Yes, there is a reason why it's popular, it's in my first response. If you keep telling yourself that there is no counterplay despite even other killers arguing otherwise than this discussion is fruitless. What DH does better then other exhaustion perks is showing you the opportunities you missed, but you're not arguing that SB robbed of the first hit in that unsafe gen or the tile transition that BL or Lithe allowed them to make on you. DH is just in your face and that seems to be the frustrating aspect that you're trying to address.
I am reading a lot of these comments and I'm getting the feeling that they just aren't smart going against it. Every time I've used it or seen it being used, it's saved maybe three seconds at best. Most of the time it gets wasted in a dead zone in an attempt to get to another area, or just outright baited out.
6:19 is an example. granted he was doctor and could of shocked but thats just one killer. For some killers there is nothing they could of done to prevent that. He would of gotton a hit because he messed up but since he had DH he was saved. I dont see how this is a missed opportunity when the killer could do nothing.
But he didn't even go for the pallet. And he wasnt even looping him. This just shows u dont know what I'm talking about. He probably couldve made it to the pallet without dead hard. He wasn't dead Harding for distance in that example, he was dead Harding to avoid a hit which isn't the strongest way to use it and very counter able. The example i used literally nothing the killer could do to stop the guy
Yes, I've seen. What I don't understand get is why are you so mad at a perk that is not even working correctly. DH always gained you distance and before servers, it also allowed you to dodge a hit consistently. It's an exhaustion perk, it is supposed to be powerful as it only lasts 0.5 sec compared to the other exhaustion perks that last for 3 to 5 seconds and you cannot change its direction once started.
What I really wish was that you could see beyond punctual evidence, bc if you don't you will continue frustrating yourself whenever someone uses the perk in matches.
Ima just stop becuz the fact that you are still stating dead hard doesnt work correctly and ignoring the fact it has no counterplay makes this discussion meaningless.
That doesn't help, so many people know by this point the distance needed to hit, they use the red stain to set up the dead hard. Lunge has very little to do with it.
I agree with OP. Killer can do everything correctly, but gets robbed of a deserved hit just because a survivor pressed a key. It’s very annoying to deal with (unlike other exhaustion perks) and has no counter play when done before a pallet or window.
Dead hard is balanced by the fact that it doesn't even work half the time. Pretty rough downside imo, not to mention it's the only exhaustion perk that has this unique mechanic.
When ppl dead hard against a blight tho more often than not they just get m1d after becauese of his short cooldown. Also you can easily bait out deadhard with blight.
Look i'm mixed on DH. On one hand i think it's annoying that so many boosted suvivors rely on the perk in order to stay alive in chase. On the other hand, it's power is pretty limited compared to so many other things in teh game these days, as well as it being the least useable exhaustion perk. Instadowns, exhaustion addons, exhaustion perks. More and more things and killers are being added which counter deadhard pretty darn well. If dh is to be changed, I would like to see some things on the killer side adressed, because it seems that everone these days is complaining about ds and dh and ignoring other aspects of the game.
Most of the time i can't really bait out the dead hard because they would reach a window or pallet otherwise.
It's just very frustrating to go against.You can't really go for cool mindgames or power usages once they are injured because you always have to force their dead hard first.
I don't really care about any other survivor perk honestly (Even DS + Unbreakable) but dead hard.
Yeah, it would be great if they reworked it to actually worked so you're not exhausted on ground 5 out of 6 attempts at using it. Precisely why I don't bother running it. It's too finicky.
Honestly, I think dh is fine the way it is. Especially counting how many times I get hit unfairly because of the weird hitboxes. And it's not like it's that useful anyway, against good killers that is. It can be baited out, or you can just catch up to whoever used it. The only times I really use dh is to either get to a pallet faster to throw it down, or to dodge the killer at the last second during endgame. Lastly, sometimes dh bugs out. And by that I mean I use it, I get exhausted, but my character goes nowhere.
Coup de Grace could... up to 5 times per game... at the cost of losing gens.
Compared to Dead Hard, which could happen ~12 times per game (once per chase, assuming three chases per survivor, four survivors per game) and has no cost.
As a killer main I honestly don’t mind it that much. Sure it gets you sometimes but it’s pretty obvious when someone has it, it’s also easy to just wait and bait it out. It’s not that hard to counter, really should be focused on reworking DS to actually be an anti tunnel perk instead of borderline invincibility for 60 seconds imo
That's fair and i guess i could see how it could be annoying. Idk i've just had difference experiences with it as i find his power negates alot of the benefit of dh compared to nurse.
This^. And I like your solution. It fixes the main problem but keeps the perks main identity. Alot of people here think i'm talking about dh to dodge a hit when dh for distance is what in talking about and uncounterable
Comments
....walk behind them and M1 when the reason you're lunging is to hit them before they're in Dead Hard range of the pallet/vault... righto.
Yes, there is a reason why it's popular, it's in my first response. If you keep telling yourself that there is no counterplay despite even other killers arguing otherwise than this discussion is fruitless. What DH does better then other exhaustion perks is showing you the opportunities you missed, but you're not arguing that SB robbed of the first hit in that unsafe gen or the tile transition that BL or Lithe allowed them to make on you. DH is just in your face and that seems to be the frustrating aspect that you're trying to address.
