowhere near a totem or the only one available is in an area directly next to the killer's pressure, CoH would still be less desirable than self care, even with how many positives it carries otherwise.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191476#Comment_3191476

    I never said that SC is the best healing perk, just that it has times where it is situationally better than the others, even the absurdly versatile CoH. As it does have situations that it is best suited for, it makes a valid choice based on how people weigh them vs disadvantages that come with the others. If you're nowhere near a totem or the only one available is in an area directly next to the killer's pressure, CoH would still be less desirable than self care, even with how many positives it carries otherwise.

    understandable

  • except you can't dead hard for distance anymore

  • It's in a good spot and completely fine now. It is not objectively superior to every other exhaustion perk. And it is no longer so good that not bringing it is a detriment to the team because you have just reduced your teams chances by forgoing a third health state.


    Also important to note Dead hard is free. A perk not requiring a DLC purchase will usually outrank most that do. Because new players can use it while just trying the game out and not yet buying DLC.

  • @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191375#Comment_3191375

    just like we should respect self care being the most popular survivor perk even after its nerf even tho it destroys solo q? it is the player's agency after all, yet we do complain about it.

    but we're not gonna complain about dead hard cuz it actually helps survivor so even tho the point of the midchapter is to change the meta we're ok with it coming back like nothing has happened.

    i wish dead hard really took half the skill people claiming it does but personally i don't feel outplayed by a lucky click of a button on react compared to a well used lithe or a 99 sprint burst.

    not every popular perk deserves a nerf yes but dh has been popular for 6 years and people would like to see something different in their games you know? however you still have to wait a few seconds afraid to lunge cuz survivors may have a button to outplay you haha exhilarating gameplay.

    Self-care's position at the top has been explained to be both because of the tome challenge and Self-care's massive use in other regions where players are as a whole less altruistic.

    I don't think DH is about a lucky clic. I mean, yeah, it's such a short window + delay + latency you're lucky you did not get endurance on the ground I guess. Yeah, definitely luck involved. But also a experience and skill to get around it.

    I don't think "people would like to see something different in their games" is a strong basis for advocating to remove DH from the game (which is essentially what another nerf would do, current DH is already too specific in my opinion). Plenty of people would like to see plenty of different things in their games. Less tunneling/camping (common exhilarating gameplay as well), less sabotages, less flashlights, less connecting tiles. But you can't make game balance around what "people" (undefined blob of population without any clear proportion) find to be redundant or boring.

    When that happens, we get nerfs like current Thana, which are ill-advised and badly executed.

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