Didn't want to make Dead hard a 3rd health state?

So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.

This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.

This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.

Comments

  • The worst part about dead hard is the fact that it just removes your ability to lunge and turns every single pallet into a 50/50 regardless of how close you are to the survivor. A good survivor will hold it and if you lunge just react hard for that third healthstate. If you wait it out they'll just drop the pallet on your face and extend chase for free. It is more balanced, but it's still too strong in the worst kind of way.

    There shouldn't be a perk that just disables an entire mechanic and that goes for either side. It would be like buffing blood echo to affect all survivors on every hook. Is it balanced? probably. Is it unfun and effectively disables what is basically a core survivor mechanic? Absolutely.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230162#Comment_3230162

    Length is relative here. Personally, they’re unacceptably long for me. But regardless, they are broadly longer than survivor queue times.

    ehh they’re about the same for me. For the most of today, neither side had an incentive bonus.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229663#Comment_3229663

    It’s not really “on demand” when it takes 3 seconds to activate. Basically not able to use it at all in a chase unless you have quick and quiet but that’s still pretty rare. It’s more of a troll perk than anything. And the distance you make is weak

    https://forum.deadbydaylight.com/en/discussion/comment/3229664#Comment_3229664

    So you pre drop 1 pallet and don’t pre drop the next pallet you run to? I’d 100% take bringing smash hit chances than bringing head on lmfao at least I’d get value out of smash hit. Even if the killer had spirit fury and enduring

    its on demand because it does not require a consumable resource. Lockers are literally everywhere in the game, and some maps have an extremely high concentration or frequency of them. They also don't get used up when you dead hard, you don't break the hinges off or anything when you do it, so yes it is on demand when compared to the other methods of stunning like DS or blast mines. being able to stun is an extremely powerful tool, which is what you don't seem to grasp.

    I... honestly don't understand what you're trying to convey with that second comment. I was defending smash hit and giving an example of how to properly use it. Are you just that unable to understand head on and trying to use smash hit to make it look worse?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229694#Comment_3229694

    locker stand-off are favorable towards the killer. its way easier for killer to bait rushing out of a locker then it is for the survivor get the stun. I think most killer player will say that locker stand-off is just free hit/free down in like 99% of cases. I think when people talk about exhaustion perks, they do not mention head on because of how bad of exhaustion perk it is.

    killer can just open lockers before picking up. in practical gameplay, a survivor standing in a locker is not time efficient on generators. you want to be on generators when your teammate are in chase. Going for saves with head on is niche and relatively easy to counter. stunning the killer mid-chase is a waste of survivor time. If anything this just put you as the tunnel target for the killer because you have one of worst exhaustion perks in the chase. Chasing head on survivor is way more simple then chasing dead hard player or sprint burst/Lithe hold-w survivor.

    Abusable for Swf's? 4x vigil+4x head on is a meme build where nobody does generators and tries to stun the killer for the entire game. This is just throwing games and is a free win for the killer. SWF that is trying to win would not use these perks.

    In regards smash hit, Huntress that can throw over loops making smash hit a suicidal perk. rock loops are time-waste loops for huntress and the survivor player does not need smash-hit to successfully killer's time at these loops. Kicking pallets is generally a slow action for killer and huntress generally kicks pallets that she cannot throw over. Smash hit is encouraging you to leave loops early when waiting for the killer to break the pallet would roughly get you to the next loop. I am far intimated by facing dead hard as huntress then facing smash-hit. This is a bad example.

    Also the expanded stun range is an absolutely horrible idea, the pallet collision is already outside of the killer's perspective as it is. I've always jokingly referred to pallet stuns as dropping the pallet on the killer's toes because of how far in front of them it actually is from their view.

    I rarely ever get hit by a pallet stun because I precisely know the hitbox of the pallet stun to avoid getting stunned. This is not my experience with pallet stuns. A lot of the time, respecting pallet as killer leads to two outcomes, the survivor not dropping the pallet and get hit around next loop or dropping the pallet and not getting the stun. its why those stun challenges in archives are often lead survivors to camp pallets to purposely tank hits then droping the pallet(waste pallets) to get stun-challenges done. Smash hit as result makes you play worse as survivor because of how unreliable pallet stunning a killer is when a killer respects pallets and understand his/her distances for lunging. When you play against legion feral frenzy you will understand these situations more clearly.

    both of these perk should be reliable stuns because the sprint burst type perks are generally reliable distance gain perks when survivor player plays around them. these two perks on other hand are just not worth using. they require the killer to play poorly/make a mistake for the perk to activate.

