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thefallenloser

thefallenloser

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  • @PoweroSymbols3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464939#Comment_2464939

    U said incentivize survivors to do totems.. the incentive is NOED

    NOED isn’t always in play.

    The possibility of one perk being in play (which observant survivors can sometimes completely eliminate by seeing how the killer plays) is not a strong enough incentive for survivors to do the side objective.

  • @Orion said:

    "Secondary", not "second". The former implies it's an optional thing, the latter implies it's something they must do to escape. If you want survivors to get information about totems as a second objective, then totems need to be something survivors are forced to do in order to escape - and I sure as ######### don't want that.

    They do need the information though, solo queue especially. Also yes, I meant secondary (forgive me, was writing this on mobile about to go to bed).

    I think that totems in general should have a larger presence in the game past “is the killer running a hex perk?” I think they should be useful to both sides even when hex perks aren’t in play. “Boon” totems will eventually add on to this, but I have more ideas.

  • @[Deleted User] said:

    My suggestion:

    Totems have a 4m radial Whispers+screen border effect for all Players. But Totems are much more hidden with less chance of distant LoS spotting.

    All Dull Totems become Hex Totems once the Exit Gates become Powered, the Killer can Crush these to Expose Survivors for 60s.

    You know what, I’m not opposed to an idea similar to this. More dynamic play around totems in general would be amazing.

  • This doesn’t make sense and ignores the contents and meaning behind the post, read it again.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/276504/totems-are-the-survivor-s-second-objective

    The issue is, totems are meant to be high risk high reward. The only totems like this are NOED and Devour hope. Ruin only does 1/2 the time the survivor takes to undo it at max rank. I don't need to even talk about retribution and the trickster hex. Huntress lullaby should increase regression on missed skillchecks. Haunted grounds is ok, but there should be a risk to leaving it up (like 2-4% generator repair speed reduction) so if you choose not to do it then there's some use to it. A hex shouldn't need another hex to work with a reasonably weak affect (60s is nowhere near enough to warrant the need of another hex).

    Totem counter basekit I agree would be nice. But I run small game every game.

    Cleansing totems does give bp(1000 not lot, 1500 lit).

    Again, if you do the change to spawns then they become super easy to find (normalise them means that they're in set spots) so it changes them to ridiculous risk with seemingly minimal reward, because they're gone In 20s).

    Survivors, if they take small game or a map) can feasibly do all 5 totems. I do it often for my teammates if we are ahead. If not and I spot a totem I mentally note its location and come back to it when I can.

    No, as in normalize, I mean that they shouldn’t be either extremely easy or nigh-impossible to find. They should all be relatively harder to find than a lot are now, but not extremely difficult.

  • @dspaceman20 said:

    I would say just change how totems are in general. The changes j would make is.

    to give more bloodpoints to the survivors when they cleanse the totems and lower the time it takes to do totems by 2 seconds or possibly add a skillcheck to them.

    Also make them A bit harder to find so that people would have a reason to take totem hunting perks.

    Also for hex totems I say just give the killer the ability to put down hex totems to the location they want or make hex totems come back after an extremely long cooldown (maybe like 3 or 4 minutes)

    I would also like there to be an addon the increase or decrease the number of totems that can spawn in a match.

    I don’t think people should have to run totem hunters to find totems since they already take up a lot of time between searching and cleansing— in the same vein as people shouldn’t have to run gen tracking perks in indoor maps. They should take time to find, but not be nigh-impossible without it.

    I like the add-on idea, and am surprised it’s not already in the game in some form.

    I think killers should probably be able to choose the location or random select, yeah, but only in a limited time window at the start of the trial and the hex shouldn’t take effect until it’s placed. As for default respawns— no. I don’t think that’s necessary. Cleansing a Ruin only for it to return on the last gen and the killer stalling for time until totems return is not a type of playstyle I’d like to see introduced to the game anyways.

  • @[Deleted User] said:

    And give Killers/Survivors a base-kit reason to do/use them, think you forgot that part.

    Oh crap, yeah somehow that part got deleted. Lemme edit.

  • @Dehitay said:

    I'm kind of wondering what happens if you put a survivor into a match with t3 Self-Care (self heal efficiency +20%), t3 Botany (healing efficiency +33%), t3 Streetwise (item consumption reduction 25%), t3 Built to Last (refill 50% item charge), a Ranger Medkit (32 charges), Gel Dressings (+16 charges), and Gauze Roll (+12 charges). It takes 16 charges to heal yourself. Does anybody know how many times you can medkit heal yourself with this combo? I know with both Self Care and Botany Knowledge, there's no need for a medkit, but I am curious how long a medkit would last with this build.

