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dugman

dugman

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  • If you are constantly getting challenged by players trying to win the game then that’s a good thing, you shouldn’t be getting 4 kills consistently without feeling like it’s hard to do. You just have to realize that the game is built around some people escaping and some dying being the most common result and not get upset when it happens. The gens not all being finished is supposed to be an exception, not the rule. (And I’m saying this as a killer main.)

  • DCs counting as hooks isn’t a bad idea, it would at least remove the incentive to disconnect simply to be petty and prevent the killer from benefitting from the hook.

  • Just be a little less altruistic, focus on the gens instead of trying to get chased, and escape once you can open the doors. If your MMR is actually lower than it should be then escaping against a higher rated killer is the fastest way to increase it.

    Also note that the first person to die has their MMR go down more than later people in the match, the system weights that first death more heavily because once one survivor dies it raises the chances of others dying. So as long as you’re more aware and better at avoiding the killer in the beginning than the other weaker survivors then you probably won’t be the first to get killed and you won’t go down as much if everybody dies.

  • certain buffs/nerf to some killers that no one asked (twins, clown, deathslinger, nemesis, etc etc... )

    Minor points but

    • The Deathslinger change to his instant shot actually was asked for by a bunch of people who thought his ability to shoot instantly from the hip was problematic. (I’m not one of them but I remember a lot of posts about it and some popular streamers complaining about it.) Nobody claimed he was too powerful, including the devs, but the complaint was how he played wasn’t as engaging as it could be (whatever that really means.)
    • Twins and Nemesis both had some add-ons buffed and others nerfed. I have no idea what data they’re using on these things but it’s obviously not intended as an overall nerf to either killer.
    • Clown’s pinkie finger was definitely overpowered and deserved its nerf and was explicitly called out as problematic by many people. Clown himself probably could use a slight buff to his base kit, but that’s a separate issue.
    • I’m not sure what “etc etc” is in this case. Are there actually other specific examples you have in mind?
  • I don't really have a go-to build. I prestige characters when they hit 50, level them back to 15, and then see what I get in the bloodweb to play with. So all my killers use different builds. There are really bad perks I avoid like Insidious and Monstrous Shrine, etc, but I don't have a problem using average perks and unusual combos.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751406#Comment_2751406

    The game kicked me into the main menu with "unknown error" or whatever, still can be considered as "crash" even if it wasn't to the desktop.

    It's not "constantly" crashing, don't put your words into my mouth please. It happened once for today and it's enough to ruin it and piss me off for the whole day, since beside the crash I also get undeserved penalty. Double hit by BHVR. But yeah, in your opinion whoever gets DC penalty - 100% deserves it, this game is flawless and contains no errors in the code, I'm not even going to start arguing with this position. What surprises me is the uniqueness of the game in this regard and the uniqueness of the community of people who see no problem in handing out undeserved bans because of technical issues within the game.

    Forgive me, I assumed since you were obviously so angry and capitalized "STILL" that you were upset because it happens often. Apparently though you're going on about a 5 minute ban because, what, you got disconnected from the server or something? And then you complain about me "putting words in your mouth" and make up a total strawman about what I said, namely that if you're actually experiencing multiple disconnections it's probably something to do with your PC or connection and you should look into it.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751370#Comment_2751370

    What do specs have to do with it? I've played this game for 3 years, and I can clearly see when it's "my PC", and when it's the "perfectly implemented game without a single flaw". But sure, blame the victim here, what a discerning person you are. It's not like the game, especially this game, can be bugged, can crash on its own, right? And it's not like punishing people for experiencing, not using but EXPERIENCING game-breaking bugs themselves could be wrong, right? The game crashed on you, ruining your experience? Tough luck, take your DC penalty to make it up for you, have a nice day! Show me any other game where this is even possible.

    I can count on one hand the number of times I've been disconnected, and I've never had the game actually crash. Most people don't crash out all the time, if you do it's probably like the poster said, you should look up your specs and post them in the tech support section and see if maybe there's a driver you should update.

  • And the Map. (You have map offering but not just the Map you were on).

  • Also you might want to record the Grades. Even though Grades aren't used for matchmaking it would be interesting to see how strongly or weakly Grades are correlated to escapes and kills.

