DH back as meta

Didn't take long for this perk to reappear in the meta.

Almost every game I play the survivors are using it. Starting to get pretty good at faking (t-bag with Ghostface always gets them), but still annoying to go against.

Comments

  • it never left the meta. its existence removes the ability to lunge at injured survivors regardless of them having it or not, thats wasted time no matter what.

    what took time was survivors finding out how to use it so it was completely uncounterable

  • I miss when you'd see all kinds of Exhaustion perks right after 6.1.0. Unfortunately I think new DH will remain the way it is now for a long time. Unlike old DH, the skill floor is slightly higher, and it will keep it away from mediocre survivors and the usage rate won't reach the same level. But in high MMR it's a problem.

    Kind of like Nurse, if it's only an issue in high MMR, changes rarely happen.

  • I agree that dead hard is in most matches killers play. The best thing that I do to deal with it is to body block where they go when they wanna do a spin into a dead hard that way they do not go to far. 80% do try to spin but the 20% try to make it to a pallet holding, in that situation I hit 1 meter from the pallet doing a tap not a lunge as most killers wait to swing when they are right under the pallet. By hitting before the pallet you either get rid of the pallet during their speed boost if they got it off, force them away from loop or most likely they go down because they are so use to being hit at the pallet.

  • Never left. Always been a staple.

  • @BringShaggytoDBD said:

    Didn't take long for this perk to reappear in the meta.

    Almost every game I play the survivors are using it. Starting to get pretty good at faking (t-bag with Ghostface always gets them), but still annoying to go against.

    It’s being used a lot, yes, but it’s still way less problematic than the “press E to outplay” version when it was guaranteed safe passage to a window or pallet

  • you guys wanted DH nerfed, it got it

    DH now is more skill than just E (except for those losers who script)

    but its not our fault players evolved to use DH better

    killers can still easily bait it

    fyi mending still sucks

  • Always has been.

  • @Vampirox said:

    you guys wanted DH nerfed, it got it

    DH now is more skill than just E (except for those losers who script)

    but its not our fault players evolved to use DH better

    killers can still easily bait it

    fyi mending still sucks

    2

    watch them crying about it next begging BHV to nerf it again LOL

    I don't use dead hard cause I don't have the talent to use it, I'm not patient, I don't have the "fast reflexes" required to

    I use the jonah one that I don't remember the english name

  • Ok

    In before people start complaining about it again

  • @MrMori said:

    I miss when you'd see all kinds of Exhaustion perks right after 6.1.0. Unfortunately I think new DH will remain the way it is now for a long time. Unlike old DH, the skill floor is slightly higher, and it will keep it away from mediocre survivors and the usage rate won't reach the same level. But in high MMR it's a problem.

    Kind of like Nurse, if it's only an issue in high MMR, changes rarely happen.

    Me too miss when I see all kinds of slow down.

    Wait...


    At least DH doesnt by pass bear trap anymore

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274683#Comment_3274683

    Me too miss when I see all kinds of slow down.

    Wait...

    At least DH doesnt by pass bear trap anymore

    We need to nerf slowdown as well. Tired of Pain Res staying 15% AND still throwing people off gens even after the 90s gens. Eruption, Call of Brine every match. Boring.

  • It was fun while it lasted. Too bad killers will never be free to swing safely. Its funny, considering there were quite a few people that complained new DH was useless and everyone would switch to SB.

  • maybe so but you cant deny its infinitely less frustrating to go against. no more free distance towards a window that would normally be just out of reach

  • Yep, DH is still as prevalent in the survivor meta as SC. So when the goal was to shake up the meta by changing the perks, but the perks are still the most used ones. Where does this lead? Probably another nerf.

  • DH is a bad perk that encourages luck,you're in a chase and you either need to swing or get bamboozled by the survivor.

    I had so many chases where survivor got distance just because I didn't swing and they juked.

    This perk will never leave meta no matter how much they nerf until they completely rework it.

    Its more than half of the time an extra health slate and now that survivors got better at it,its an even freakin worse perk than the old dead hard.

    At least in the old dead hard survivor didn't get a speedboost from it with endurance,now if they hit the dh,they're gone.

  • I don't think it will ever leave, even if other exhaustion perks become better

    The thing is it's also the most fun and interractable exhaustion perk for survivors

  • I am still really confused on BHVRS balancing approach to nerfing out of line perks. Dead Hard and Circle of healing both were touched in the tiniest ways possible and are still both very much meta. Meanwhile perks like ruin and thanat got entirely dumpstered.

