Dino7281
Dino7281
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2755478#Comment_2755478
Gotta disagree there, unfortunately. That said, I'm not sure if the correct solution is as simple as "just remove distance." I think this is a much more complicated problem that requires a delicate touch to avoid destroying the perk.
I mean if you would want to remove distance, then I think it's better to just completely rework it. Not sure how tho.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2755445#Comment_2755445
Not by as much as you seem to think, in my opinion. ESPECIALLY not if you replace i-frames with Endurance.
But it would help... I am not saying much, but might be enough so it doesn't feel that annoying. Mending is still better than nothing imo.
I am not fan of nuclear nerfs. RIP Deathslinger.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2755343#Comment_2755343
All I'm saying is that your proposed change does not deal with the primary issue a number of people have with DH. Opinions I have to other exhaustion perks are a separate discussion altogether.
Removing I-frames or replacing it with Endurance would help for sure...
I don't want to make it useless.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2754890#Comment_2754890
Not really unless you were one of a specific few Killers that for the most part could do the same thing already by just waiting until they DH.
I'm only talking about Dead Hard, not exhaustion perks as a whole.
And I am saying that it's weird to want counterplay from it, when other exhaustion perks don't have it neither.
It has actually less counterplay with I-frames...
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2754962#Comment_2754962
It's fine for Victor, if he didn't just stand right under the Survivor due to the Dead Hard validation, and that's supposedly a bug that's going to get fixed soon™ so it won't be a problem anymore. A Huntress Hatchet getting eaten by Dead Hard is not a big deal imo, since Huntress can just hold her Hatchet to wait it out
Not really. I can do it on reaction. It's not that fast. Same against Deathslinger.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2754471#Comment_2754471
DH though killer is the most annoying thing. If they don't want to remove neither the invincibility nor the distance, they should at least remove the no collision part and replace to a micro endurance effect.
It might be interesting to keep current DH -> only injured and distance, but give it short endurance effect (dash duration) instead of I-frames. So you don't get down, but at least something...
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@LapisInfernalis said:
So it is even more useful? DH is mainly used for distance anyways.
No thank you.
It would be just another distance ex-perk. No other benefits like ignoring killer's powers or dashing through killers.
I think it would be interesting to test.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754771#Comment_2754771
I wasn't just referring to totem locations. You can get a maps where you are very unlucky with tile spawns.
What do you think is worst map for survivors and how many really bad maps are there for survivors?
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It might be good if it was for good skill checks, but great is kinda random based on your lobby.
Another issue is that it would be good for hit&run playstyle, which is not that good whenever CoH is used.
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@Minecraft said:
it works the way it was always meant to.
the server decides whether you hit or not, so you don't get free hits anymore. the animation is just a visual bug with no impact on the game.
every hit should work like that.
you wanna blame someone, blame your internet provider.
if you believe this, then you don't know how it works.
My ping is good, so I am going to blame survivor's internet provider. Why should I get punished for their ######### internet?
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2754654#Comment_2754654
I used to be exhausted on the floor so often, it was really frustrating. But seeing this as the alternative, I would happily go back to how it was.
https://forum.deadbydaylight.com/en/discussion/comment/2754621#Comment_2754621
I can only imagine the effort required to fix this perk is just not worth it. If they fix all the problems, we will still be left with a perk that is too strong. I wish they would just make the perk into something different and then they can put their time and effort into something more worthwhile. Like bringing back nodding whilst crouching.
Funny is that players used that perk anyway. That's how good it is...
It was drawback you knew about and you chose to use it anyway. Killer didn't choose it...
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2754471#Comment_2754471
I'm not saying it wouldn't be more risky, but distance is still generally considered to be the most powerful part of the perk by far because it is the part of the perk that can't really be played around.
It could if it was still possible to hit that survivor.
It wouldn't ignore killer powers. It wouldn't get you away after you got mindgamed. It would be possible to body-block you.