  • Maybe I missed it but don't forget who the killer is.

  • Artist will eventually have a balance pass, no idea how much they'll change for better or worse but I suspect they'll make changes for her maybe in March or June? 🤷‍♂️

    They also at some point mentioned they were working on Legion but gave no details. It's been a few months since then so Legion's update could be any time maybe.

    I guess if you like Deathslinger you could try Huntress? She doesn't have Deathslinger's annoyingly slow turning speed while aiming, and her hatchets always do damage on a hit whereas Deathslinger sometimes doesn't get a down if he hits from across a pallet.

  • @SebaOutbreak said:

    I like what's currently in the PTB.

    But, I'd love it if there was a separate key for using Coup de Grace. So you could use both normal lunges when needed and Coup at key moments.

    A separate key would be interesting but they might have some design limitations because they want it to be playable on console and they want to keep the controls as simple as possible. That's why for the most part everything is on one of three buttons (basic attack button, power button, activate ability button)

  • One of the devs talked about this in a dev stream a while back. They said something to the effect of one issue they have is, if they added stat tracking at this point, people might be confused because the stats wouldn't be historical, they'd only be showing games from that patch date onward, and players would wonder why their stats appear to be wrong.

    Mind you, I don't quite follow what the problem is there, they could just have something on the stat screen that says "Games from YY/MM/DD onward" or whatever. Seems like it's better to have the stats available for players that understand they only go back to that date and have a few people get confused temporarily because they misread it versus not having stats at all.

  • Some builds I like playing

    --

    Doctor - "I want them to hear me coming"

    • Distressing - larger terror radius (means larger Static Shock); plus three of the following
    • Unnerving Presence - 60% smaller check boxes in radius
    • Overwhelming Presence - Equipment runs out twice as quickly in radius
    • Coulrophobia - Healing is half as fast in terror radius
    • Starstruck - Survivors might be Exposed if they're in the radius during a carry/hook
    • Overcharge - Puts a difficult skill check on the gen you kick. Stacks with Unnerving Presence

    --

    Dying Dark Devotion

    • Dark Devotion - Puts your terror radius on your Obsession when you hit them
    • Dying Light - Gives stacking penalties to all action speeds for every non-Obsession survivor you hook.
    • Scourge Hook - Pain Resonance - Regression per hook
    • Save the Best for Last - Faster hit recovery after hitting a non-Obsession

    With this combo, if you chase someone who isn't the Obsession you can just hit and down them normally and gain STBFL and Dying Light in the process. If you do chase the Obsession, you can hit them exactly once and let them run away, they'll drag your terror radius with them and you'll be able to more easily get close to the other survivors for more non-Obsession hits and hooks. Between the Scourge Hook regression and the Dying Light stacks the slow down becomes pretty oppressive once you're gotten multiple hooks.

    --

    Kick Off

    • (Choose four of)
    • Pop Goes The Weasel - regression when kicking gens
    • Dragon's Grip - Exposes the next survivor to touch a gen you kick
    • Eruption - All generators you have kicked explode when you down a survivor
    • Oppression - When you kick a generator up to 3 other random generators also break
    • Trail of Torment - Become Undetectable after kicking a gen until the generator stops regressing or you damage someone

    Pretty simple. Run around, kick generators when you have a chance, ... Profit! 😄

  • A killer perk that creates glyphs and then does something cool when the killer interacts with them would be kind of fun! 😄 Really you could think of any kind of beneficial effect for this (gen regression, inflicting conditions on the survivors, blocking windows and vaults, etc) and so long as the benefit is worth the time it takes to go and find and interact with the glyph it would be a useful and fun perk.

  • @AnObserver said:

    Deer God.

    image.jpeg

    Amen

  • The irony is many players use Dead Hard primarily for gaining distance, not as much for the invulnerability. They could literally strip invulnerability out of Dead Hard entirely and it would still be a fairly popular perk, only there would be no possibility of a cheater mimicking its effect to evade damage.

  • It is mostly just playtime. Yes, if you do poorly on a match you will not gain a pip, or possibly lose a pip, but you can never go below zero pips on your current grade (e.g. if you are Bronze 2 you can’t go down to Bronze 3 no matter how often you lose). Also every time you do badly your MMR will go down and on average your opponents will be weaker in future matches, so the more you lose the more likely you are to eventually win a few in a row. And it only takes a few good games in a row to gain a grade, which as mentioned above you never lose one you gain it.