    About 7-8 heals.

  • @TatsuiChiyo said:

    Either A, you are a Killer pkayer in which case GREAT NEWS, there are currently 23 other Killers you can play as, and if by some odd chance none of them tickle you pink you do have another one coming in a week or two Id say.

    Or, and this is what I assume to be the case, B) You are a Survivor who is unhappy that Wraith is no longer a complete joke to go against and are attempting the tried and true "not fun" defense, in which case here is some advice.

    Git gud

    He just isn’t particularly fun to go against, because the effective playstyle is not to chase survivors, just get free surprise hits.

    I don’t think he needs a rework but calling him unfun isn’t an outlandish claim.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461263#Comment_2461263

    Now you go and complain about the asymmetric nature of the game?

    If you are being camped, you are being a distraction for your team. Therefore technically yes, by having a blink contest with the killer you are actually doing something.

    What are you even talking about?

    Asymmetrical or not, it’s not fun to be forced to not be able to play because another player completely dictates it for you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461250#Comment_2461250

    True, it is only your personal opinion, but it also means that the anecdotal evidence can only carry so much weight to it.

    Yeah, that’s true. Definitely shouldn’t be weighted as heavily as the other points, I agree.

  • @Kalinikta said:

    Camping is quite effective in many games, take nearly any shooter and hold angles with minimal movement from an advantageous position, sniper classes, engineers, etc. or roof camping in Rust... voila argument made void.

    I don't mind that camping is effective, it's that in DBD is completely nullifies the other player's ability to even play the game. At least in other games you can at least camp the other side back. What is the hooked survivor supposed to camp, the killer's face?

  • @Sluzzy said:

    Survivor perks are trash when Dead Hard is complained about. A perk that hardly works, and it is so annoying that it is so easily nullified by simply waiting an extra second to breath down the survivors neck. I wish you could wait 1 sec to totally counter a killer perk.

    It does not help at all with Wraith and Blight. Wraith swings through Dead Hard his lunge is so far! It really needs buffing.

    Hellz yeah, I got Sluzzy!

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459930#Comment_2459930

    If there's no way to verify if this is true, then you can't really factor it into your point, can you? That is the big problem with anecdotal evidence.

    Well the thread is partially my opinion, based on my overall experience and observations, so I don't see why I can't.

    If we only used cold hard facts to judge DBD literally nothing would be changed because the game is so RNG dependent and the devs drip-feed us the actual numbers.

    @Dufus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457654#Comment_2457654

    The reason its hated is it lets players play greedy safely. The best suvs are always greedy because its boring to play safe hence why a lot of good players use DH and its still good. Just because SB is broken doesn't mean DH is not their is a reason every not almost its just EVERY good build has one exhaustion perk and they they need to limit you on what you can bring.

    I've already said this already but I think you can do the same with Sprint Burst with less drawbacks.

    Again, I'm not saying Dead Hard is a bad perk, but I think people overblow just how good it is and write off the many scenarios in which it does absolutely nothing.

  • @TGB said:

    https://forum.deadbydaylight.com/en/discussion/275933/dead-hard-is-overrated-and-overhated

    Alright, let's see what we got in here. I'll respond to the OP first, then go through the thread and see if there's anything else.

    Responses to your listed downsides:

    • Yes, consistency in DH timing to dodge a direct swing from a Killer is rough. However, I view this usage of DH to be Plan B. Ideally, you are holding DH to get to that obstacle you aren't otherwise going to reach. This can buy you at least one additional loop rotation, if not a total escape. That's Plan A. So the inconsistency of using DH to hard-dodge a swing isn't much weight in my eyes.
    • It is less distance, but it's on-command nature has a lot of effective weight to it. Gaining 3 meters to reach a window, versus gaining 6 meters to do nothing, seems like the superior path to me. That being said, Sprint Burst is a preventative measure, and is a lot of effective weight when used right. However, the downsides of Sprint Burst seem too great to me. You either shackle yourself to walking in order to have Sprint when you want it, or you free yourself of those shackles but won't have Sprint whenever you want. There is, of course, the medium zone where you plan things well, and wouldn't NEED Sprint during the times you don't have it. But you can't plan for everything, and this requires a HUGE skill ceiling anyway.
    • This only applies to Plan B. With Plan A usage, it doesn't matter if they know.
    • This is kind of a repeat point you make, but yes, again, this only applies to Plan B.

