Dead Hard was nerfed due to the pick rate being too high

The perk pick rate is just as high,what now?

Comments

  • The perk went from 40% to 20% if I remember correctly. Still one of the most popular perks, but nowhere near just as high as before.

  • @HugTheHag said:

    The perk went from 40% to 20% if I remember correctly. Still one of the most popular perks, but nowhere near just as high as before.

    Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.

  • It was more of a balance change then for pick rate. It's mostly fine now

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275

    Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.

    Might be popular in your mmr bracket ? I think a good chunk of the 20 pts of % of decrease might be from lower mmrs.

  • The pickrate is significantly lower. I forget the exact numbers but its overall pickrate was reduced by about half, that's much lower.

    That's also not the only reason Dead Hard was nerfed. It was included in the meta shakeup patch, but it was also overpowered. Since it's no longer overpowered, and it has a much lower pickrate, I don't really think anything needs to be done with it?

  • It's the most popular survivor perk again but it's still quite a bit less popular than right before the nerf. It -is- steadily climbing so if this keeps up they may need to look into it again. Don't know how they'd nerf it though.

  • @dspaceman20 said:

    It was more of a balance change then for pick rate. It's mostly fine now

    They literally said in the post that the changes were about pick rate and changing the meta:

    During our 6th Anniversary Broadcast, we announced a new progression system and a meta-shifting perk overhaul. We’re thrilled to say that both initiatives will headline the upcoming Mid-Chapter. From the onset, it was important for us to release these changes as a package. Our objective is to shake up the current meta,…

    For this update, perk changes fall into one of two categories: meta perks that are used too often, and non-meta perks that serve a similar purpose but aren’t used as much. 


    We understand that many of you have grown attached to your favourite perks and loadouts. Unfortunately, shaking up the meta inevitably leads to a few changes. Rest assured that our goal is to provide alternatives that align with your preferred playstyle while widening the scope to include more viable perk options.  


    It’s also important to note that not every meta perk is equal, and each was considered on a case-by-case basis. So, what are Dead by Daylight’s meta perks? By referencing both community feedback and internal data, we can see that some perks stand above the rest. 

    For Killers: Barbecue and Chilli, Hex: Ruin, Pop Goes the Weasel, Corrupt Intervention, Tinkerer, Hex: No One Escapes Death, and Scourge Hook: Pain Resonance.  


    For Survivors: Dead Hard, Borrowed Time, Decisive Strike, Iron Will, Self-Care, and Spine Chill. 


    If that was their goal with dead hard, then they failed. Killer meta perks shifted heavily. Generally people use perks like eruption of call of brine now, and all the other survivor perks are pretty underused now.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275

    Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.

    1-2 isn't so bad, I'm seeing 2 ot more without fail.

    But it beats the 4x DH which was just used for distance non stop so bad killers was made even worse.

    I still remember most forum members say DH wasnt any good before, still makes me laugh because the same people still like to say I'm just bad lol

    Side note though, DH is still always on my builds. Like I said after the change the perk is still stupid strong and in some situations even stronger

  • It hasn't been half the old rate for a long time. Right now it sits at around 30% whereas it was 40% before. Regardless, it doesn't really matter if it's 'weaker'. The problem with Dead Hard is how it forces the Killer to work around it every single time until they confirm someone doesn't have it. It dominates the game even if nobody has it. The constant need to wait out DH is an 'unfun' part of the game regardless of the state of the perk itself. If the devs listened to feedback, they would've seen reason when people told them that DH would be terrible and they never would've added such a badly conceived perk in the first place.

  • @Krazzik said:

    It's the most popular survivor perk again but it's still quite a bit less popular than right before the nerf. It -is- steadily climbing so if this keeps up they may need to look into it again. Don't know how they'd nerf it though.

    have the hit apply deepwound if they need to do something with it. but i think its ok as it is currently.

  • At this point is more of why people are using the perks that they do... instead of saying "oh X perks are being used to often"

  • In my experience its usage has dropped.

    There is quite a few more Lithe and Sprint-burst than they used to be.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282276#Comment_3282276

    1-2 isn't so bad, I'm seeing 2 ot more without fail.

    But it beats the 4x DH which was just used for distance non stop so bad killers was made even worse.

    I still remember most forum members say DH wasnt any good before, still makes me laugh because the same people still like to say I'm just bad lol

    Side note though, DH is still always on my builds. Like I said after the change the perk is still stupid strong and in some situations even stronger

    50% usage in a game with over 100 perks is pretty awful and means it is still overused. Also in high MMR, its usually 3-4 people with it.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282315#Comment_3282315

    50% usage in a game with over 100 perks is pretty awful and means it is still overused. Also in high MMR, its usually 3-4 people with it.

    Oh its definitely not good it's so often used. I mean I get why it is, it's the same reason I always use it every game like OTR because its simply that strong.

    It's also a reason I became a survivor main when SBMM got introduced as I was bored of the constant meta, luckily it's not as bad anymore but i still stick with survivor.