    So while a really good player gains grades more quickly than a bad player, even a bad player will gain ranks over time.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750031#Comment_2750031

    Their result of SBMM is MMR based only on escape / kill. I think you want too much from them :D

    It’s more accurate to say the MMR goes up or down based on escapes or kills, but how much it changes depends on other factors like the relative ratings of the opponents and the order the players died (i.e. the first player killed changes MMR more than the second because once one player dies it increases the likelihood of more players dying.)

    Anyway, I don’t expect them to program a neural net for matchmaking if they don’t want to, I’m just saying it’s possible in principle.

  • Actually I could be wrong but I think Pyramid Head’s turning speed is the same regardless of whether or not he’s charging his ranged attack. Only his movement speed changes.

  • I like the idea of a perk that enhances other aura perks, but I think it should be a different perk entirely. The whole point of Territorial Imperative is that it’s intended to thematically be tied to the basement somehow. I get that it’s not a very useful effect currently, but I’d prefer to see its effect still be linked to the basement somehow to keep it in the same general theme.

  • I played well with Deathslinger last night for a change, but it was in spite of his incredibly slow turning speed while aiming which I still don’t like. (I barely actually used the rifle, most of the hits were basic attacks.) He’s the only ranged killer who can’t turn at normal speed while aiming, it just feels irritating.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750018#Comment_2750018

    Your version would work for normal 5v5 games, where you care about how big is difference, you don't want top 1% player end against two average players.

    But in DBD you can compare it only with 1 MMR of a killer.

    When you have 1 really high MMR and 1 really low MMR, there is not much to do here, probably best is to make an average and find two survivors and a killer around that value.

    Actually you can hypothetically look at all the games in the data, plug in all five player’s MMRs into a neural net learning algorithm along with a true/false input on each survivor being in a swf, and have it train itself to guess the outcome of the match in terms of escapes or kills. This should work since it’s reasonable to assume that very small differences in MMR probably correlate to very small differences in skill on average. And it would probably give better estimates of what the optimal rating for a killer should be against a given lobby of survivors since it’s unlikely that a simple mathematical average of the MMRs of the survivors is the actual best estimate.

  • The only practical use for Furtive Chase is to swap Obsessions a lot, and even then Nemesis does something similar but has a better actual effect (i.e. making the Obsession Oblivious is much better than the killer’s terror radius being reduced in a chase). They really ought to change Furtive Chases’ main effect to something useful.

  • @Dino7281 said:

    What can be done? Well, nothing. Most games have issue how to handle this type of teams.

    From what I know dbd just makes it average from SWF MMRs, which is probably best you can get.

    You can't go highest they would get most likely destroyed and you can't get lowest, because killer would get destroyed.

    Technically the best is probably something like using a neural net to look at games involving swfs and various sets of MMRs to calculate what net rating swfs have if they were two solo players with identical ratings. It might not be a simple linear relationship or average of the ratings but rather something for instance where an MMR gap of a certain size in a swf has the most significance but then beyond that even larger gaps don’t matter as much. Or that the difference means more or less depending on how low or high the lowest or highest MMR player in the swf is.

    Averages are the simplest to program but probably not all that accurate an estimate.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747775#Comment_2747775

    I would like to see MMR values. They don't have to show it instead of grades, but maybe as personal info for each player?

    It would be interesting to compare my killers and maybe try to get them over some threshold.

    I’m not sure why they bother still showing opponents’ grades at this point. They’re basically meaningless, especially after a reset. One of the devs asked the forums a month or two ago if people though the opponents’ grades should be removed and I think it was pretty much a unanimous reply that they should. I assume he put it on his to-do list of things to look into with the team but who knows if he’s actively working on it or if the idea got nixed for some reason?

  • I don’t care that much about tapping balance wise, I do think it looks really silly though when someone is being chase by a killer and they do an instant touch on it and the gen is stabilized. It would just look and feel way better if the survivors had to actually stop moving and do a 1-2 second animation on the generator to stabilize it.

  • Yeah I never got why the dumb boop thing is popular, I just play normally with her.