How do you play around Sprint Burst, Lithe, or Balance Landing?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2754828#Comment_2754828
I'd love to talk to them, but in EU servers, even in Crossplay off, there's a lot of people who dont understand english. How am I supposed to communicate all that with someone who doesn't understand? Also, we're supposed to do this chess game on who should run what in just 1 minute? That's not possible at all.
"Just SWF", that's like telling killers to go play something else.
Well, I have seen that advice quite a lot -> play something else.
So hey, works for both sides...
Survivors should all play SWF and killers should all play different game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2754828#Comment_2754828
Solo issues: exist
Forums: just play SWF
Also talk to the console survivors while I'm Steam, yeah?
Oh right, console survivors are just #########...
But PC master race can talk in lobby. It's not game's fault noone does it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2754815#Comment_2754815
Let me tech that in alongside Kindred, Open Handed, Bond, Empathy, DS, BT, Iron Will, Alert, Small Game, and WGLF
Oh wait.
Well, I am pretty sure there is 16 perks total for survivors and you can talk with other survivors in lobby.
So just ask...
or play SWF, that's easier.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2754771#Comment_2754771
There's a survivor perk that bypasses dead zones during map generation?! Omg where
Have you ever heard about Sprint Burst?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754758#Comment_2754758
Most players won't make a macro.
BHVR apparently doesn't mind people cheating, so I doubt that would draw their attention either.
I haven't played with it, so I don't really know how it feels, but the likelihood of a Survivor hitting every Great is extremely low.
Have you even see it?
Yes, it gets smaller with each hit, but resets whenever you miss and it won't get that smaller. Thing is it's always same. Every time. time between each skill check is same.
It's nowhere near as hard as great and gen skill check.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754752#Comment_2754752
That's their point though. Rng can carry you, or completely break you. It hits both sides.
As for the OP i can see your point. However your teammates and the map you get are out of your control in solo. Sometimes you'll get a decent setup where you will only feel your mistakes. Alot of times though you're at the mercy of Rng same as killer.
Not really. Survivors have way to bypass that. Map (item), totem hunting perks, or just learn totem spawns. Killer has no way to change that.
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@Minecraft said:
you say buffed. i say it was nerfed
the amount of missed skill checks on generators far outweights the benefit of great skills cheks (points aside).
besides when was the last time you managed to wiggle off?
If you have that big problems to hit skill checks then you probably don't know what it is, but there is secret strategy called protection hits, which can be used to save teammates...
Sabo works too, but that's too advanced for you.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754660#Comment_2754660
I don't really care.
1 second is a miniscule difference and the odds of someone hitting every Great Skill Check to wiggle off 1 second faster is slim. I don't care if it gets reverted and I don't care if it comes to Live.
Boil Over on the other hand...
It's not that unlikely.
You know timing, also you know where exactly it is. So it's just nowhere near as hard as gen skill check, where both things are random.
Maybe instead of 16s to 15s make it 16,5s to 15,5s. So on average you would have it same as before, but it can be slower/faster based on number of great skill checks.
Edit: btw timing is always same, so I bet I can make a macro for it...
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/305556/its-not-that-bad-but-it-is
I played many matches where ruin spawned in a hidden place, and this perk alone won the matches
I have played many matches where it was cleansed without any value. Your point?
Fact is still that spawn is out of my control and I can get screwed by RNG.
Most maps have super easy spawns, but then you have Lery's and RPD where it can be hell to find them.
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@CashelP14 said:
Create a permanent exhaustion state and make dead hard a 1 time per game use.
Removing iframes or distance would kill the perk. The perk might be stupidly strong but I don't think anyone wants the survivor meta to become even more predictable.
Oh right and your change wouldn't kill that perk at all...
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Only way I could have fun was playing Pig and collecting Boop the snoot.
But sometimes you just get unlucky with SWF that wants to go on next game in 4 minutes, I guess they like waiting in queues.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2753143#Comment_2753143
Don't you think it's sad that having fun as Killer usually means throwing the game?
Problem is that with how game is balanced, you kinda have to give up on that. Game basically guarantees escapes.