    Would I say Dead Hard is overrated?

    I wouldn't personally say so, however if it is technically overrated, that doesn't necessarily mean it ISN'T the best exhaustion perk, either. Something can be overrated while still being the best.

    In my opinion, the only competition is Sprint Burst, with its pros and cons that I think I already described. Additionally, I'd say the only point that could bring Sprint Burst above Dead Hard is the fact that Sprint Burst could prove more useful in games against Killers with insta-downs. But you can't know that beforehand, so, I dunno. Maybe if that's what you struggle the most against, it could be your pick.

    But for general use, and even against Killers with insta-downs, Dead Hard is generally more useful, because it's ALWAYS useful. And the only downside is the injured requirement, which I'd say is far less than Sprint Burst's downside of being attached to the run button.

    I wouldn't say Sprint Burst needs that much skill to use effectively (or as effectively as Sprint Burst), because simply running away and preventing a chase already wastes a ton of time. Using it offensively, like doing a gen till 99% exhaustion then switching into a chase (which is what survivors should be constantly doing) also makes it a pseudo-Dead Hard that gives a lot more distance without the prerequisite of being injured.

    I also do think that Sprint Burst is always useful. Even being able to get across to the other side of the map faster is amazing. This isn't to say that the risk of Dead Hard in chase is ever-present, but it won't do anything for you if you're in a deadzone or weaker structure, so I think Sprint Burst is actually the one that's always useful.

    Finally, my big point of the thread wasn't to say how much better I think the other perks are then Dead Hard (so I don't know why people are getting so hung up on me thinking Sprint Burst is better), but I wanted to highlight the big weaknesses Dead Hard has and why that contributes to me thinking its overrated (and overhated).

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458569#Comment_2458569

    That’s not the point though. Anyone will complain for anything but no one complains about Spirit anymore even though she needs changes.

    People complain about Spirit all the time. Just because the threads have died down since it's not the big talking point of the week doesn't mean no one talks about her. Content creators stopped talking about her because most people agree that she needs changes, so the forums stopped too.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457945#Comment_2457945

    To get a mid chase sb means you couldn't do gens to hold it at 99 or were just lucky the killer found you when it was almost charged. Unless there us some method i am unaware of where you can do gens and hold it at 99%.

    Do gens until it's 99% then swap into chase.

    The whole survivor strat is swapping in and out of chase at advantageous times. It works surprisingly often when done right (of course, even more with coordination), and Sprint Burst works wonders when used "offensively."

    Also Vigil to recharge mid-chase works pretty well too.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458566#Comment_2458566

    I am admittedly not swayed by your grand point. I think the majority of the time, the RNG should be sufficient enough that using DH to extend the chase is feasible, and the whole "injured" thing to me is a non-issue. Even with one-shot Killers, you will still inevitably end up being in the Injured state where you have access to Dead Hard.

    There is indeed no way to tell if the majority of the time this is true without dev input or a large enough poll, which is why I can't factor it out of my point. I feel as though 1/3 of my games have completely unbalanced map RNG that heavily favors one side, even on the maps that are more acknowledged as "balanced" such as Coal Tower.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458565#Comment_2458565

    The arrogant always think they know what they are talking about. And you didn't "win" anything, you stuck your head into the sand, ingored everything people who contradicted said then claimed self said victory in an online forum? Okay man.

    I definitely didn't ignore what people said, but okay, sure.

    I've been responding to the people who actually leave reasonable arguments that extend beyond "you're dumb if you think dead hard isn't best" or something of a similar nature. Surprise, we're actually having a discussion!

    Now do you wanna try that again? Forgive my arrogance, because it was intentional, but I don't care to talk to people who don't actually want to engage in meaningful discussion.

  • @ShinobuSK said:

    Strongest survivor perk in the game is overrated. Ok

    Saying it's the strongest survivor perk in the game without any reasonable explanation to counter my own points only reinforces the idea that it's overrated as hell.

  • @XombieRocker said:

    Not enough killers (due to killer being unfun and stressful to play) means all the red and purple survivors bully the green killers after waiting 5-10 minutes in queue.

    Then the green killers quit, and the survs bully the yellows, and so on. It's not hard to figure out why I get a killer match in 5 seconds flat, but wait a long time for survivor.

    Wouldn’t not having enough killers imply that more survivors are getting higher ranked killers due to not having enough in their own rank?