  • I would be totally ok with all map offerings being removed. I think they cause more annoyance than whatever benefit they bring.

  • It was actually a power from the Dark City expansion in the Champions roleplaying game. That expansion had some pretty cool stuff in it. 🙂 One of the major characters in it was kind of like if Batman acted like the Punisher and just killed bad guys. He had gauntlets with teleportation circuits in them that could teleport in anything from the gauntlets to a predesignated beacon and back. And with that he had a massive warehouse full of gear and weapons, each tagged with a unique code, so he could just ping in a code, the gauntlets would teleport back the item he was holding to their spot in the warehouse, and then teleport to him the item he requested. Mechanically it was a thing where he had, say, 30 points that he could rearrange at will to do anything he wanted that could feasibly be in a handheld device. He was definitely an NPC that the players did NOT want to cross!

  • @AngyKiller said:

    No, no. He should move at 200% speed as long as no Survivor can see him. 😁

    Lol, on a total tangent one of my favorite abilities from a superhero roleplaying game was the Vanishing Teleport. The way it works is you can teleport instantly anywhere you want provided that nobody is watching you at that moment and you could hypothetically get to that point through physical movement. It's basically Batman's trick where Commissioner Gordon is talking to Batman, turns away for a moment, and when he turns back Batman has vanished. 😄

    I have to admit, if someone ever figured out a way to do this in a video game on some character, I'd use that in a heartbeat. Such a cool ability!

  • Honestly a lot of the loss from August onward is probably just regression to the mean. There was a very popular release in June/July along with sales that brought in a ton of new players, and many of those new players (as you might expect) played the game for a month or two and then moved on to other games. That combined with the game being pretty old in video game terms (6 years almost) means there's already a natural inclination for long term decline. The fact that the game is still at 40k average users in 2022 is testament to how successful it actually is. If you compare this game's Steamcharts to almost any other game that released in 2017 DbD has maybe the most players. (I checked a bunch of big releases from 2017 in the charts and the closest I could find to DbD's 40k is Total War Warhammer II which has about 20k. Almost all the other games I checked had player counts closer to 1,000 or less.)

    So the game is still kicking, and it's actually pretty likely they'll get another influx of new players trying it out with the Ringu release since that's a popular license. (I'm at least way more interested in The Ring/Ringu than I was Silent Hill and Resident Evil!) Nothing lasts forever, eventually the game will slowly die down, but for now DbD is mostly just regressing to the mean of where it usually would be.

  • I don't hate MMR, I actually seem to be getting better matches under the current system than I did under the old Emblem system.

    @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749549#Comment_2749549

    The devs have literally said themselves in the November stream that mmr only cares if you escaped or not, not how you actually performed in the trial. Other than hatch it ignores and doesnt increase nor decrease your mmr through hatch escapes.

    Regarding the above, that's not quite accurate. They said that escapes and kills dictate whether you go up or down in MMR, but how much it goes up or down depends on some other factors like relative player ratings, the order a survivor died in (i.e. the first survivor who dies shifts the MMRs up or down more than later survivors because once one survivor dies it significantly increases the odds another survivor will die later), and I think how long it takes to actually kill someone or escape. It's not a flat, set amount you go up or down when a survivor dies or escapes.


  • @QwQw said:

    That's a sick idea that would add some good scares to the game!

    Unfortunately, I feel like Behavior would be way too lazy to ever implement something like this.

    Thanks! Glad I'm not the only one! 😄

    I don't think Behaviour is lazy, even this latest midchapter patch has a ton of changes in it for instance. And over the last year or two they upgraded the graphics on most of their maps. It's really just a question of whether they think an idea is worth the resources expended on it. They definitely do work on things all the time, it's just what priorities they give to various possible projects they might want to do. I guarantee they have more ideas and concepts of things to add to the game than they could possibly have time to actually create - ideas are easy to come up with, implementing them is the hard part.