    Yes locker standoffs are favorable for killer, but you created a high risk high reward scenario for the two of you to have a standoff. literally any time wasted in this is a net positive for you, and the best part is it doesn't even actually require the perk if you're convinced you'll go down anyway. Many plays are done specifically to waste as much time as possible, not to escape for free. You CAN win the standoff, and your chances aren't terribly low, but you also win more every second the killer is dancing in front of the locker and up to 3 gens are churning.

    Your comments about how locker saves are inefficient is completely ignorant to how the perk actually gets used at high level. If one is in chase and one is making the save, and the hook gets denied, then it is FAR more efficient than just 3 people on gens. Its balancing your own efficiency with efficiency denial of your opponent, its why time is so relative in this game. You don't need 4x meme stacks if you just have two lockers side by side, or any other applications that the perk gets used. You're also then using the argument that usage of one excludes another, which is something you need to witness firsthand to experience: meaning they need to either not have dead hard to extend a chase (or not use it/use it too late/etc) or you have to get hit by a successful head on before you actually know they don't have dead hard (and even the first scenario, again, leaves room for doubt unless you see the animation.)

    How does huntress throw over a jungle gym? you just tried to find some kind of flaw in my scenario without even considering the details, Jungle gyms have all high walls except for the vault window for obvious reasons. I was using a common experienced scenario to illustrate a specific frequent usage of the perk, and you'd rather look for ways to try to disprove it than even attempt to understand what it was trying to convey.

    Cool im glad you don't get hit by it because you understand how far your collision goes past your view in a first person perspective of a game with a forced low FoV. That doesn't mean it would remotely be a good idea to allow one perk to completely throw off that entire spatial perception for yourself or anyone else just because you can't find value in the current perk. just don't run it then.

    NO perk should be a reliable stun unless it has very specific circumstances (like DS, and even that has a token skill check for a reason.) Your argument is built around not understanding how absolutely devastating a single stun can be when done at the right time, and why they're generally limited to very telegraphed scenarios for the killer. Stuns should never force a lose/lose scenario, and I'm sorry that you refuse to understand how to use them as they are and instead demand more.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230238#Comment_3230238

    https://forum.deadbydaylight.com/en/discussion/comment/3229694#Comment_3229694

    I love how he’s trying to say that you’re “bad” and the perk itself isn’t that good at all lmfao (“you’d problem benefit more with learning how to use them before demanding more”) like we can’t just test it out for 1 game and see that it’s not a good exhaustion perk at all?? There is no situation where you can’t tell me that head on isn’t the worst exhaustion and could definitely use a slight buff. If you’re looping around a jungle gym with a locker you literally need quick and quiet and you gotta hope the killer doesnt see you jump in the locker and plenty of times the killer can easily tell because your scratch marks literally stop at the locker so you also gotta hope the killer doesn’t notice that.

    Without quick and quiet you basically have to be versing a bad killer for him to not realize you jumped into the locker so it’s almost not possible. If you’re “far enough to where you can jump into the locker and wait for the killer to come” then it’s almost like you could’ve kept running and been just as fine?? Lmfao head on stun isn’t long at all so instead of wasting time sitting in a locker for 3+ seconds and letting the killer catch up to you, only for you to have about 2 seconds of distance now because of how short head on stun is, was pointless. You could’ve used the distance you first had to run to a pallet or a window.

    “use deception” sure, but what if I need to actually JUMP into the locker? I can’t because deception takes priority. So it’s not always good. To pair deception with perks that’s require you to jump into lockers/are time gated.

    if you need to pair a pair with another perk or even 2 perks for it to be good then it’s obviously not as good as you think it is.

    we aren’t talking about being in a swf and hiding in a locker while a friend runs by.. anything is good in a swf. Plus that requires another person to be off of a gen and hiding in a locker. AND now that person is now exhausted so they’re out of another exhaustion for just in case the killer ends up trying to kill them instead. You can give reasons all you want but none of them will end up being good enough

    I never called anyone bad. I just said they can improve with whats already in the game before asking to be spoonfed. Its a perspective approach to understanding why things are as they currently are, and I've been trying to hopefully help either of you improve with the ability instead of just complaining at the devs because you don't understand its current iteration.