    There are a ton of low rank survivors. Low rank killers should have enough. Either the newbies are in a SWF or the matchmaking system makes no sense.

  • There’s no reason to complain anymore because she’s already a well acknowledged issue. No point in continuing to talk about it when what is seemingly a majority of players think she needs some changing.

    Any more other than the occasional lone thread is just running in circles.

  • The evidence is anecdotal but doesn’t deny my initial point, regardless of how common it is on a grand scale.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458133#Comment_2458133

    The fact you think SB is better shows you have no idea what you are talking about.

    If that’s the only thing you can do to support your weak argument, you already lost lol.

    I think I know what I’m talking about. :)

    @Alphasoul05 said:

    Something being "dependant" on latency isn't an argument for balance. At all. If that was the case we could call Nurse balanced because she requires good latency or her blinks stagger her. It's use is not used for dodging a swing. At all. Being useless in a dead zone just means it has a weakness, a scenario where SB trumps it. However, it's completely irrelevant if you're not injured anyway and the benefit of DH comes from a hit.

    Objectively speaking SB is better. Realistically? Realistically it counters some of the best killers in the game. Nurse perfect blinks, 5 Blight bounces, fatigue into them both. 

    Mess up at a loop? Dead Hard. Get outplayed? Just push E. Want to play greedy and get another loop? Press E again. It seems weird to me that people want to pretend that DH isn't totally busted, the same as Sprint Burst. SB prevents that hit and chase from ever happening, but DH? DH makes what would have otherwise been a down and turns it into a pallet, a vault, and a massive amount of time depending on the loop and what you can get to next. I think it's pretty ridiculous a perk can let you sit in perfect safety as the killer walks right up to you, for you to just be 100% safe and SB to a loop. Again, all Exhaustion perks are busted, unfair, and will never be changed.

    My point about the latency wasn’t an argument about it’s balance. In fact— the thread wasn’t actually about balance in the first place. My point was that it being latency dependent, along with it’s other issues make it overrated in my eyes.

  • @HollowsGrief said:

    The strongest perk in the game isn't "overrated" you just aren't using it correctly.

    I don't use Dead Hard because Sprint Burst is better.

    Try again buster.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458050#Comment_2458050

    It literally is prioritization. They recently announced they were changing it, and it became an issue.

    https://forum.deadbydaylight.com/en/discussion/comment/2458065#Comment_2458065

    Just cause the view shows you hit the killer with the pallet before you got hit, aint mean anything. Sure it's annoying, but accept you were hit.

    It "literally" is not. The server processed the hit as still pending while the pallet drop was already registered, so the hit was denied.

    Sounds like a connection issue.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458102#Comment_2458102

    Really the only time it's inconsistent for me is when i desperately need to dodge a hit in the middle of a dead zone.

    I do remember a lot of times when I was exhausted on the ground. But that is an exception to the rule. You use Dead Hard for distance, the I-Frames basically helps secure you getting there.

    Again, the very fact this perk exists changes how Killers play. I don't understand why OP thinks it's overrated if it changes how the game is played by the very existence of it. Like DS and BT.

    Because I... never said that it doesn't change how the game is played. I acknowledged that. I claimed it was overrated in the fact that I think Sprint Burst and Lithe are bigger time wasters and that people overstate how much Dead Hard can extend a chase, along with listing its many drawbacks, which I think limit it from being the best exhaustion perk.

    These are all things you can find in the original post. What point are you missing?

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458045#Comment_2458045

    I find it really bizarre that you're claiming it is inconsistent, despite so many survivors consistently picking it each game - If the perk, when used properly, was as inconsistent as you claim, it would not be as popular or useful as it is.

    exhausted on the ground is a meme at this point

    why are you acting like i'm the first person to claim that dead hard is inconsistent?

  • @PigEmpress said:

    Dead Hard is one of those perks that really don't annoy me as a killer.

    average killer after waiting 0.87345 seconds for a dead hard

    image.png

    average dead hard enjoyer getting exhausted on the ground anyways

    image.png


  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457894#Comment_2457894

    It's only inconsistent if you use it incorrectly. (to dodge attacks)

    If you use it to gain distance in a loop, it always works and is very powerful.

    Both are valid ways to use Dead Hard because both are its intended use.

    Both are inconsistent dependent on the killer (instadown), positioning (deadzones), latency, and map RNG.

