The last dead hard change was poorly thought out and solved nothing

The biggest issue with dh by far was its uncounterability vs certain killer powers and in certain situations. Throw a hatchet at a survivor with dh and they can literally just react to the hatchet and guarantee they get dh off with nothing you can do about it. Same uncounterability can occur w demo's shred, nemesis's tentacle, literally any killer in a situation where lunging is necessary....and don't get me started on how it is vs nemesis's zombies or knight's guards. Even if you missed a ranged/telegraphed attack on purpose to bait them into dhing, they still make distance, which can EASILY get them another chance. Now with today's dead hard...still the exact same problem. Even dhing zombies and guards, which is unarguably stupid, still here. Why was dh nerfed to the same degree for all situations despite it being disproportionately more problematic vs m2s than m1s? Please actually fix the perk to not be uncounterable instead of making a generic "it's still uncounterable but you can't use it as much" change that pretty much only solves the relative nonissue of being able to use dh in your first chase.

Comments

  • @1ettuce said:

    The biggest issue with dh by far was its uncounterability vs certain killer powers and in certain situations. Throw a hatchet at a survivor with dh and they can literally just react to the hatchet and guarantee they get dh off with nothing you can do about it. Same uncounterability can occur w demo's shred, nemesis's tentacle, literally any killer in a situation where lunging is necessary....and don't get me started on how it is vs nemesis's zombies or knight's guards. Even if you missed a ranged/telegraphed attack on purpose to bait them into dhing, they still make distance, which can EASILY get them another chance. Now with today's dead hard...still the exact same problem. Even dhing zombies and guards, which is unarguably stupid, still here. Why was dh nerfed to the same degree for all situations despite it being disproportionately more problematic vs m2s than m1s? Please actually fix the perk to not be uncounterable instead of making a generic "it's still uncounterable but you can't use it as much" change that pretty much only solves the relative nonissue of being able to use dh in your first chase.

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381782/the-last-dead-hard-change-was-poorly-thought-out-and-solved-nothing

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

    They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH

  • Worst thing about it now is I don't expect it anymore. Then I have a whole team with it in one game.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470665#Comment_3470665

    They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH

    well yeah its still decent enough and all but its mutually exclusive to stronger chase perks... until MFT.

    I actually love the suggestion of going down after missing dh. Its a parry, at least its meant to me. its not meant to be this protective barrier that can get you value for doing nothing. So forcing you to actually get the parry off or you just go down is great. The 0.5s shouldnt be an effective 2m where you cant be hit.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470679#Comment_3470679

    well yeah its still decent enough and all but its mutually exclusive to stronger chase perks... until MFT.

    I actually love the suggestion of going down after missing dh. Its a parry, at least its meant to me. its not meant to be this protective barrier that can get you value for doing nothing. So forcing you to actually get the parry off or you just go down is great. The 0.5s shouldnt be an effective 2m where you cant be hit.

    Hell yeah you get it! Also fair point, until MFT indeed lol

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381782/the-last-dead-hard-change-was-poorly-thought-out-and-solved-nothing

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

    MfT is increasing the popularity of dead hard, and dead hard is just as frustrating as it used to be, because the effect itself is exactly the same as it was before the 2nd meta shakeup.

  • The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.

    The perk used to be a problem, now it's fine.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470665#Comment_3470665

    They didn't even kill it imo. Getting another health state is a BIG deal, so considering that you can still guarantee it against a lot of killers and in a lot of situations (with a not very inconvenient condition), yeah. Best way to change it imo would've been to make it so you go down if the killer doesn't hit into your DH. At pallets this is similar to the idea you mentioned that doesn't allow you to drop pallets after dhing, which actually is a good idea. The survivor won't be able to tell whether or not you're going to swing, so if they think you're going to and then dh, when you actually won't, they won't be able to drop the pallet (and then you'll immediately down them) or with my suggestion they'll just go down instantly, pretty much same result. Based on what I've previously heard in response to this suggestion I know it sounds extreme, but I think it's reasonable that you're forced to accurately predict when the killer is going to hit you in order to get the bonus from DH

    They did kill it in the sense that many player think the perk is trash. less people use it then before. Being put into dying state for pressing the perk seems very extreme. Perks are meant to benefit player. not punish them for being selected. Your proposing a change where you can get punished for using the perk more so then gaining a reward. I think only bad aspect of the perk is that killer often camp and tunnel you off hook if you do a long chase by hitting your BT. this is a little unfun for DH user. I am fine now a days with that mechanic because MFT.

  • @adaw0ng said:

    The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.

    The perk used to be a problem, now it's fine.

    I definitely accept that, I thought dh before this last change was overrated in fact lol, but I still think it's totally F'd how it still is uncounterable vs m2s. That does mean it's better vs stronger killers overall but it's not like all the killers it does that for are nurse or blight, take huntress or demo for example who really shouldn't have to deal w that nonsense

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470679#Comment_3470679

    They did kill it in the sense that many player think the perk is trash. less people use it then before. Being put into dying state for pressing the perk seems very extreme. Perks are meant to benefit player. not punish them for being selected. Your proposing a change where can get punished for using the perk more so then reward. I think only bad aspect of the perk is that killer often camp and tunnel you off hook if you do a long chase by hitting your BT. Just a little unfun for DH user. I am fine now a days with that mechanic because MFT.

