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Dead Hard and the issues of Exhaustion
So, for a very long time I have seen Dead Hard be complained about relatively as much as DS, but in general Exhaustion perks are not spoken about very much. Dead Hard and to a lesser extent Sprint Burst, are two of the most broken perks in the entire game.
For starters, Dead Hard can be used by all four survivors, and often is, and it can be used multiple times in one game. Dead Hard rewards you for playing greedy, it allows you to get another loop around a pallet. It can then open you up to make it to another pallet, and therefore waste even more of the killers time. It rewards you for making a mistake, in that if the killer outplays or mindgames you, you can simply push the E button correctly and make it to a pallet/vault. Dead Hard finds most of its use in distance, in that when you should be down, that extra distance allows you to make these pallets/vaults, and extends a chase.
All of this may not sound like a big deal to the average player, but the amount of time it buys you, as a survivor, across the entire game, is enormous. As I've said it can also be used by multiple people, multiple times, and used in the ways I've described, is incredibly strong. It also has the effect of forcing the killer to assume every survivor has it, which wastes a bit of time. It forces the killer to waste time hugging the back of a survivor to bait it out, which is both incredibly silly and time wasting.
It also has the effect on a killer by way of completely countering their powers. A Nurse doing amazing blinks to hit you, forcing a stun, into fatigue, into massive distance. It can make a Blight using 5 charges to skillfully tag a survivor enter stun, cooldown. It can do this for other killers as well, but it is the only perk for survivors in the entire game that rewards skill, greed, and being outplayed. While all of this may not sound like such a big deal, again, time is money, friends, and it all adds up in a big way.
Speaking on Dead Hard, I'll briefly mention Sprint Burst. Sprint Burst rewards survivors for being greedy as well. It allow you to sit on a generator without fear. BBQ? Killer coming to you and you know? Injured? You have nothing to fear because you can wait until the last second, as you should, to safely sprint to a safe pallet. It rewards you for being out of position, but at least has the downside of forcing you to walk, though the fact is you don't need to walk at the start of the match when every pallet is up, nor will you need it if you're sprinting to save. The other exhaustion perks, while somewhat problematic, at least have pre-reqs in order to take advantage of them, which is why I mainly leave them out of any sort of argument.
My point in all of this is to show how one perk on multiple survivors can make a game incredibly unfun, frustrating, and completely unrewarding as a killer. This is one of the most popular perks run by survivors who, when they all run and know how to use it, make a huge difference. If this one perk has such a drastic effect on a game, imagine if you threw three more perks in with it.