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Dead Hard should lose the distance boost

ClickyClickyClickyClicky Member Posts: 1,559
edited February 21 in General Discussions

So with all the talk of breakable walls taking skill out of shack recently it got me thinking about Dead Hard. You see some of us like shack because it's strong but it can be mindgamed. It's one of the higher levels of play by DBD standards. A strong loop for survivor but the killer has the opportunity to outsmart his opponent. It's not like a god loop with no mindgame, but it's not a weak pallet.

Some are for the breakable walls while others like myself feel it's one of the better parts of DBD.

This has me thinking about Dead Hard. When used for distance it effectively removes the skill out of the loops. The killer can mindgame and force the survivor to make a mistake but with a quick tap of the E button the survivor gets another try. Shack being one of these areas where even if you outplayed your opponent the distance boost can be enough to make it null and void.

I feel like the game should be encouraging more skillfull plays and rewarding players for experience and knowledge they have gained. Having a mini speed boost on a button press kind of sucks the skill out of it.

I've lost count of the amount of times I've played a loop well, say a jungle gym or shack and the survivor has been granted the window or pallet for free because of Dead Hard.

Couldn't it keep the i-frames but lose the distance? or am I expecting too much?

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Comments

  • ClickyClickyClickyClicky Member Posts: 1,559

    How is it easily baited out when it's used for distance? you get a survivor to make a mistake in a loop ensuring you close enough distance to get a hit, then tap E while running towards a pallet or vault and that's it.

  • ClickyClickyClickyClicky Member Posts: 1,559

    I mean I see a survivor is running towards a pallet or vault, I know a Dead Hard is coming to give them the distance....care to explain how you "bait it out" at that point even when you have correctly predicted it's coming?

  • FrankieFrankie Member Posts: 515

    Baiting it out doesn't necessarily give you a hit, but a possibility to just get them to use their dead hard. Now, they have nothing. Of all the things survivor related that need work, dead hard is not really one of them. All dead hard gamers play the same; knowing if they have it is easy.

  • underlord99underlord99 Member Posts: 1,030

    if they are doing it for distance there is no way for you to "bait "it out. not sure what the guy is trying to argue.

  • FrankieFrankie Member Posts: 515

    This^^

    Easily outplayed. Let's actually look at survivor perks that are an issue instead of the ones that can be outplayed by honing your skill.

  • LeonardPChurchLeonardPChurch Member Posts: 24

    DH has not worked right since dedicated servers were forced on us. Sprint burst is the new meta. DH's only use is distance now. You sound like a killer who's never played survivor and tried to use DH on the ded servers. Once a killer is within maximum lunge range the command to activiate DH rarely registers before the killer's hit does. You get exausted, your client recognizes the ability was activated, but you still take a hit. It's only use is for distance now if you mess up a loop. It adds less distance between you and the killer than any other exaustion perk so why would ever ask for a nerf. I'm glad when a survivor DH's. No head on, no sprint burst, no BL which all give you a much larger gap to close.

  • ClickyClickyClickyClicky Member Posts: 1,559

    Lithe and Balanced are escape perks. They aren't there to extend loops, they're there to help the survivor get away. DH will be receiving improvements for dedicated servers, at the moment it's just a legit "second chance" perk.

    Sprint burst is crutch as hell I give you that. Free loop everytime.

    Head on, survivor has to stay still to use it. Doesn't extend loops nor does it interrupt mindgames.

  • IronKnight55IronKnight55 Member Posts: 327

    DH is fine. No nerfs are needed.

  • FrankieFrankie Member Posts: 515
    edited February 21

    I'm curious. How do you consider Dead Hard somehow...problematic and unbalanced...and Decisive Strike balanced given the far worse situations when it can be abused? Without saying "just don't tunnel" or "i never get DS'd". Just a question. Dead Hard doesn't stop a chase, doesn't end a chase, and you don't lose a lot of time. I'm failing to get your logic of how you find that unbalanced, yet DS balanced.

  • BigBubsBigBubs Member Posts: 961

    They would have to multiply the invulnerability time a few times to compensate.

    I mean , you really think anyone would touch the perk if all it did was make you invulnerable for 0.5 sec? You would probably get hit 99.9% of the times you try using it.

    It's fine the way it is. Not close to being OP.

  • ClickyClickyClickyClicky Member Posts: 1,559

    Because the fun of the game is the mindgames between killer and survivor. Having a free speed boost to make up for a misplay takes the skill out of that and effectively means your effort was for nothing.

    DS....eh I just tend to not try and hook the person who just got off hook. It's rare I ever get hit by DS and if I do it would be once for the game and that would be it. Meanwhile almost every survivor in the game will use DH in every chase. Normally about 3 survivors run it, once per chase = seeing it used 9 times per game. About 30-50% of those you can bait it out, the other half no it's just a free pallet/vault on a button press.