    Btw there is no high mmr, people love to keep telling me that. It's always a skill issue lol

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282301#Comment_3282301

    have the hit apply deepwound if they need to do something with it. but i think its ok as it is currently.

    It already does that.

  • Old Dead Hard was also a lot better, current DH applies Endurance.

    which means you cant use DH if you suffer from Exhausted or Deep wound.

    I still hate Dead Hard with a passion, but I have to admit its better.

  • does it? lol i guess i never look at the survivor list

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277

    Dead hard can make it impossible to hook survivors, as a healthy survivor you can body block the killer carrying a survivor, then when the killer hits you - you run under the hook, and use dead hard when he goes to hit you again. The carried survivor will most likely complete their struggle action by that time. Now imagine all 4 survivors doing this.

    bro.. just wait out the Dead Hard then and get a down. Worst case scenario the survivor on your shoulder wiggles and you just pick up the guy you just downed.

    Only way it gets worst than that is if you whiff multiple hits, which means you made a mistake which is easily avoidable

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282368#Comment_3282368

    You can't bait Dead Hard in this situation. The survivor is waiting for you to start the swing animation while carrying a survivor. I found the best option would be to drop the survivor and down someone else, but in my MMR there is always 2-3 unbreakables so that doesn't work very well either.

    I usually hit the healthy survivor once, then just go for the hook since the now-injured survivor dead hards away anyway.

  • when they release an exhaustion perk that is both as good and fun as dh is than you won't see it every match. Sprint burst is flatly a better perk than DH is but SB is boring while DH is really fun to use.

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282387#Comment_3282387

    You can't get in the position to hook the survivor when there is a survivor blocking the hook.

    Yeah but when you get near them when they're injured they DH away thinking you're gonna hit them.

  • As long as dead hard can be used on demand it will always be picked. Other exhaustion perks are used automatically if the conditions are met. Lithe activates automatically when vaulting a window. Sprint burst activates when running. Balanced landing when you drop down from a height, etc. It's why I think an exhaustion perk that activates on flashlight blinds would be very popular.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275

    Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.

    I could be because that it is a really hard perk to time, and takes effort to make work. Some more casual players probably don't want to grind practicing the timing over and over again until they get it right.

  • @VideoGameMage said:

    As long as dead hard can be used on demand it will always be picked. Other exhaustion perks are used automatically if the conditions are met. Lithe activates automatically when vaulting a window. Sprint burst activates when running. Balanced landing when you drop down from a height, etc. It's why I think an exhaustion perk that activates on flashlight blinds would be very popular.

    Flashlight blinds require a flashlight, which needs to be selected in pre-game or found in a chest. No other perks I am aware of are based on items. It is all things that you can do somewhat easily, and don't require the potential sacrifice of an item to activate.

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277

    Dead hard can make it impossible to hook survivors, as a healthy survivor you can body block the killer carrying a survivor, then when the killer hits you - you run under the hook, and use dead hard when he goes to hit you again. The carried survivor will most likely complete their struggle action by that time. Now imagine all 4 survivors doing this.

    Literally no survivor is competent enough to do this, and there will be guaranteed at least one person on a gen across the map. Also not everyone selects dead hard.

  • I just know that all the best survivors still pick it over the other exhaustion perks, because it is the best one by far. And also that more of my matches than not feature it, and that those matches are twice as hard as the others.

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  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282368#Comment_3282368

    You can't bait Dead Hard in this situation. The survivor is waiting for you to start the swing animation while carrying a survivor. I found the best option would be to drop the survivor and down someone else, but in my MMR there is always 2-3 unbreakables so that doesn't work very well either.

    I never said bait, I said wait.

    There is absolutely no way a Survivor is reacting to an immediate swing, its not that its hard to do so, its actually impossible. Only way a Survivor is consistently doing it, is if they got a script

  • @HuntresssMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282428#Comment_3282428

    Flashlight blinds require a flashlight, which needs to be selected in pre-game or found in a chest. No other perks I am aware of are based on items. It is all things that you can do somewhat easily, and don't require the potential sacrifice of an item to activate.

    Residual Manifest

  • I still see 2-3 every lobby now that people have learned how to use it, not as obnoxious as it used to be, but my gosh, the matches when the survivors are on point can really be infuriating, they are definitely way better at it now.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277

    They literally said in the post that the changes were about pick rate and changing the meta:

    https://forum.deadbydaylight.com/en/kb/articles/337-developer-update-june-2022

    For this update, perk changes fall into one of two categories: meta perks that are used too often, and non-meta perks that serve a similar purpose but aren’t used as much. 

    We understand that many of you have grown attached to your favourite perks and loadouts. Unfortunately, shaking up the meta inevitably leads to a few changes. Rest assured that our goal is to provide alternatives that align with your preferred playstyle while widening the scope to include more viable perk options.  

    It’s also important to note that not every meta perk is equal, and each was considered on a case-by-case basis. So, what are Dead by Daylight’s meta perks? By referencing both community feedback and internal data, we can see that some perks stand above the rest. 