    Dead Hard is inconsistent.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456397#Comment_2456397

    This still means that if my connection to the server shows that I hit, and the survivor's connection to the server shows they weren't, the server now prioritizes their positioning over mine. This is especially problematic with pallet vacuuming making a return lately. I can lunge through a pallet when they thought I would respect it, see my weapon connect, have them make a noise, NOT have wood falling on my head, get stunned, and have all that I did taken away. But the survivor never has what they did taken away, because the calculations the server did, if I am interpreting the video they showed, always gives priority to negation. The reason I am saying that it needs to be more killer sided in it's analysis is that with the exception of 5 killers, the killer does not get to determine when the hits happen. Survivors have control over chase interactions in the game as it is. A killer cannot just 'get a hit', the killer has to outplay the survivor or the survivor has to make a mistake. A survivor determines when the pallet is thrown, not the killer. They have every ability to just throw a pallet early. A killer is limited in when and where they can interact with the survivor. Since they can already determine the location of the chase and the time when the pallet goes down, they should not also have the preference in server ping for these interactions.

    Basically, if I am playing survivor, and the killer's connection seemed a little wonky, I just dropped the pallet a little earlier. As a killer, I cannot make that choice. My only choice is deciding when I attempt to hit. Since Killer cannot make their action, successfully, earlier, Killer should get the preference.

    It's not a prioritization, the survivor just has a better connection to the server and the pallet drop registered slightly before your hit.

    Sounds like an internet issue.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457945#Comment_2457945

    Why do you think it is being used so much (it's blowing all other exhaustion perk out of the water in terms of pick rate) if people are not getting massive utility/advantage from it on a consistent basis?

    What's the rational?

    that it's overrated, like i said lol

    When my friend and I first picked up the game in 2018 he used to run No Mither (lol) and Dead Hard just because he heard that it can extend the chase by a long time.

    Needless to say it did jackshit for him.

    I think Dead Hard is an overrated and inconsistent, but good perk.

    As killer, I'd pick 4 Dead Hards over 4 Sprint Bursts any day of the week (except Wednesday, we get a little crazy on those days).

  • I think you're missing a few points from this.

    • Myers has a limit on how many times he can use his power per match.
      • THIS IS HUGE. No other killer in the game has a limit to their main power. After Myers loses this, he becomes an M1 killer with a small terror radius for the rest of the game.
    • Myers' stalk distance mumbo jumbo, attacking, the fact that he doesn't actually have to "stalk."
      • Myers' stalk distance having a penalty encourages him to get closer to survivors and potentially expose him, however, being close to survivors means that you typically want to attack them. The problem with this is that if you attack or grab them, you gain no Evil to use your actual power. You're being forced into a lose-lose scenario. If you're in chase with survivors, you're also not stalking them. They can see you. Myers can just slowly build up Evil on survivors that are clearly aware of his presence. The forced interactions between Myers and survivors (and lack thereof) feel pretty bad on both sides. Encourage Myers to actually stalk people, and allow him to gain Evil from injuring or grabbing.
    • 99%-ing Evil Within is inconsistent and feels sloppy.
    • Tier I and Tier II are effectively pointless.
      • Especially Tier I, as once you tier-up, you cannot revert to Tier I. This feels like a waste of the Tier system as Myers is encouraged to get out of Tier I as quickly as possible. Tier I and II need substantial changes and Myers should have the freedom to use all three of his Tiers.

    (shameless plug) I had a few ideas for how to fix his issues (add-ons not included). If you think of any more problematic features of his be sure to leave an update.

    @thefallenloser said:

    It feels like with each passing month Michael Myers feels more and more antiquated and buggy. With a power design that hails from the early days of DBD and has hardly been changed since, Myers could use quite a few changes to make him as menacing as he was previously, as well as a more viable choice to play.

    Of course, the spirit of the power's design will remain, but a few new things, some older, and flip-arounds here and there will make all the difference.

    I'm basing this on an earlier rework concept I made for him, but with a few tweaks from myself and ideas taken from JottScund. You can find both in the spoilers below:

    Now, let's get into it.

    Power: Evil Within

    The Shape can activate his Evil Within by tormenting and stalking his prey, allowing him to grow more powerful over the course of the trial, or take his prey by surprise.

    General Changes:

    • Removed the cap on the amount of times Myers can tier-up.
    • Removed the stalk distance penalty.
    • Added the ability for survivors to reduce Myers' stalk rate by 75% when looking at him.
    • Added the ability for Myers to gain Evil by hitting a survivor (10%) and grabbing survivors (50%).
    • Removed the need for Myers to 99% the Evil Within Gauge. Filling the gauge will prompt players to tier-up.
    • Increased the amount of Evil required to tier-up to 150% of its current value (currently 6 secs to tier-up, now 9 secs).
    • Survivors who are fully stalked still grant Evil, but at a reduced rate of 50%.