I am reading a lot of these comments and I'm getting the feeling that they just aren't smart going against it. Every time I've used it or seen it being used, it's saved maybe three seconds at best. Most of the time it gets wasted in a dead zone in an attempt to get to another area, or just outright baited out.
I think everyone should just use clown with solvent jug then and just call it a day and no no every survivor they down screw it..
You realize im not the only person that feels this way? If I find a clip I can show you but I feel like you don't understand what im talking about.
6:19 is an example. granted he was doctor and could of shocked but thats just one killer. For some killers there is nothing they could of done to prevent that. He would of gotton a hit because he messed up but since he had DH he was saved. I dont see how this is a missed opportunity when the killer could do nothing.
that only works if they dont know what they are doing or endgame when there are no pallets
good survivor uses it to get range to get to a pallet/window therefore it has no counter and thats the reason why its problematic
Since we're cherry picking examples, here goes one from the same player around the same time:
Exhausted on the ground OP!!!
But he didn't even go for the pallet. And he wasnt even looping him. This just shows u dont know what I'm talking about. He probably couldve made it to the pallet without dead hard. He wasn't dead Harding for distance in that example, he was dead Harding to avoid a hit which isn't the strongest way to use it and very counter able. The example i used literally nothing the killer could do to stop the guy
https://youtu.be/We0luJm7Y4o?t=452
Heres more examples if you really need to see
Yes, I've seen. What I don't understand get is why are you so mad at a perk that is not even working correctly. DH always gained you distance and before servers, it also allowed you to dodge a hit consistently. It's an exhaustion perk, it is supposed to be powerful as it only lasts 0.5 sec compared to the other exhaustion perks that last for 3 to 5 seconds and you cannot change its direction once started.
What I really wish was that you could see beyond punctual evidence, bc if you don't you will continue frustrating yourself whenever someone uses the perk in matches.
Ima just stop becuz the fact that you are still stating dead hard doesnt work correctly and ignoring the fact it has no counterplay makes this discussion meaningless.
I feel the same. Admittedly, I use it because the potential is far more than the others but I think the game would be better off without it.
"Exhausted and on the ground! Perk sucks!"
Still ran by 90% of survivors
It is getting re worked.
That doesn't help, so many people know by this point the distance needed to hit, they use the red stain to set up the dead hard. Lunge has very little to do with it.
Dead hard is in the list to be re worked because it’s not consistent now with dedicated servers. It was created before dedicated servers were a thing.
I agree with OP. Killer can do everything correctly, but gets robbed of a deserved hit just because a survivor pressed a key. It’s very annoying to deal with (unlike other exhaustion perks) and has no counter play when done before a pallet or window.
Dead hard is balanced by the fact that it doesn't even work half the time. Pretty rough downside imo, not to mention it's the only exhaustion perk that has this unique mechanic.
When ppl dead hard against a blight tho more often than not they just get m1d after becauese of his short cooldown. Also you can easily bait out deadhard with blight.
Look i'm mixed on DH. On one hand i think it's annoying that so many boosted suvivors rely on the perk in order to stay alive in chase. On the other hand, it's power is pretty limited compared to so many other things in teh game these days, as well as it being the least useable exhaustion perk. Instadowns, exhaustion addons, exhaustion perks. More and more things and killers are being added which counter deadhard pretty darn well. If dh is to be changed, I would like to see some things on the killer side adressed, because it seems that everone these days is complaining about ds and dh and ignoring other aspects of the game.
Most of the time i can't really bait out the dead hard because they would reach a window or pallet otherwise.
It's just very frustrating to go against.You can't really go for cool mindgames or power usages once they are injured because you always have to force their dead hard first.
I don't really care about any other survivor perk honestly (Even DS + Unbreakable) but dead hard.
Yeah, it would be great if they reworked it to actually worked so you're not exhausted on ground 5 out of 6 attempts at using it. Precisely why I don't bother running it. It's too finicky.
It's pointless in most cases anyway because of horsesh!t servers.
Honestly, I think dh is fine the way it is. Especially counting how many times I get hit unfairly because of the weird hitboxes. And it's not like it's that useful anyway, against good killers that is. It can be baited out, or you can just catch up to whoever used it. The only times I really use dh is to either get to a pallet faster to throw it down, or to dodge the killer at the last second during endgame. Lastly, sometimes dh bugs out. And by that I mean I use it, I get exhausted, but my character goes nowhere.
Coup de Grace could... up to 5 times per game... at the cost of losing gens.
Compared to Dead Hard, which could happen ~12 times per game (once per chase, assuming three chases per survivor, four survivors per game) and has no cost.
One of these things got nerfed. Classic devs.
As a killer main I honestly don’t mind it that much. Sure it gets you sometimes but it’s pretty obvious when someone has it, it’s also easy to just wait and bait it out. It’s not that hard to counter, really should be focused on reworking DS to actually be an anti tunnel perk instead of borderline invincibility for 60 seconds imo
That's fair and i guess i could see how it could be annoying. Idk i've just had difference experiences with it as i find his power negates alot of the benefit of dh compared to nurse.
This^. And I like your solution. It fixes the main problem but keeps the perks main identity. Alot of people here think i'm talking about dh to dodge a hit when dh for distance is what in talking about and uncounterable