Why can't Dead Hard be repurposed to be strong vs strong killers and weak vs weak killers
Endurance Dead Hard was strong against Nurse blinks, Blight rushes and Huntress Hatchets, as well as requiring good timing vs Trickster's blades (the last one at least) and Plague's power, but it was useless vs certain Killer powers like Legion and Deathslinger, Trapper's traps etc. It's problematic nature was due to working on normal swings as well which punished M1 killers for their lunge attack.
So why can't it be repurposed to work on special hits like the ones mentioned above that still works and take away its ability to work on normal attacks but bring it back to its infinite uses?
This way it's strong against strong killers and it can be used well by survivors who are decent to good. You won't have to deal with DH at pallets or windows or even lunges.
Obviously it should still not work against Deathslinger, Legion, Trapper etc.
Comments
This would cause more frustration.
It would basically be the game saying "nice job using your power, unfortunately that hit doesnt count".
Also this is entirely ignoring the fact that some characters do not use their power to hit people directly, like Sadako, Dredge, and Clown, I guess technically they are "weak", but it would basically be an empty perk slot against them.
I think DH is fine how it is now, well, I thought it was fine before even, since DH required good timing to pull off anyways. I dislike this Made For This meta we are in more than DH.
This would be equally as annoying as old DH. One of its main issues was how its uncounterable on killer powers. How is a wesker/nurse/pig/huntress/oni/knight/billy/demo supposed to counter DH when its used on their powers? They cant wait it out and their so highly telegraphed that its braindead to trigger.
On command third health state will always be overpowered bad game design unless highly limited like it is now. I could deal with some dh buffs though.
I think it's a decent drawback to DH, since it'd be quite strong against certain killers. Plus there are many perks who already can be a wasted perkslot like Unbreakable, Deliverance etc.
I think I've seen Blight players bait it by not swinging during their rush. I guess the same could be said for Nurse as well as good Nurses already don't swing if they think they can't reach you to avoid wasting time.
Hitting a DH vs Wesker isn't that easy honestly, plus DH already has issues with latency. Many killers with M2 powers get a lot of generous hits and DH needs a lot of precision.
A newbie survivor is not gonna hit a DH vs Wesker, Huntress, Trickster (and Trickster also has visual bugs because first of all they don't know the timing and second they probably don't even know what special hits are.
There should be more perks for survivor that have a high skill floor and a high skill ceiling on an individual level, not them being removed and ending up with perks that are useful in a SWF environment but incredibly niche as solo.
Blights an outlier there, thats why I didnt mention him as one who cant wait it out. Nurse absolutely cant wait it out unless you are out in a deadzone (where you absolutely shouldnt be against nurse, so skilled survivors wont be). Against good LOS breaking survivors you already need one blink just to establish LOS, the second to hit. The only situation where you can wait it out in an LOS break scenario is if you PERFECTLY blink to the survivor, which is unreasonable to expect since you cant even see them.
Disagree DHing wesker is easy. Average human reaction time is 0.2s. Takes 0.5s to go the full distance of your first dash. So essentially unless they are using it like 30% closer than the full distance (a distance they can probably just lunge/dashing isnt viable) then the DH is completely reactionary and also lasts just as long as the dash does. The second dash takes 1 full second but unless hes super duper close to you its not hard to just react when he gets closer. Even if hes crazy close for the second dash a reaction DH can still force him to wait out most of his timer.
Well... yeah obviously a new survivor isnt gonna hit DH. Because their new. And bad. After like 5 games of using it though they'd have it down and be able to DH most killer powers. people being bad isnt a defense lol.
there should be more skilled perks. Stuff like SB and adrenaline are great examples.
Endurance DH is not a reaction based perk, they designed as a prediction based perk. So your reaction matters less than your experience and mind reading skills.
Plus like I said, latency is a real thing, not some theoretical variable. There are plenty of killers who play with high ping, making it much harder to time DH against certain powers otherwise we would see people getting hit after fast vaulting clearly non-reaching attacks.
DH is absolutely reaction based. You dont predict if their gonna lunge going around a pallet, you hold your dh and use it if they do. You dont just DH if the wesker starts charging up you do it when he begins the dash. Dont dont precidt when huntress will throw the hatchet you wait for the audiovisual cues can then DH. Only at windows and in deadzones against M1 is it prediction and skill. There is ample to time to react to every single power in the game, the vast majority of which cant just wait for the DH.
If billy is curving you, you are 100% safe and cant just wait to see him go around the corner. Thats not a prediction, thats a reaction based use of DH. A prediction dh would be using before anything happens in anticipation of something happening, which like I mention doesnt happen for pretty much every single power.
latency isnt an excuse for poor balance. I saw this argument for old DH and its still just as bad. FPS games dont balance around rubber banding, or add aim assist because you are ever so slightly in the wrong spot to hit the shot thanks to ping. DBD doesnt balance around ping making your game harder. You dont just add something thats really powerful on good ping and say its okay because people might have bad ping making it very hard to use.