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@drakonukaris said:
https://forum.deadbydaylight.com/en/discussion/comment/2754208#Comment_2754208
Except it is not, it is highly useful for setup killers and 110% speed killers. To me personally setup killers not only include trapper and hag but also killers like Myers, Oni and Nemesis. Absolutely helpful to be able to patrol gens easily while feeding your power. It would be overrated however if survivors just hid and waited corrupt out but that is extremely rare.
Problem is that it's RNG on spawns. I had games with SWF where we found it killer had Corrupt after game ended, because we just all spawned near open gens.
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@jesterkind said:
I think the only thing here that surprises me is seeing Ruin show up so much more often than Undying. You'd think people would pair those two up more often...
That's kinda old, almost noone is using that. Undying is used more for Devour hope, or full totem builds.
Ruin, Undying usually don't last that long anyway and you lost two perks for it. Ruin, Pop is way better and mainly more reliable imo.
Boons didn't help this a lot, because more survivors are looking for totems.
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@indieeden7 said:
What would be the reason to use Dead Hard over literally any other exhaustion perk at that point?
You could still use it for distance, so often same as now. It just wouldn't ignore killer's powers like other ex-perks.
Letting survivors use it healthy would also be huge buff.
It would be used mainly, because it's super easy to use and it's not map dependant.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/2754568#Comment_2754568
Dealing with losing is something I address in the replies and in the original post, most people try and look at things negatively but lack the ability to acknowledge when they make a mistake, a decision you make in a game might be good, but it also might not be the best, there are a large amount of possible outcomes that cannot be accounted for. As I mentioned before, flawless play on either side is physically impossible, and losing can feel damning because you either dont know what to improve on, or maybe because the opposing side likes to take things to far and make it "more than just a game". You will have matches like that, and often with DbD, but again, there are still ways to improve on your side, and even if you feel like you got nothing from the match, Id still advise moving onto the next match, dont let anything or anyone hold you back. <3
I always try to see if there was chase I should drop etc., but sometimes it's just not there.
Yesterday I got only with SBMM while playing Pig, where my MMR should be quite low and got obvious SWF with classic 4x DH, 4x DS and then rest of mix meta perks, BT, unbreakable, prove thyself etc.
While I was just testing pentimento, plaything. Only thing that I could change was a result 1k, or 0k.
So best thing I can learn from that is not to play weak killers... Back to Blight I guess, nah just kidding, I don't plan to play for some time again.
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@hillbilly_is_pog said:
https://forum.deadbydaylight.com/en/discussion/comment/2754463#Comment_2754463
if a killer has 40ms and a survivor has 50ms, together that’s 90ms. that’s a discrepancy of 90 milliseconds, any dead hard within that 90ms window will be validated.
validation doesn’t affect low ping killers, you would have nothing to worry about if your ping is fine.
But you said I don't have to worry about it, if my ping is low.... Weird, so you either didn't know what you are talking about, or you lied ot me...
But truth is that I have really low ping and my record so far is validated 4 times in one game. So far I didn't have a day where I wouldn't get validated. Well, let's hope their PTB fix will help.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/2754552#Comment_2754552
Some things are out of your control but there are many things within a match that you can control; even if the opposing side is using better perks, items, addons, etc, there is still an opportunity to do better and improve. You are bound to make mistakes in a match, it's unavoidable, so why not learn from your mistakes, or learn to make better and more efficient plays. There is no flawless play in DbD, there are just too many factors on either side to play flawlessly. I would try to avoid looking at the match negatively, and turn each match into a way to improve and take something positive from a match.
And what to do if only mistake I did was not use better resources, or didn't tunnel fast enough?
Or how do you learn not get validated? Should I respect all pallets? Well, then they will have lot of extra loops...
What makes that feel bad is usually not that survivors escaped, that's normal with how they want to balance. Game is created in a way that guarantees escapes, so it's pointless to care about that. Problem is always how you lost and also how other side reacted to it.