    Even so, it's still fun to think about cool sounding ideas and post them now and then. Who knows, maybe one of them will catch the team's eye and get into the game? 🤷‍♂️

  • @hailxsatanxeveryxday said:

    Joker would be the best. Even though Scarecrow is a more overtly horror-themed villain, Joker is easily the more terrifying of the two if you've read any of the comics. The Dark Knight is the only movie that's done the character justice in this regard (as much as I loved Joaquin Phoenix's movie, it was a very different take on the character). Graphic novels like The Man Who Laughs or The Killing Joke and animated films like Mask of the Phantasm and Batman Beyond: Return of the Joker give a better overall feel for the darker aspects of the character than most of the adaptations more familiar to a mainstream audience.

    Of course, Hamill would need to voice him.

    I wouldn't say no to Scarecrow, either, but my second choice for a Batman killer (maybe even my first) is The Batman Who Laughs. I don't keep up with the comics these days, but I do know that he's one of the better characters to grace the franchise lately, and I can't wait to see him in a video game or a movie adaptation.

    I think Batman as a survivor would be a little bit hokey since he wouldn't be able to do anything but run, but I could see Bruce Wayne, Lucius Fox, or Alfred.

    Bane would also be good.

    There's no doubt Joker is the more insidiously dangerous of the two, and the more evil! The main difficulty I have with Joker here though is his specialty is unpredictability in his plans, it's harder to picture him just chasing people around trying to hit them with an oversized hammer or shocking grasp or spear gun that says BANG on it, etc. On the flip side, though, if he had a bunch of fun voice lines I'd be all in. 😄

    And yeah, I unfortunately didn't think of Batman Who Laughs until after I typed up the poll or I'd have probably included him. That guy I could definitely see as a contender for the Entity! An evil driven serial killer who has a compulsive need to win at all costs? Yeah, for sure!

  • @jesterkind said:

    Definitely Scarecrow. Others have some potential, but he's the easiest fit.

    Yeah, I just did a match in the cornfields and now I'm thinking how cool he'd be if images of evil scarecrows appeared in that map when survivors were hallucinating.

  • @QwQw said:

    The real question is; would we get Batman as a survivor?

    Ooh yeah, that's a villain I forgot in the pool - The Bat Who Laughs!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749074#Comment_2749074

    The thing about Lullaby is that the game is not only played by veteran players. Even veteran players will miss some Skill Checks without Notification, so it would be at least annoying.

    But, newer players will probably miss A LOT Skill Checks. And this would be too much. With Lullaby being a Hex they can at least do something against it, but otherwise, it would be a pain to go against for new players.

    @Topic:

    So... Basically old Ruin? How long did you think about this idea? It cannot be long.

    I agree that the game isn't played only by veteran players, but it's not clear that only veteran players can consistently hit Good skill checks with no sound cue. You can't balance a perk solely based on how brand new players might react to it, because frankly brand new players will make mistakes against anything you throw at them.

    Also, consider that Huntress' Lullaby only actually gets to that no-sound cue point once you've hooked 5 people. That's quite a lot of hooks to get to that point. Compare it to Devour Hope, another Hex perk that require 5 hooks to ramp up to full power, and ask yourself which of those two Hexes is more impactful once they reach full strength, or even 3 tokens? I would say the answer is clearly Devour Hope, Exposed Hits and free kills is WAY more effective than survivors maybe missing some skill checks possibly.

    So in other words Huntress Lullaby is a Hex that has the same ramp up requirements (more or less) as Devour Hope but with a much, much weaker effect. And Devour Hope is a decent perk but far from overpowered, so it's hard to imagine that Huntress Lullaby is even a good perk at all let alone a good Hex.

  • You have a month to do it so if you play until you level up one grade a day you'll be Iri 1 in 20 days.

  • Huntress Lullaby is one of the few Hex perks I think isn’t strong enough to be a Hex, especially because it does absolutely nothing until it gets some tokens. Hypothetically even if the perk totally removed the sound cues from the start of the game, no tokens needed, it still might be a somewhat weak effect that shouldn’t be a hex.

    But at least if they got rid of the tokens it would be an obvious buff. People could try it out at that point, and if was still too weak maybe just make it not even be a Hex or buff it some additional way.

  • I know it’ll never happen, but it would be pretty awesome if killers had up to four different mori animations and if you mori multiple survivors you got a different one each survivor. I’m sure it’s too much animation work though.

  • More power to people who actually try and 100% complete game achievements. 🙂 I just don’t care enough about them to bother.