    Like with your comment about QQ in this post, I never implied it was to hide from the killer or anything like that: you can hop in loud noise notification and all and force a standoff that is lose/lose for the killer the longer that they delay in reacting. As long as you have 3 seconds on them in terms of distance, you will have it in time. I also offered that you could use deception to add another level to the mindgame, but deception is also a perk that takes nuance to understand how to use effectively. If you're this unwilling to try to learn how these things work at high level first, your projection about what i said might just be you being too defensive to learn anything from what i'm trying to teach.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230069#Comment_3230069

    You have to think when to lunge if survivor has dh. It's just another mindgame and on console you have to think even if they don't have dh how to lunge as they can 360s you attack so good if pc players have to think sometimes too.

    That's my problem with 360s too. You have to wait to attack when you're clearly in range. It's exploits disguised as techs, and unskillful perks disguised as skillful perks, because what you're doing is denying the killer a hit when they were in range, when they timed the hit right, after they'd gotten past all the loops, all by pressing a button or spinning your camera.

  • @Ghostofsnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229994#Comment_3229994

    you mean like waiting out and trying to bait a hit so i don't get hook grabbed in a face camp unhook scenario? that removes all healthstates instantly is base kit and somthing i have no control over outside of having more than one person around while the hooked player likely gets sacrificed since the killer isn't the one on a timer

    That's a separate thing than being punished for normal hits, which you have to do to down the survivors, but it's still dumb in its own right. You're supposed to be able to react and instantly grab once the survivor turns their head, but the game's like, "Nope!" Apparently they let go on time and don't mess up, 100% of the time.

  • @ACleverName4Me said:

    So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.

    This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.

    This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.

    Nerfed dead hard takes away the 'distance' component and also reduces the 'invulnerable' component to half a second. You may see dead hard in every lobby but it not being used in the same way, nor as effectively as before.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230238#Comment_3230238

    Yes locker standoffs are favorable for killer, but you created a high risk high reward scenario for the two of you to have a standoff. literally any time wasted in this is a net positive for you, and the best part is it doesn't even actually require the perk if you're convinced you'll go down anyway. Many plays are done specifically to waste as much time as possible, not to escape for free. You CAN win the standoff, and your chances aren't terribly low, but you also win more every second the killer is dancing in front of the locker and up to 3 gens are churning.

    Your comments about how locker saves are inefficient is completely ignorant to how the perk actually gets used at high level. If one is in chase and one is making the save, and the hook gets denied, then it is FAR more efficient than just 3 people on gens. Its balancing your own efficiency with efficiency denial of your opponent, its why time is so relative in this game. You don't need 4x meme stacks if you just have two lockers side by side, or any other applications that the perk gets used. You're also then using the argument that usage of one excludes another, which is something you need to witness firsthand to experience: meaning they need to either not have dead hard to extend a chase (or not use it/use it too late/etc) or you have to get hit by a successful head on before you actually know they don't have dead hard (and even the first scenario, again, leaves room for doubt unless you see the animation.)

    How does huntress throw over a jungle gym? you just tried to find some kind of flaw in my scenario without even considering the details, Jungle gyms have all high walls except for the vault window for obvious reasons. I was using a common experienced scenario to illustrate a specific frequent usage of the perk, and you'd rather look for ways to try to disprove it than even attempt to understand what it was trying to convey.

    Cool im glad you don't get hit by it because you understand how far your collision goes past your view in a first person perspective of a game with a forced low FoV. That doesn't mean it would remotely be a good idea to allow one perk to completely throw off that entire spatial perception for yourself or anyone else just because you can't find value in the current perk. just don't run it then.

    NO perk should be a reliable stun unless it has very specific circumstances (like DS, and even that has a token skill check for a reason.) Your argument is built around not understanding how absolutely devastating a single stun can be when done at the right time, and why they're generally limited to very telegraphed scenarios for the killer. Stuns should never force a lose/lose scenario, and I'm sorry that you refuse to understand how to use them as they are and instead demand more.