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@Grandpa_Crack_Pipe said:
Do you not consider getting bad teammates, something that is completely outside your personal control and has a massive effect on whether or not you survive, bad RNG that could lose you the game as survivor?
Because I and a l o t of people have stories to tell you.
And yes, i've played a match of Killer on a suffocation pit that had like, 7 pallets across the whole map. Guess how it turned out.
Interesting thing is that even in that situation I am annoyed with that survivor (player), it's not about the game, or other side, or RNG.
Best you can get is SBMM to blame, but you will always have bad players and someone has to play with them.
And of course this argument is out of the window, when you get into SWF.
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just reflect upon it, learn what to improve on
Some things are just out of your control. Unless you want everyone to learn play only meta killers, perks, playstyle.
This game is just a contest of who is using more / better resources and it feels like ######### when you lost because of something that has nothing to do with skill.
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@drakonukaris said:
https://forum.deadbydaylight.com/en/discussion/comment/2754522#Comment_2754522
I don't know... they could just use fixated, hide, do gens and leave. It's fun until you go against a high MMR team...
Besides sprint burst usually makes for more insane value man, I have done before an unbreakable into sprint burst into sabotage play, it allows you to do some super unexpected stuff. Quite a few times I have used my 99 sprint burst to get a otherwise impossible flashlight save or pallet save.
I would say we are lucky that sprint burst isn't being used more than dead hard.
It's not used more, because it's way harder to use and it kinda limits of what you can do.
Also it's used on start of the chase, so I just think if that chase is worth even starting.
And argument: this perk can't be nerfed, because this perk would be used instead is kinda weird.
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@drakonukaris said:
https://forum.deadbydaylight.com/en/discussion/comment/2754511#Comment_2754511
I mean nerfed dead hard wouldn't change much, people would just switch to sprint burst and you'd have just as much of a bad time if not worse. They would get pretty good at it too, you'd see most people 99 their sprint burst and you'd see the same people that complain about dead hard complain about sprint burst.
All those walking whole game survivors... would be fun to see as a killer.
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@drakonukaris said:
I think nerfing dead hard is a terrible take, I think it's fine in the game and extending chases is fine because that's what's fun about the game you know chases. Gen speeds need a nerf and maps need to be shrinked big time.
This is easier to do...
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@Sonzaishinai said:
I wouldn't like that.
The infuriating part about dead hard is the distance to me.
The I-frames atleast have some form of counterplay by holdibg your swing. There is nothing you can do about the distance part except just accept that the survivor can greed all they want and still get away with it.
Well, but it would be just for distance thing like other ex-perks.
It would remove all those extra effects that DH has unlike others. You would be able to actually hit players with your ranged killers and Trapper.
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I don't mind her when I have my squad, but it's hard with randoms.
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@halluminium said:
What if generator repair speeds were changed based on a hooks to gens completed ratio.
If the killer gets a ton of hooks without a single generator being completed, the generator repair speed would increase, helping the survivors in a normally unwinnable situation.
If the survivors do a gen or two without being hooked at least a couple of times, the generator repair speed would decrease, helping the killer in a normally unwinnable situation.
This would help killers who have a slow start (trapper, most lower-tier killers).
In most matches, where the killer is powerful enough to keep up and the map is a fair size, the gen speed changes wouldn't be noticeable.
It's really bad idea to make it around hooks -> tunneling would be even better.
You definetly don't want to see Tombstone Myers against this too.
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@Akumakaji said:
Interesting. I would have thought that 90%+ would say DH, as most DS baits are kinda obvious and don't hurt you a lot, as that survivor didn't do anything productive, while a well places DH can ruin 1min of chase.
I suspect ya'll to be survivor mains posing as killer mains!!!11 eleven
I think he is talking about specific situation, where you get DS in end-game close the exit gate.
If you wait -> he crawls through the gate, if you pick up -> you get stabbed.
I would say DH, just because that's way more frequent thing. Especially when I am playing M1 killer and there is nothing I can about it. I am kinda fine with it as Blight / Nurse, because there is a way to outplay that.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2754475#Comment_2754475
Yes! A reason to kill switch Eyrie of Crows! Goodbye, one garbage map for at least a bit!