Also we do see people getting hit after fast vaulting. There are videos of it everywhere, killer lunges, survivor is miles away, gets bonked anyway. Happens all the time.
Punishing killers for using their power is stupid.
because it would be an empty perk slot vs 60% of the cast.
There arew many perks that are empty perk slots a lot of the time. See Unbreakable, Deliverance, Soul Guard,, Blastmine/Flashbang vs Lightborn etc.
Killers who rely mostly on M2 are majority of the time strong.
It does nothing to Sadako, Pinhead, Deathslinger, Ghostface, Hag, Nemesis, Trapper, Wraith, Clown, Doctor and whoever else I'm missing.
I don't think there's any issue having a sort of counter for predicting Nurse, Blight, Huntress, Wesker, Plague etc. Plus with Wesker you still get infected.
The problem as people complained was always being able to use DH at pallets and windows, at least that's what people claimed bothered them. And how it punished weak killers and made them unable to lunge, which is not going to be happening anymore anyway.
Because us fighting the wonderful weird lag system in game resulting in most dead hards just giving us exhaustion while being dead wasn't enough. They had to kill the perk because people complained on here ad nauseum.
Now it's useless and has joined the other dead perks for more perk bloat, huzzah.
People compleined about DH at windows and DH on pallets and killers being unable to lunge. But here I see that people just hate DH even if it became a perk that worked just on the stronger killers and din't affect mid/low tier killers. So yeah you're pretty much right.
This was one of the biggest problems with old Dead Hard, power whifffing. Killers using their limited powers which take time to charge up or cooldown, and having that effort deleted at the precise moment they try to use it.
Sailing over bear traps, dodging Victor and then easily kicking him, dodging Shred and putting Demo into a cooldown having lost loads of distance, etc.
only 2 of those perks are good.
And you still don't get use out of then 9/10 games. Why run UB to have a perk 1/10 gameswhen I could run something that is not as niche?
because UB is one of few perks in the game that can completely deny a killers win. Its effect is so incredibly powerful that even though you probably wont get value, it just might even out with that one game you do.
How can UB deny killer the win? Unless you mean he slugs all 4. Which is its purpose anyway.
If the killer does not slug it does nothing. And if you're left last with another survivor and killer slugs for the 4k 9/10 times you can't deny him his win even if you get value out of UB.
Majority of killers don't slug all 4, so this doesn't counter most killer playstyle. At most it could counter Sadako condemn or Nurse slugging all 4. And you'd probably encounter 1/50 and I'm being generous. UB is a perk that is useless 9/10 for solo survivors and useful in a 4man SWF, since you can drop next to a pellet and have a teammate threaten the killer with a pallet stun to get its increased recovery speed.
With proposed DH changes you don't need to play in a SWF to get use out of it, that's the point. You'd be self-reliant.
Thats exactly how it denies a killer win, thats why it exists? Downing all 4 people would be a win if nobody brought unbreakable. its the ultimate clutch perk, it does nothing beyond that but it can clutch so hard its still worth bringing. It counters the strongest killers in the game, who are amazing at snowballing and have the highest pickrate. Its only really good in high elo because of that, where is blight nurse wesker are constant. It does only get value if they slug yeah but you can completely stop the killer from snowballing.
The proposed DH change is bad. It makes it worthless against the vast majority of the roster, and completely uncounterable for the other. It doesnt matter it its better against stronger killers. This change would just make dead hards annoying aspects be the ENTIRE point of the perk. No killer who would actually be affected by this DH would have almost any way to counter it. So at high mmr every game goes back to being 3 health states. it also removes any skill the perk has. The only times DH is skillful is at windows and deadzones, against M1 hits. this change gets rid of that, make it solely reaction based and unskilled.
DH against special attacks was one of the biggest issues with it. Some special attacks are very easy to react to unlike a quick (non-lunge) m1. DH still is like that now, it just isn’t as big of a deal since the perk is more limited than it was before. Also if killers like Nurse and Blight are so strong that they need a certain survivor perk to be strong specifically against them, that’s not how you fix that issue, you fix it by nerfing the killers that are overpowered (or in Blight’s case, nerf his addons).
Either way, DH needs no buffs.
(White Flash), screw your efforts, doesn't count, go f yourself.
So basically 'Endurance' = 'Invincibility.'
There's already too much of this invincibility feature flying around and there's about to be even more of it introduced with the new 'buckle up,' and it blows chunks, my dude.
Imo there's nothing that makes you want to drop playing killer more than busting your ass outplaying people just for them to render all your calculations, reads and mental lifting fruitless through some bogus, easily attainable avenue to invincibility.
So could we please just stop trying to crank the suck-rating of invincibility features higher than it's already about to be?