    These changes are aimed to fix general frustrations players may have with Myers' gameplay and certain mechanics. No more stalk distance penalty means that Myers can now stalk at an equal rate from any distance (provided survivors are not looking at him, requiring players to actually stalk survivors). Having a cap on the amount of times Myers can tier-up is a very antiquated design choice that simply does not fit in current DBD; most killers do not have a limit on the amount of times they can use their power these days. Being able to gain Evil from hitting survivors allow for more aggressive styles of play and grabs mean that players don't have to sacrifice Evil they could have potentially gained from waiting and stalking. No more need to 99%, which means the dedicated servers won't mess up tiering up any more and players don't have to pay too much attention to the gauge.

    Evil Within I:

    This version of Evil Within I effectively functions like the current Evil Within II. Myers will be a fairly basic "M1 killer" with his only difference being a small Terror Radius.

    While in Evil Within I,

    • The Shape has a Terror Radius of 16 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has a normal lunge range and vaulting speed.

    Once Myers fills the Evil Within Gauge, he can instantly enter Evil Within II or Evil Within III.

    Evil Within II:

    This is where things will really change up.

    Press and hold the Active Ability command to enter Evil Within II.

    The Shape can drain his Evil Within in order to enter Evil Within II to sneak up on survivor, at the cost of some of his available time in Evil Within III. Hold the Active Ability command to begin draining Evil Within at a rate of 10% per second, up to a maximum of 50%. The Shape can be in the Evil Within II state for 20 seconds.

    While in Evil Within II,

    • The Shape is Undetectable.
    • The Shape puts away his weapon, becoming unable to directly attack survivors-- but can still grab them.
    • The Shape moves at a speed of 5.0 m/s or 125%.
    • The Shape has an increased vaulting speed of 1.48 secs.
    • Survivors who are fully stalked will be revealed by Killer Instinct for 4 seconds.

    Grabbing a survivor refunds the Evil used to enter Evil Within II and instantly activates the state.

    Myers can enter Evil Within III at any time while in Evil Within II. Entering EWIII from EWII takes 3 seconds, with Myers moving at a reduced speed of 3.8 m/s or 95%. While doing this, the tier-up warning will play for all survivors, briefly giving them the chance to react. If Myers does not enter Evil Within III before the duration of Evil Within II ends, he will go back to the Evil Within I state.

    Evil Within III:

    In Evil Within III, The Shape has greatly increased attributes, able to fell his prey with swift ease. Evil Within III lasts for 60 seconds with 100% of the gauge.

    • The Shape has an increased Terror Radius of 40 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has an increased lunge range.
    • The Shape has an increased vaulting speed of 1.275 seconds.
    • The Shape picks up and drops survivors, as well as performs break actions 10% faster.
    • Survivors who are fully stalked will be revealed by Killer Instinct for 6 seconds.

    Once the duration of EWIII ends, Myers returns to the Evil Within I state.

    _______

    Sporting a much more modern and flexible power, this will make Myers much stronger and more terrifying to go against. With additional map pressure and stealth capabilities, as well as more information and awareness, Myers will also be encouraged in a sense to fully stalk survivors in order to catch them off-guard later on.

    Skipping add-on changes, though I have some ideas in the thread I linked above if you wanna check them out!

    That's all I have-- so please leave your feedback, and thanks for reading. :)


  • The devs said they'd make balance changes as necessary after the departure.

  • Simply put, play killer.

    Players who play both sides have a much better understanding of what you can and cannot do in chase.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/275933/dead-hard-is-overrated-and-overhated

    https://nightlight.gg/perks

    It's the 3rd most used Survivor perk in the game.

    I sure hope people get the memo that it sucks T_T

    It doesn't suck. It's inconsistent but it's still good.

    @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457894#Comment_2457894

    Did you.. Not read my comment?

    The very existence of Dead Hard changes how a Killer plays. And using it for distance can extend a loop far more than Sprint Burst could. You want to waste the Killer's time, not escape from them before you could.

    I did, and I disagree. A mid-chase Sprint Burst is way better than Dead Hard. You have the option of getting to a safe area and escaping or continuing to use the killer's time in chase. You have options with Sprint Burst when used properly. Dead Hard is too inconsistent, however ever-present it is, to be considered the best.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457803#Comment_2457803

    I can't imagine what sort of RNG would have to take place for Dead Hard to be ineffective, considering that it simply needs to happen at a decent loop.

    https://www.youtube.com/watch?v=ZsuancaAc3E

    This isn't even uncommon for me.