I would kill that map just for those totem spawns...
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https://www.youtube.com/watch?v=zS_JNxkRqto@Pulsar said:
Pretty sure you can do this but better on Eeyrie of Crows
You mean this BS?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2753977#Comment_2753977
Sure, the i-frames make it better, but to my understanding, the real power of it is to get that LITTLE extra bit of distance exactly when you need it to reach a point that will safely allow you to extend the chase that much further.
Sure, but I-frames also protects you against ranged powers, traps, Victor and let you move through a killer. It's also way easier to use because of them and you can get away with using it on reaction.
It would be more risky to use without I-frames, at least around loops.
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@Weasdat said:
https://forum.deadbydaylight.com/en/discussion/comment/2753934#Comment_2753934
All other exhaustion perks can be countered by powers despite gaining distance. Blight can keep up, huntress, death slinger, trickster can all hit at range, nurse can keep up, trapper can herd survivors into traps on the other side of vaults/at the bottom of drops for balanced, twins can go for skill shots on fast moving survivors, etc etc.
There's tons of powers that can keep up with the speed from exhaustion perks if the killer is good but dead hard giving invincibility negates all that.
So removing I-frames would fix that, right?
And it would have counterplay.
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@hillbilly_is_pog said:
https://forum.deadbydaylight.com/en/discussion/comment/2753315#Comment_2753315
i literally get hit with validation sometimes, it happens to all of us bruh. i’m on average 36ms
Weird, I thought it doesn't affect low ping killers...
Maybe it's because of survivors from get close to 100.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2753946#Comment_2753946
How so?
Obviously people would run it less because it wouldn't be OP anymore, but it'd still be pretty powerful. You can still dodge a hit, you can still dodge powers, you can still dodge into or out of range of various things... you just can't use it to immediately reset a chase at the next tile.
Basically only hackers would run it.
Noone cares about DH in deadzone, but it would be annoying if it wasn't possible to use to gain distance for pallet / window. Depends on how long of course. If it was like a second max, then you would have to plan ahead and use it early for that purpose, not just on reaction, so that would be fine I guess.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2753921#Comment_2753921
The general consensus, to my knowledge, is that the main strength of Dead Hard is being able to be greedy with your chase knowing that you can use the extra distance to make up for it.
Yeah, but you often can use it because of I-frames.
It would be harder to use without it.
And it wouldn't be possible to DH through killer anymore, also wouldn't work on Victor, ranged powers (unless you actually dodge it to side), traps.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2753927#Comment_2753927
Yes, I want them to do it. I double, triple dawg dare them. #ValidateVaults
Let's have it and balance the game once and for all.
I am going to have Bubba party so much if they do that. Can't get validated when they can't get unhooked...
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2753934#Comment_2753934
Well, I don't want to necessarily remove the distance, what I want to do is make it less appealing to use it just to get to a loop. I've said it elsewhere, but what I want to do with DH is give it a cooldown period after using it where you can't interact with pallets or windows in any way.
Nothing too long, it's not supposed to actually hurt you if you're using it to dodge a hit and it's still fine to use purely for distance to get through an exit gate or to extend a chase by a small amount, but you can't just leap to a window and instantly vault it, or leap to a pallet that you can then immediately start playing around.
This would actually destroy DH more than just removing I-frames imo...
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2753921#Comment_2753921
It would be better if the perk was reworked entirely, I think.
On that subject, I think all exhaustion perks (aside from Head-on and Smash Hit) need a lookover.
Hey rework might be good too (not any ideas how atm), I was just thinking about simple change that wouldn't be that hard to implement, because it's just more likely to happen.
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@Minecraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2753885#Comment_2753885
the issue is not with the perk, it's with the people whining. hit validation is fine and it will eventually be added to everything
Doubt that, they would have to fix feedback first.
I just don't like to get punished for survivor's ping. Kinda same what survivor's complained about it before...