did the dead hard nerf really do anything to its pickrate?

As killer I'm still seeing multiple dead hards every match. as survivor it's still apart of my regular kit and i see other people regularly running it too.


they're pretty reasonable on windows by just waiting it out, but around pallets they're pretty bonkers cause a version of pallet vacuums still exists.

Comments

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234698#Comment_3234698

    It's only a risk if a survivor is purposely placing themselves in a risky situation, that they could have avoided, and they are doing this specifically to attempt a dead hard play..... for example if they are purposely running up to a killer to attempt a bodyblock dead hard.

    Most of the time people use the perk, they are pretty much doing exactly whatever they would have done without dead hard, and they are just pressing dead hard to try to avoid a hit. And they are still moving forward when the dead hard animation is happening, and they can cancel the dead hard whenever they want, which means that if they mistime dead hard they are pretty much in the exact same situation they would have been in if they hadn't pressed dead hard. That is not a risk. A risk means the survivor would be worse off if they mistimed dead hard, than if they didn't press dead hard.

    You can't use dead hard from a mile away unless you're reacting to a ranged attack, so I don't understand your first point. If you are being chased and the killer catches up to you, they will hit you. You need to use dead hard if you have no other way to prevent them from hitting you, which is often used in conjunction with other defenses such as pallets to force the killer to make a decision at that moment. I'm not talking about drive by dead harding or randomly turning around and running toward the killer, im talking about how the perk is intended to be used: as a last ditch effort to avoid going down when you otherwise would.

    You understand this in the second paragraph, which is why im kinda confused where the first statement came from. what do you mean by "cancel dead hard"? its a locked animation interaction wise, you can't drop pallets or anything like that while it is active, nor can you "undo" it. If they mistime it, they are exhausted and gave an animation tell to the killer that they are now defenseless. Thats the exact reason why people sometimes try to pair it with a 360, to hide as much of the animation from the killer as they can to obfuscate the attempt as well as their timing. It doesn't always work, but its an example of why they do it. The risk, again, is that if they don't press it, the killer will M1 them too fast for them to react to and they will be downed.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234731#Comment_3234731

    You can't use dead hard from a mile away unless you're reacting to a ranged attack, so I don't understand your first point. If you are being chased and the killer catches up to you, they will hit you. You need to use dead hard if you have no other way to prevent them from hitting you, which is often used in conjunction with other defenses such as pallets to force the killer to make a decision at that moment. I'm not talking about drive by dead harding or randomly turning around and running toward the killer, im talking about how the perk is intended to be used: as a last ditch effort to avoid going down when you otherwise would.

    You understand this in the second paragraph, which is why im kinda confused where the first statement came from. what do you mean by "cancel dead hard"? its a locked animation interaction wise, you can't drop pallets or anything like that while it is active, nor can you "undo" it. If they mistime it, they are exhausted and gave an animation tell to the killer that they are now defenseless. Thats the exact reason why people sometimes try to pair it with a 360, to hide as much of the animation from the killer as they can to obfuscate the attempt as well as their timing. It doesn't always work, but its an example of why they do it. The risk, again, is that if they don't press it, the killer will M1 them too fast for them to react to and they will be downed.

    This is part of why Dead Hard is so annoying to play against. It's even more BS against us console killers because we get FOV teched and 360'd easily because of DbD's horrible controller settings and auto aim. That's just one specific instance. Overall the perk is grossly unfun to play against because having to constantly try to bait it out, hold back your swing, etc. is easily the most unfun mechanic in this entire game. It makes killers like Blight, Pyramid Head, Huntress, Nurse, Trickster, etc. even more atrocious and needlessly difficult for us console players

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234744#Comment_3234744

    This is part of why Dead Hard is so annoying to play against. It's even more BS against us console killers because we get FOV teched and 360'd easily because of DbD's horrible controller settings and auto aim. That's just one specific instance. Overall the perk is grossly unfun to play against because having to constantly try to bait it out, hold back your swing, etc. is easily the most unfun mechanic in this entire game. It makes killers like Blight, Pyramid Head, Huntress, Nurse, Trickster, etc. even more atrocious and needlessly difficult for us console players

    I think the perk is completely fine in its current state but i absolutely do lament the controller limited killer experience. It feels like you're fighting against damn near everything from the game itself just to play the role, and I can imagine its only worse when console performance issues further compound that fact.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234731#Comment_3234731

    You can't use dead hard from a mile away unless you're reacting to a ranged attack, so I don't understand your first point. If you are being chased and the killer catches up to you, they will hit you. You need to use dead hard if you have no other way to prevent them from hitting you, which is often used in conjunction with other defenses such as pallets to force the killer to make a decision at that moment. I'm not talking about drive by dead harding or randomly turning around and running toward the killer, im talking about how the perk is intended to be used: as a last ditch effort to avoid going down when you otherwise would.

    You understand this in the second paragraph, which is why im kinda confused where the first statement came from. what do you mean by "cancel dead hard"? its a locked animation interaction wise, you can't drop pallets or anything like that while it is active, nor can you "undo" it. If they mistime it, they are exhausted and gave an animation tell to the killer that they are now defenseless. Thats the exact reason why people sometimes try to pair it with a 360, to hide as much of the animation from the killer as they can to obfuscate the attempt as well as their timing. It doesn't always work, but its an example of why they do it. The risk, again, is that if they don't press it, the killer will M1 them too fast for them to react to and they will be downed.

    I don't understand why you think dead hard is a risk, when mistiming it, and not using it at all, pretty much places the survivor is the exact same situation.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234744#Comment_3234744

    I don't understand why you think dead hard is a risk, when mistiming it, and not using it at all, pretty much places the survivor is the exact same situation.

    thats not related to the perk? it doesnt need to like make you lose 1k bp every time you use it or slow you for 1 minute or anything like that, it puts you into exhausted which is the same risk any exhaustion perk has: wasting your chance at extending the chase and being punished in a way that prevents another chance for the rest of the chase (presumably)

  • @dugman said:

    Yes, while Dead Hard is still one of the top two most used perks it’s usage rate is about half what it was on Nightlight for instance. Here’s a snapshot of its usage over time, you can see the dramatic difference at the 6.1 patch point. Even after recovering some of its loss its still much lower than it was.

    https://us.v-cdn.net/6030815/uploads/ZNY2KMHPK1VK/image.png

    Where do you get these usage stats from? Can i find every perk?

  • Yes, and learning it all over again made me realize the new dead hard is much more fun and fits the game better. It and overcome have become my go to exhaustions because I like them and their powerful impact but also they have cost

    Overcome requires a healthstate but gives an incredible amount of distance while new dead hard gives a strong option when there weren't any at the cost of tight timing and a mending time sink after that only it and overcome needing healing share

  • @CursedPerson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233869#Comment_3233869

    Where do you get these usage stats from? Can i find every perk?

    It's from Nightlight, and yes you can get those stats for any perk on it.

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