  • @Carth said:

    I am still really confused on BHVRS balancing approach to nerfing out of line perks. Dead Hard and Circle of healing both were touched in the tiniest ways possible and are still both very much meta. Meanwhile perks like ruin and thanat got entirely dumpstered.

    Because two of the perks survivors find fun, while the other two killer players used. It's not rocket surgery to see what's happening here

  • @Carth said:

    I am still really confused on BHVRS balancing approach to nerfing out of line perks. Dead Hard and Circle of healing both were touched in the tiniest ways possible and are still both very much meta. Meanwhile perks like ruin and thanat got entirely dumpstered.

    I wouldn't call what they did to dead hard and COH "a tiny nerf" at all. If anything it just proves how even more busted they were before their nerfs. COH used to have a bigger radius and it used to give a 100% heal speed, so if two people used COH close enough to overlap, people would get a 200% self heal speed. Eventually they had to nerf the radius, and then nerfed the heal speed to 50%. Boons also didn't have a bless speed penalty on hexes. Dead hard went from having i-frames to a small window of giving endurance. It used to give one second of endurance on the PTB before they nerfed it to .5 seconds on live. It was more like a rework than a pure nerf.

  • it never left the meta.


    The issiue of that perk is its very concept, granting just a third health state basicly, so the killer has to find a workaround to be careful with the hits in a game were every second counts anyway. So you loose time no matter what, still a loose loose situation which will never get solved.

  • @Bupkiss said:

    Most Survivor perks are crap. What are there, maybe 8 total that players use and dozens that are a complete waste of space. Don't expect DH to stop being meta until a decent replacement is introduced. And remember DH is currently broken and works less than 30% of the time as it should. Think about that, a broken perk with a 30% success rate is still better than most other perks.

    My man has spoken facts!!!!!!!

    applause.gif


  • it'll pretty much always be one of the most used perks because it's fun AND good. Every other exhaustion perk is ether boring or bad

  • @Bupkiss said:

    Most Survivor perks are crap. What are there, maybe 8 total that players use and dozens that are a complete waste of space. Don't expect DH to stop being meta until a decent replacement is introduced. And remember DH is currently broken and works less than 30% of the time as it should. Think about that, a broken perk with a 30% success rate is still better than most other perks.

    Most killers won't be happy until survivors have no perks and start the match exposed for 5 minutes. Even then they will have something to complain about, just look at the forums. They write 3-4 paragraphs pretending they know something about balance which sums up to "I want free hits and survivor should fear the killer constantly". Absolutely asinine.

  • @VideoGameMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278632#Comment_3278632

    I wouldn't call what they did to dead hard and COH "a tiny nerf" at all. If anything it just proves how even more busted they were before their nerfs. COH used to have a bigger radius and it used to give a 100% heal speed, so if two people used COH close enough to overlap, people would get a 200% self heal speed. Eventually they had to nerf the radius, and then nerfed the heal speed to 50%. Boons also didn't have a bless speed penalty on hexes. Dead hard went from having i-frames to a small window of giving endurance. It used to give one second of endurance on the PTB before they nerfed it to .5 seconds on live. It was more like a rework than a pure nerf.

    Lol one of the nerfs to CoH made it take 2 seconds longer to heal. Perk is still beyond broken. CoH carries so many teams to victory it's insane

  • Nine meta killer perks nerfed to oblivion.

    Four meta survivor perks nerfed similarly.

    The 2nd most-used survivor perk, Borrowed Time, given for free as a better passive to everyone, then the perk itself was massively buffed instead of nerfed, then it was massively buffed AGAIN.

    The 1st most-used survivor perk, Dead Hard, was changed slightly to be used in exactly the same way as it was before, AND it gives a way better result if you actually get the killer to swing on you.

    So... the two best survivor perks got better.

    An amazing meta shake-up. Very cool. Balance Team showing off their even-handed attention to both sides.

  • @Adjatha said:

    Nine meta killer perks nerfed to oblivion.

    Four meta survivor perks nerfed similarly.

    The 2nd most-used survivor perk, Borrowed Time, given for free as a better passive to everyone, then the perk itself was massively buffed instead of nerfed, then it was massively buffed AGAIN.

    The 1st most-used survivor perk, Dead Hard, was changed slightly to be used in exactly the same way as it was before, AND it gives a way better result if you actually get the killer to swing on you.