  • I never play enough in a month to get to Iri but I've got to admit those rewards are pretty huge! 😄

  • Nurse is the only killer I actively don’t play. I hate that wheeze mechanic where you stare at the ground half the match, so irritating.

  • People hating on games they play in forums isn't specific to DbD, it happens in pretty much every forum of every game I've gone to. I don't get it either, though. If I don't like a game I just don't play it and I don't announce I'm stopping playing, why would anybody care if I played something else? I'll comment on things I think could be improved or that I don't like in a game but I don't hang around forums of games I'm not actively playing.

    And it's not just games. People make dramatic announcement posts when they leave Facebook or Twitter or whatever. College Humor even had a skit about it.

    https://youtu.be/mGcHNnI2mh4


  • @Mandy said:

    hmm this one is a slightly more complicated one. It's technically 2 pools, one for bonus BP - so login rewards, grade reset etc and one from earned BP, so stuff from in-game.

    You can be at the BP cap of 1 million with a mixture of bonus BP + earned BP. For example you're sitting at 1million BP, but 300k was from login bonuses, you can still earn BP in game until you're at that 1 million earned BP cap...when you reach that, you will stop earning BP.

    Thanks for the correction, Mandy, I honestly thought it was a single pool.

    Ok, well if there's actually two pools of points then I could get behind the original post's suggestion that if you mouse over the Bloodpoint total it shows you the subtotals of the two pools.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748661#Comment_2748661

    Judging by what Mandy and Rizzo have been having to clarify, there is a difference.

    Also, you literally just said there are different sources: "depending on the source"

    Different sources to one pool. It's not different pools.

  • I doubt they would ever make all perks available to all killers from day 1, in part because they don't want to overload new players with too many choices. Hypothetically the idea of the bloodweb is it's a way to introduce new stuff to new players one bit at a time. Yeah, a downside to that is it's a pain for some veteran players who might want to just get all the perks on all the killers, but the upside is allowing new players to focus less on trying to read 90 perks and more on just playing the game with some starting options and adding in new things over time.

    Now all that said, the devs have mentioned occasionally that they have gone back and forth on the idea of making all perks just have their Rank 3 effects automatically and doing away with Rank 1 and 2 altogether. The initial idea of having multiple ranks of perks in the first place was that they were worried the bloodweb might be a bit empty back when the game first released and they wanted to have enhancing your perks as something it offered. But now that there are almost 100 perks for both killers and survivors plus a ton of add-ons for every character the reason for having rank 1 and 2 perks is kind of obsolete. So it's possible that maybe, someday, the devs will just do away with those lower ranks altogether. Who knows? 🤷‍♂️

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748629#Comment_2748629

    That's a perfect example of the ambiguity with the current system regardless of how it actually works at the moment.

    "There is nothing to distinguish"

    Leading immediately into distinguishing criteria:

    "If your endgame trial points and mission/Rift points would go over 1 million it brings the pool to 1 million and stops. Otherwise points from promotions and grade rewards just add to the pool with no limit."

    It's not ambiguous, there's only one pool of points, not two. It's just that when you go to add points to that pool you may or may not be able to go over 1 million depending on the source.

  • Just my opinion but Dead Hard probably does need a nerf now that it’s working properly. Before hit validation the invulnerability aspect of the perk was kept somewhat in check the hit latency. Now, though, any survivor with quick enough reflexes can dodge any hit 100% of the time by reacting to the swing animation which makes that part of the perk much better than it was.

    If periodic invulnerability were all the perk offered that would maybe be ok, but in fact many survivors use the perk for its other major benefit, namely lunging for extra distance in a chase. In fact when I polled survivors on this perk a bit ago the great majority of players who use Dead Hard regularly said they would still use it just for that lunge even if they could take damage during it. In other words Dead Hard’s extra distance is apparently its most popular aspect among regular users, avoid damage is a bonus!

    And that’s why I suspect that Dead Hard should either give the distance but not invulnerability, or give the invulnerability but no extra distance, but not both. Either of those effects individually would be a perk that survivors would probably still use, so the current version being a combination of the two makes it insanely good compared to all the other Exhaustion perks and almost all the other perks generally speaking. It’s the main reason the perk is easily the most popular Exhaustion perk and one of the top two or three most popular survivor perks.


    Just my two cents

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