    You aren't punished by selecting the perk, you are punished by using it when you shouldn't have, you could always just not press E. Deliverance also punishes you for using it, and botany knowledge actually punishes you for equipping it. I still don't think a mistimed dh being punished in a way that it already is meant to be is unreasonable

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470823#Comment_3470823

    You aren't punished by selecting the perk, you are punished by using it when you shouldn't have, you could always just not press E. Deliverance also punishes you for using it, and botany knowledge actually punishes you for equipping it. I still don't think a mistimed dh being punished in a way that it already is meant to be is unreasonable

    but your already punished for not getting value out of the perk for missing it. those drawbacks of other perks are minor because they can be avoided. they prohibit certain interactions but your not punishing for activating those perks. I don't know, the perk sounds like a no-mither perk. Its like saying sprint burst should make you suffer a 15% hindered for 4 seconds after sprinting because it gets you out of a dead-zone.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381782/the-last-dead-hard-change-was-poorly-thought-out-and-solved-nothing

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

    Remove the on-hit speed boost and disable Endurance when performing any Interaction?

    One thing I’ve never seen mentioned is that while yes, Dead Hard is an extra health state through Endurance, it’s also a Haste Perk through the On-Hit movement bonus of 165% for 2s inherent with getting hit.

    It’s basically Endurance and Overcome combined.

    It also causes the Killer to suffer a successful attack cooldown (2.7s) instead of an unsuccessful attack cooldown (1.5s), which can mean more distance.

  • @adaw0ng said:

    The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.

    The perk used to be a problem, now it's fine.

    That was never the main complaint about the perk. The main complaints was it eating certain killer powers, that it creates lose/lose situations near pallets, and that it prevents killers from using their lunge attack because some people could dead hard on reaction to a killer lunge.

    Seriously, those were the top complaints.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470811#Comment_3470811

    That was never the main complaint about the perk. The main complaints was it eating certain killer powers, that it creates lose/lose situations near pallets, and that it prevents killers from using their lunge attack because some people could dead hard on reaction to a killer lunge.

    Seriously, those were the top complaints.

    The perk is meant to do that but lost its early down prevention potential, which is what pretty much needed to allow killers to have a better and safer early game/chase against an untouched before survivor, and turn it also in some sort of anti tunneling perk. Again, the perk is just fine as it is and keeps the essence of its origins and it's way tuned down. I have had like one or two games ever since the last nerf where it was an actual game changer for the trial. No big complains at all about it.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470859#Comment_3470859

    The perk is meant to do that but lost its early down prevention potential, which is what pretty much needed to allow killers to have a better and safer early game/chase against an untouched before survivor, and turn it also in some sort of anti tunneling perk. Again, the perk is just fine as it is and keeps the essence of its origins and it's way tuned down. I have had like one or two games ever since the last nerf where it was an actual game changer for the trial. No big complains at all about it.

    It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470832#Comment_3470832

    but your already punished for not getting value out of the perk for missing it. those drawbacks of other perks are minor because they can be avoided. they prohibit certain interactions but your not punishing for activating those perks. I don't know, the perk sounds like a no-mither perk. Its like saying sprint burst should make you suffer a 15% hindered for 4 seconds after sprinting because it gets you out of a dead-zone.

    You are not punished enough for missing DH as it is. Also that sb nerf goes hard but that's a whole nother conversation lmao

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470868#Comment_3470868

    It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.

    Frfr ong yet somehow everywhere I go ppl think dh is in a perfect spot now 🙁

  • I for once, im glad i dont have to consistently remind myself that this perk exists, it feels SO GOOD to be able to lunge without worry again

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470868#Comment_3470868

    It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.

    Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470878#Comment_3470878

    Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.

    We should revert it back to what it was at the start of the 2nd meta shakeup PTB, where survivors actually had to earn activations, and the perk actually had a good enough nerf to it.

  • @Zokenay said:

    I for once, im glad i dont have to consistently remind myself that this perk exists, it feels SO GOOD to be able to lunge without worry again

    I can agree to some extent....but I am not glad that I sometimes still very much do past first chases and that there's literally nothing I can do when playing an m2 killer

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470878#Comment_3470878

    Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.

    Or...just change it in a way that fixes the issues

  • People who hate this will never be satisfied with what it gets changed to, because they can't accept the perk is meant to be what it's meant to be. It's the most limited usage it can be, yet people still complain. It's not that big of a deal anymore. Just because the user got value out of it, it does not mean it's an OP perk, it means the perk is useful and works for what it's supposed to work. It can come in clutch the same way a lot of perks for both sides can, and that does not instantly make them OP. The perk is fine now, time to move on to new horizons.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471727#Comment_3471727

    People who hate this will never be satisfied with what it gets changed to, because they can't accept the perk is meant to be what it's meant to be. It's the most limited usage it can be, yet people still complain. It's not that big of a deal anymore. Just because the user got value out of it, it does not mean it's an OP perk, it means the perk is useful and works for what it's supposed to work. It can come in clutch the same way a lot of perks for both sides can, and that does not instantly make them OP. The perk is fine now, time to move on to new horizons.

    I hate this and I would literally be satisfied with the suggestion I made. My complaints are valid bc the perk is still problematic, I would want the unhook prereq removed alongside my suggestion mind you. You can keep believing the perk is fine for no real reason, but I've made valid points about why it is not