  • @DelsKibara said:

    I just wanna comment as someone who only runs Dead Hard and nothing else.

    I do think it is overhated, but it's far from being overrated.

    Dead Hard is by far the strongest exhaustion perk in the game. If it works.

    Sprint Burst, Balanced Landing, and Smash Hit all have two problems that Dead Hard doens't have.

    Dead Hard is on demand. You cannot control when you want to use the other three. You can make an argument with Sprint Burst and 99ing it, but that is needlessly unnecessary when Dead Hard allows you to keep it and only Press E when you want to use it.

    Dead Hard has i-Frames. And that's important. Because not only can it be used for distance. It can act as a third health state. This is something I always keep in mind as Killer. The very mere existence of this perk makes me less willing to hit Survivors from far away until I know they have some other exhaustion perk other than Dead Hard. It's the same effect as Decisive Strike and BT. The very existence of these perks makes Killers more hesitant to act recklessly in chase.

    It's amongst one of the most powerful perks in the game alongside Decisive Strike and Borrowed Time. And to assume anything else is ignorance.

    It is definitely not hard to deal with, but the very fact it exists causes killers to change how they play makes it one of the most powerful perks in the game. So no, I don't think it's overrated.

    Dead Hard is not the best exhaustion perk simply because it's inconsistent at best and completely useless at it's worst. Sprint Burst denies the possibility of chases on some survivors completely.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457652#Comment_2457652

    damn I wish I saw these minutes long chases, even at red ranks is quite rare

    It's the Wraith who god flashbanged then Dead Harded on by Steve and proceeded to chase him for the remainder of the match on The Game.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457709#Comment_2457709

    I don't think Lithe and particularly SB promote that in the same way.

    Maybe whole minutes might be a bit generous, but I think it's reasonable to say that it can prolong a Survivor's second hit by a decent amount if used correctly (potentially long enough that it may not be worth it for Killers to continue the chase, which does mean that the Survivor wins that chase).

    Used correctly-- yeah, I agree that Dead Hard can potentially end a chase. However, Dead Hard operating on a few conditionals allows me to look past that, as the map RNG has to be good enough to do it, and they also have to be injured, which means it's not great against instadown killers or a few others.

  • I never liked Hawkins, but the fact that I won't be able to see it in game again makes me really sad, actually.

  • @Johnny_XMan said:

    Sprint Burst is way better, not only on the basis of IT ACTUALLY WORKS, but also you do not need to be injured to use it, and even when you are you are more safe to be injured with it than DH.

    Players will never admit to this though because it seems as though Dead Hard is just more annoying to go against. They look at it from the chase value during a loop, when SB can basically make it so you are extending the chase from the start, rather than in the middle.

    I also feel like even when Sprint Burst isn't on demand, simply having it and forcing the killer to ignore you will cause them to waste time trying to find someone else and start another chase, and they can potentially also have Sprint Burst or Dead Hard.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457695#Comment_2457695

    The twins thing has been confirmed as a bug (Victor was ignoring I-Frames, allowing him to just smite you through it), however the distance dead hard makes isn't the 4 meters the perk does, its the meters after the perk is connected to a vault

    While I do agree about it not being common that you get hit during a lithe or sprint burst, dead hard's issue comes mainly through not just the servers but from bad coding, dead hard (from what I believe) doesn't apply i-frames immediately sometimes, shown on why you can go down and not move at all sometimes

    So do you mean that in instances where the killer's attack should have hit even after the Dead Hard that it's a problem? I do agree that the coding behind the perk is quite lacking and can make for some very frustrating moments.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457685#Comment_2457685

    The issue is not that Dead Hard allows bad players to play better, it's that it boosts good players ability to perform well.

    A Claudette who Dead Hard's for an extra second of chase is no biggie, but she probably went down fast anyway.

    The Feng who just ran shack for three window vaults and finally got mindgame'd but makes it to god pallet by using Dead Hard and subsequently continues the chase IS a problem.

    I know I usually don't like using examples that aren't interwoven into my original argument, but I'm genuinely curious:

    Why is Lucky Break's ability to boost bad survivors a problem, but with good players it's fine-- and why is Dead Hard's ability to boost good player's ability and do nothing for bad players fine? What's the difference?