    For Killers: Barbecue and Chilli, Hex: Ruin, Pop Goes the Weasel, Corrupt Intervention, Tinkerer, Hex: No One Escapes Death, and Scourge Hook: Pain Resonance.  

    For Survivors: Dead Hard, Borrowed Time, Decisive Strike, Iron Will, Self-Care, and Spine Chill. 

    If that was their goal with dead hard, then they failed. Killer meta perks shifted heavily. Generally people use perks like eruption of call of brine now, and all the other survivor perks are pretty underused now.

    I still see perks like pain res in nearly all of my matches along with other gen perks. Yet no one seems to be talking about that perk.

    If the argument is that dead hard should be nerfed because it's used a lot then pain res should also be nerfed again because it's still used often

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277

    Dead hard can make it impossible to hook survivors, as a healthy survivor you can body block the killer carrying a survivor, then when the killer hits you - you run under the hook, and use dead hard when he goes to hit you again. The carried survivor will most likely complete their struggle action by that time. Now imagine all 4 survivors doing this.

    Ok and? So it's not a perfectly balanced perk like other perks. There is going to be at least one flaw.

    It's still way better then before. Still not a justification to nerf it.

  • The issue with DH will always boil down to the fact that it activates at the moment a killer thinks they have won the chase and therefore feels incredibly frustrating to deal with. Now, we could all engage in a boring, philosophical discussion about how if a killer gets caught out by DH then did they really win the chase but the answer will simply boil down to your own opinion.

    For me, I do think the perk is too powerful for what it is. Especially when it’s brought by 2 or more survivors in a match. But that is of course when the perk is used to it’s potential- when it’s used by a survivor in the open and telegraphed a mile away it’s basically comical watching them dab a few yards. But at the moment when you’ve battled against a good survivor, managed to outplay them and the chase should be over, is this really a “fair” perk given its power to extend chases for what could be a crucial game changing amount of time? I’m not sure.

    Of course the flip side is that there are very annoying killer perks which people may feel are unfair and also that DH does take some skill now in regards to timing. Similarly, there are killer perks, powers and add ons which allow instadowns so the notion that DH adding a third health state is fundamentally unfair doesn’t really stack up when plenty of things on the killer side allow players to bypass hitting survivors twice to down them. But for me there’s still something about DH that feels the way getting hit by eruption feels on the survivor side; it’s frustrating and it’s just not fun. Especially when you have to play around it pretty much every match against multiple survivors.

  • Was DH changed for the main reason of utilization?

    I thought not.

    The developers designed DH to duck killer attacks, but as a result, OLD DH was able to use its invincible acceleration to increase the loop by a round or reach a palette or window where it would not normally reach in time. I think the developer said this was not the intention, but I may be misremembering.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282304#Comment_3282304

    I still see perks like pain res in nearly all of my matches along with other gen perks. Yet no one seems to be talking about that perk.

    If the argument is that dead hard should be nerfed because it's used a lot then pain res should also be nerfed again because it's still used often

    Pain res has fallen out of fashion i think. The new "Meta" build right now is: Call of Brine/Eruption/Brutal Strength/No Where to hide.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282315#Comment_3282315

    50% usage in a game with over 100 perks is pretty awful and means it is still overused. Also in high MMR, its usually 3-4 people with it.

    The high mmr survivors always use dead hard because they got so good at using it,its even stronger than old dead hard,old dead hard just gave you a little bit of distance to make it to a pallet,now it gives you a whole sprin burst that confirms you make it to the next loops.


  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282304#Comment_3282304

    I still see perks like pain res in nearly all of my matches along with other gen perks. Yet no one seems to be talking about that perk.

    If the argument is that dead hard should be nerfed because it's used a lot then pain res should also be nerfed again because it's still used often

    Pain res depends on hook rng,and you can easily dodge any other effect by just getting off gens while the hook animation happens.

    Also you can just get off the gen be 2 seconds if you wanna counter any other effect pain res might cause besides gen regression.

    Killers are forced to run slowdown perks like this because of the current genrush problem.

    Dead hard is a free health state most of the times,survivors can live without dead hard,killers cant without gen regression perks because survivors have no other objectives except rushing gens and going for a save.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282589#Comment_3282589

    Pain res depends on hook rng,and you can easily dodge any other effect by just getting off gens while the hook animation happens.

    Also you can just get off the gen be 2 seconds if you wanna counter any other effect pain res might cause besides gen regression.

    Killers are forced to run slowdown perks like this because of the current genrush problem.

    Dead hard is a free health state most of the times,survivors can live without dead hard,killers cant without gen regression perks because survivors have no other objectives except rushing gens and going for a save.

    This is irrelevant to my point

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275

    Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.

    So what? every single lobby when i am playing killer there is either devour hope, star struck or noed. Should they all be nerfed with a 100% pick rate?

    (yes, i know how this actually works, its just overstated to show why that is not an argument but just anecdotal evidence and statisticly not significant).

  • Dead hard just needs to be straight up scrapped.