    I do not agree with premise of high risk/high reward in regards the perk. Personally, If I see a survivor using head on, I would think they're trolling. that is how laughably bad head on is as a perk. I would say dead hard is closer to high risk/high reward perk. Between the 2.7 second self-stun for wiping a weapon and sprint burst, I would say dead hard is like 7-8 second stun in term of distance. that is closer to high reward.

    Your comments about how locker saves are inefficient is completely ignorant to how the perk actually gets used at high level.

    Nobody uses head on at high-level. Its total joke meme perk. Your idealizing the perk without playing with the perk in the real game to see how most games play out when the survivor has the perk. A perk that is closer for saving teammates is flashbang. This is far more reliable then head on locker saves that are likely to get you killed/slugged.

    Jungle gym are already very safe loops. You generally want killer to break the pallet on these loops before moving to another pallet/tile. Smash hit is one of the most pointless perks because speed boost granted from stun is counter-productive to how an experienced survivor would use this tile. A survivor that is running away from strong tiles is borderline inexperienced. This is terrible example of usage of the perk and your using one of killer that punishes greeding pallet stuns.

    What smash hit is designed to do is greed unsafe pallets. I am going to use badham car pallet to the right of the school past the window vault as an example. You want greed pallet stuns at these pallets because not getting the stun means that the killer can bloodlust you and keep you at the loop indefinitely until he inevitably get the hit. The problem is that killers at these pallets massively respect these pallets because getting a stun means that the survivor can potentially move to another loop that is stronger pallet then the unsafe pallet. Respecting pallets is too easy for killer such that they can entirely avoid this perk without understanding that the perk is even in play. What my change is doing is creating a mindgame where the killer needs stand further away from the pallet to avoid the stun, but the killer over-respecting the pallet means that the survivor can run an extra loop. It would create extra layer of mindgames at pallets. Currently you can respect pallets and overall not get punished for it in like 99% of cases. This is mindgame that people used to do with old dead hard for distance where they would greed pallets on purpose because they were trying to get extra loops out of the pallets by trying punish the killer for respecting pallets, but the risk associated towards the survivor not dropping the pallet was not there because of press E for safety.

    I do not think any survivor player who is trying seriously win would use these exhaustion perks. I would almost go as far to say that activating these perks against the killer is the killer playing bad/new player.

    @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230238#Comment_3230238

    https://forum.deadbydaylight.com/en/discussion/comment/3229694#Comment_3229694

    I love how he’s trying to say that you’re “bad” and the perk itself isn’t that good at all lmfao (“you’d problem benefit more with learning how to use them before demanding more”) like we can’t just test it out for 1 game and see that it’s not a good exhaustion perk at all?? There is no situation where you can’t tell me that head on isn’t the worst exhaustion and could definitely use a slight buff. If you’re looping around a jungle gym with a locker you literally need quick and quiet and you gotta hope the killer doesnt see you jump in the locker and plenty of times the killer can easily tell because your scratch marks literally stop at the locker so you also gotta hope the killer doesn’t notice that.

    Without quick and quiet you basically have to be versing a bad killer for him to not realize you jumped into the locker so it’s almost not possible. If you’re “far enough to where you can jump into the locker and wait for the killer to come” then it’s almost like you could’ve kept running and been just as fine?? Lmfao head on stun isn’t long at all so instead of wasting time sitting in a locker for 3+ seconds and letting the killer catch up to you, only for you to have about 2 seconds of distance now because of how short head on stun is, was pointless. You could’ve used the distance you first had to run to a pallet or a window.