    So... the two best survivor perks got better.

    An amazing meta shake-up. Very cool. Balance Team showing off their even-handed attention to both sides.

    But the devs gave killer .2 second faster pallet breaks! They're fair!

    :"designs maps with 30+ safe pallets::

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278745#Comment_3278745

    But the devs gave killer .2 second faster pallet breaks! They're fair!

    :"designs maps with 30+ safe pallets::

    That's pretty much the state of the balance team.

    • Killer thing improved by 0.1%
    • Survivor thing improved by 600%
  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278770#Comment_3278770

    That's pretty much the state of the balance team.

    • Killer thing improved by 0.1%
    • Survivor thing improved by 600%

    And, of course, the corollary:

    • Killer thing nerfed 600%
    • Survivor thing nerfed 0.1%
  • Sure man when are the devs going to have a conversation about doing something regarding infinite fast team heals for one perk slot among 16

  • @[Deleted User] said:

    @Adjatha , I am just going to say with full apprecation you give to killers and saying survivors are always buffed.

    This is not the moment though, you will only spark flames instead of having an actual conversation.

    We for a second should think for the game better of the game instead of reflecting our hate to one side for getting buffed. I truly understand the temptation of shitting on one side for the sake of your better games, but we should see the glaring issues without doing so... both parties could conversate for a much healthier conversation.

    :)

    Oh, survivors don't always get buffed. And killers don't always get nerfed.

    But it's really funny when there's a killer who is bad in every way, like Ghostface, and when they buff him (longer exposed status), they also have to sneak in a nerf (it's way, WAY easier to reveal him now).

    Or, when they 'nerf' survivors (can't click their flashlights at infinite, strobing speeds), they have to slide a buff in there as well for no apparent reason (easier to blind the killer).

    And then they come out with survivor perks that completely unbalance the game like CoH and refuse to nerf the only part that actually causes the problem (infinite, rapid, team-wide self-healing), instead focusing on the least impactful parts of the thing (bonus speed from med-kits, or whatever).

    But then they get killers that survivors complain about (like Forever Freddy) and they nerf the things that are a problem (really strong slowdown/regression perks add-ons) but then ALSO nerf stuff that wasn't a problem (number of pools/pallets, speed of dropping both), which doesn't solve the problem, it kills off the character completely.

    And you can see that quite clearly in the perk overhaul.

    Too many people run Ruin! Despite the fact that it's super easy to turn off, super unreliable, and requires multiple other perks just to keep it rolling for any length of time. So we nerfed it into the ground.

    Too many people run Dead Hard! So we made it exactly the same as before, but the impact of using it correctly is that you get rewarded way more than you did before, making it a net buff.

    It's not the fault of the players or the 'sides.'

    It's the fault of the balance team. Because they clearly don't have balance in mind when they're playing around with numbers.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278829#Comment_3278829

    Oh, survivors don't always get buffed. And killers don't always get nerfed.

    But it's really funny when there's a killer who is bad in every way, like Ghostface, and when they buff him (longer exposed status), they also have to sneak in a nerf (it's way, WAY easier to reveal him now).

    Or, when they 'nerf' survivors (can't click their flashlights at infinite, strobing speeds), they have to slide a buff in there as well for no apparent reason (easier to blind the killer).

    And then they come out with survivor perks that completely unbalance the game like CoH and refuse to nerf the only part that actually causes the problem (infinite, rapid, team-wide self-healing), instead focusing on the least impactful parts of the thing (bonus speed from med-kits, or whatever).

    But then they get killers that survivors complain about (like Forever Freddy) and they nerf the things that are a problem (really strong slowdown/regression perks add-ons) but then ALSO nerf stuff that wasn't a problem (number of pools/pallets, speed of dropping both), which doesn't solve the problem, it kills off the character completely.

    And you can see that quite clearly in the perk overhaul.

    Too many people run Ruin! Despite the fact that it's super easy to turn off, super unreliable, and requires multiple other perks just to keep it rolling for any length of time. So we nerfed it into the ground.

    Too many people run Dead Hard! So we made it exactly the same as before, but the impact of using it correctly is that you get rewarded way more than you did before, making it a net buff.

    It's not the fault of the players or the 'sides.'

    It's the fault of the balance team. Because they clearly don't have balance in mind when they're playing around with numbers.

    It's because the devs don't play killer against strong survivors, they just don't. They play survivor poorly so they make everything OP as hell for survivor