  • FrankieFrankie Member Posts: 515
    edited February 21

    But as I said, Dead Hard doesn't cost you that much time (it's negligible unless you're a fairly unseasoned killer, then it might give you issues, but that's how we learn). DS can be create situations at times where you have no counterplay as a killer, and there's no stopping it. Dead Hard...I mean, unless they are literally in the exit gate when they use it, there's always the likelyhood you'll still get them unless they somehow juked you with dead hard. So to complain about Dead Hard...and not Decisive Strike...seems extremely off to me.

  • ClickyClickyClickyClicky Member Posts: 1,559

    One is just a free chase extender on demand at all times. The other only activates if a survivor is picked up within 60 seconds of being unhooked. Yes you can always still get them with DH but it's just another loop you need to run. You might as well have "Press E to spawn a pallet".

  • Spirit_HagSpirit_Hag Member Posts: 161

    thats one of the whole purposes of the perk......

    plus dedicated servers makes it work half the time anyway so....why are we having this discussion again?

  • FrankieFrankie Member Posts: 515
    edited February 21

    You're over thinking it. It's doing literally what it's supposed to do. If it's that detrimental to you as a killer, all you need to do is get better. That's not me being a dick, I genuinely think you need to (and are capable of) getting better. DS is a far larger issue, because with Dead Hard, you will get them. With DS, there are situations where there's no actual counter play.

  • LeonardPChurchLeonardPChurch Member Posts: 24

    all of the perks are there to extend a chase. I'm not going to get bogged down with word games. Of them all, as a killer, DH is the one I'll wish the survivors use EVERY time. Rank 1 killer with 1500 hours (about 500 as killer), btw.

    Also, I can guarantee you, 100....no...1000% DH will NEVER work on dedicated servers on all but the lowest of killer survivor / server combinations. If a killer has a ping of 100, and survivor has a ping of 100, there is a 200ms delay between the 2 clients in the BEST case scenario. Factor in jitter and hardware / input latency and ANY critical timing action, (to which this entire game is based), will not work.

    It looks like BHVR has increased the matchmaking threshold to 150ms also, (which I don't think they told anyone), to speed up matchmaking. 150 ping to the server on both sides makes this game unplyable for any high skill player who is accustomed to better response times from gaming in 2020, as they should.

  • Malik1178Malik1178 Member Posts: 34

    Killer mains again trying to ruin the game for survivors smh. Nothing is wrong with dead hard and if you think there is something wrong with it or consider DH op then your wrong. It can easily be baited and half the time it doesnt even work. Youll get the exhaustion effect but you wont even get the speed boosts.

  • Spooky13Spooky13 Member Posts: 1,221

    I agree. Also, can we make it so that Dead Hard doesn't just completely negate Trapper's traps or Huntress and Deathslinger's projectiles?

  • WeederickWeederick Member Posts: 849

    Wouldn't mind swapping the extra distance for more i-frames. it needs a lag compensation mechanich since dedicated servers.

  • darktrixdarktrix Member Posts: 1,381

    You mean remove the main reason for taking Dead Hard? It's to make that pallet or vault you would not make otherwise. Dodging a killer hit is a bonus, but a last ditch move since Dead Hard is so unreliable what with dedicated servers and it not even triggering sometimes.

    Sure, if it was more reliable in dodging a killer swing - but how it is now, no way.

  • brokedownpalacebrokedownpalace Member Posts: 4,360

    Trapper's traps I can see maybe why.. but I have no idea why you think it shouldn't be able to dodge Huntress or Deathslinger.

  • ClickyClickyClickyClicky Member Posts: 1,559

    @Malik1178 This community lol I’ve gone from being accused of never playing killer to a killer main.

    Dead hard always grants distance. The only time it doesn’t work is when you use it as the killer swings due to latency, this is being looked into though.

    @Spooky13 I completely agree. If Trapper places a trap in a doorway like shack of springwood school then the survivor can Dead Hard through but Trapper has to stop to pick up his trap before be can pass through. Why does a killers power hinder him more than the survivor?

  • Spooky13Spooky13 Member Posts: 1,221

    If you Dead Hard forward in a straight line, you should still get hit by the harpoon or hatchet, but you don't, you just phase completely through it because of the invulnerability..

  • PeenutsButt3rPeenutsButt3r Member Posts: 619

    Just play more killer matches and you will have the masterbait skill, DH is fine, stop complaining for nothing!

  • PatchNoirPatchNoir Member Posts: 356

    removing the distance is FINE people should not get a second chance when they lose a mindgame every seconds. Actually this would make dead hard more unnoticeable the killer would think they missed the attack instead knowing they have dead hard, in other words will still be a STRONG perk

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