    “use deception” sure, but what if I need to actually JUMP into the locker? I can’t because deception takes priority. So it’s not always good. To pair deception with perks that’s require you to jump into lockers/are time gated.

    if you need to pair a pair with another perk or even 2 perks for it to be good then it’s obviously not as good as you think it is.

    we aren’t talking about being in a swf and hiding in a locker while a friend runs by.. anything is good in a swf. Plus that requires another person to be off of a gen and hiding in a locker. AND now that person is now exhausted so they’re out of another exhaustion for just in case the killer ends up trying to kill them instead. You can give reasons all you want but none of them will end up being good enough

    The conversation boil down to. I am bad. Just use other perks. Not productive conversation.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230037#Comment_3230037

    its on demand because it does not require a consumable resource. Lockers are literally everywhere in the game, and some maps have an extremely high concentration or frequency of them. They also don't get used up when you dead hard, you don't break the hinges off or anything when you do it, so yes it is on demand when compared to the other methods of stunning like DS or blast mines. being able to stun is an extremely powerful tool, which is what you don't seem to grasp.

    I... honestly don't understand what you're trying to convey with that second comment. I was defending smash hit and giving an example of how to properly use it. Are you just that unable to understand head on and trying to use smash hit to make it look worse?

    “Which is what you don’t seem to grasp” yet you don’t even know the definition of “on demand” lmfao. Just because lockers never get destroyed doesn’t mean head on is always on demand. “On demand” means whenever required, and head on is simply just not able to activate whenever required. 1st off, you have to wait 3 seconds to activate it, let alone be in/right near a locker. 2nd, lockers aren’t available at will, you can be in the middle of the corn on cold wind and there’s no lockers nearby, etc. before you insult others you might wanna actually learn things and understand what you’re saying first. You obviously don’t seem to grasp the meaning of on demand.


    you talk about “locker standoffs” like the killer is really going to sit there for 30 seconds trying to get you to come out lmfao get real, no killer who is actually trying is going to have a head on stand off, theyll just tank the head on or they’ll maybe try to bait it once or twice and then go in

    there is no real reason that you can give that makes your point better. Obviously you’re just a troll who can’t admit when he’s wrong

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230351#Comment_3230351

    “Which is what you don’t seem to grasp” yet you don’t even know the definition of “on demand” lmfao. Just because lockers never get destroyed doesn’t mean head on is always on demand. “On demand” means whenever required, and head on is simply just not able to activate whenever required. 1st off, you have to wait 3 seconds to activate it, let alone be in/right near a locker. 2nd, lockers aren’t available at will, you can be in the middle of the corn on cold wind and there’s no lockers nearby, etc. before you insult others you might wanna actually learn things and understand what you’re saying first. You obviously don’t seem to grasp the meaning of on demand.

    you talk about “locker standoffs” like the killer is really going to sit there for 30 seconds trying to get you to come out lmfao get real, no killer who is actually trying is going to have a head on stand off, theyll just tank the head on or they’ll maybe try to bait it once or twice and then go in

    there is no real reason that you can give that makes your point better. Obviously you’re just a troll who can’t admit when he’s wrong

    It doesn't take 30 seconds for the killer to lose time in a standoff, and you clearly don't understand how time relevance is a factor in this game so its kinda pointless to continue, if I'm honest. You also pidgeonhole the definition of on demand pretty hard, when it, too, is a term with relevance significance. The ad hominems at the end are a nice touch, too. Just stick with trying to understand and discuss the game, please.

  • its 0.5 second 😂

  • @ACleverName4Me said:

    So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.

    This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.

    This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.

    I always thought they should have reworked it to be what overcome ended up being. But now we have that perk, so i don't know what to do with it anymore.


    EDIT: Actually, i just thought of something. Make it be a reverse sprint burst.


    Walking during a chase grants charges. After X charges, you can sprint away for the usual amount of a sprint burst.

  • @ACleverName4Me said:

    So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.

    This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.

    This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.

    The two main complaints people had with Dead Hard was the perk was dumb easy to use and that it was being used for distance which was against what the perk was meant to do.

    They addressed both of those with the rework. It is literally a 0.5 second extra health state. If you're eating it, you're getting outplayed.

  • @espooked said:

    its 0.5 second 😂

    And you can't tell who is using an auto dead hard when its timed perfectly and you've been WAITING it out.

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3229554#Comment_3229554

    killer mains, which are the majority here on the forum, can't adapt. they only whine and complain. until surivors are just hanging on the hook when the game starts.. then they "might" be happy.. might be

    no way! they'd complain about the queue time if that happened.

  • Sounds like a skill issue

  • @neb said:

    git gud

    Says the one who is using a 3rd health state.

1 2 ›