    In fact, could this same argument not be used for basically any perk?

  • @Leachy_Jr said:

    The distance you get doesn't matter, it's what you get FROM the distance.

    If I sprint burst in a massive deadzone i'm not doing much, if I dead hard to a window that I normally couldn't of reached that has the possibility to make the killer drop the chase, waste more time, or even lose the entire game.

    I feel like you can pretty much do the same thing with Sprint Burst though if you correctly manage your exhaustion, except that Sprint Burst isn't conditional. One-shotting killers can completely bypass Dead Hard a lot of the time.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457655#Comment_2457655

    Does then not mean that Dead Hard just enables the Survivor to win the chase cleanly?

    Wouldn't that then be the same situation with Lithe and Sprint Burst then?

    And no, because Dead Hard extending a chase for actual minutes means that the killer is either doing something very wrong, or they're playing on Cowshed 30 seconds into the game against a very good survivor.

  • @Clowning said:

    An important thing to remember, is that the sole existence of Dead Hard dictates how chases go, especially when it comes to higher level play and faking/greeding pallet drops, which speaks volumes about just how strong the perk is.

    I'm willing to agree that most players don't get the most out of it, but that doesn't mean that the perk isn't powerful.

    I feel like that's more of a symptom of the perk and game design in general rather than Dead Hard in particular. I can't tell if it's an intentional choice from the devs or not, because it's ever-present in the design of so many perks, but I understand why it can be frustrating. Personally, I don't mind it too much.

  • @Hoodied said:

    Allow me to explain the issue with dead hard

    I consider this the "identity problem" perk as its hard to tell what it is intended for, is it for dodging or for extending a loop?

    If it is for dodging, its not a good perk whatsoever as you can bait it out by tapping your power or just walking up to them

    If it is for extending a loop is the issue, compared to all the exhaustion perks in dbd, this is the only one that provides i-frames, allowing you to entirely dodge a whole hit during the time the survivor holds the i-frames, meaning if it is used to get to a vault or get to a pallet, almost every killer has no say in if they are allowed to or not

    Killers where they have to no matter what M1 you to down you have to go through dealing with dead hard extending the loop

    Killers where they do have a power but mainly use their basic attack have to sometimes deal with dead hard

    However only a few killers really can ignore deal hard, and those are the ranged killers and high speed killers (Huntress, Wraith, sometimes pyramid head, and nurse)

    The reason why Dead Hard is sometimes considered the best exhaustion perk in dbd when compared to Sprint Burst or Lithe is...well...you can't get hit during it. Every killer can hit you during lithe or sprint burst and either down you or injure you, dead hard you simply can't do the same for in regards to all killers.

    This is also why I complain alot about how Dead Hard is a middle finger to trapper

    This problem I have with this argument is that this is pretty much the exact opposite from what I usually hear. The i-frames are effectively useless and are only used to make sure that I killer can't hit you just by lunging mid-Dead Hard due to latency-- and even then, it's not good at that. I've seen a bunch of instances in which people get hit mid-Dead Hard, especially against The Twins.

    I don't see why the perk can be multi-use, because it's not great at gaining distance nor dodging a hit.

    While it's possible for killers to hit you mid Sprint Burst or Lithe, it's not common when used smartly.

    I've always interpreted Dead Hard as just jumping over the trap, but yes, I agree that it's a pretty stupid thing Trapper has to deal with.

  • @CosmicParagon said:

    It does extend chases for minutes at a time, because good survivors ignore the dodge and use it to get that extra few feet to reach the window or pallet and waste extra time

    If a killer is chasing a survivor who used Dead Hard for minutes after that, sounds like a skill problem.

  • @Kebek said:

    Ok here is your problem, you're thinking it's mean to be used to dodge a hit thus the latency etc part of your post.

    You're meant to use it to loop as greedily as possible and the moment killer makes a correct mindgame, you use it to gain that little distance to reach the pallet and extend the chase for X amount of time until you make a mistake again.

    That's what makes one of the best if not the best exhaustin perk.

    I admit that when used smartly, Dead Hard is pretty effective at extending loops, however, Dead Hard has a ton of weaknesses that people are quick to write off.

    It gives way less distance than the other exhaustion perks, hence using less of the killer's time to catch up.

  • I can only assume that we'll be getting a bit more than usual during the mid-chapter then.

    I honestly prefer this anyways. We have enough survivors and a lot of grind for perks. We have a lot of maps than need fixing. I don't need another broken thing to worry about in the game for now.

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