You do know that buffing every killer's standard movement speed would require the game's chasing mechanic an overhaul which BHVR is incapable of.
Bro, you're playing Bubba. Chainsaw down them. They can't use DH unless you injure them.
Remember Insidious can be used to camp round the corner from a gen as well, with good positioning you can guarantee a down this way.
Happy camping xxx
I don't have to win every game to have fun. I find it weird that so many people think like this.
Missing a hit is a punishment, now with hit validation I don't know what to say
I never said anything about winning. But it's nice to feel like you have a chance. In many games if you're not playing Nurse, you don't really.
It's working as intended now.
It isn't a buff pre se but a fix. The problem is that survivor still found a way to make the perk work in it's "broken" state by using it for distance and more or less successfully dodging hit by predicting them.
But now they don't need to do the second and still have the first use aka the killer has only "running next to a survivor until they panic and waste it" left as a counter. Of course this is the same counter as up until now aka baiting but with the additional safety survivor can wait until they see the start of the hit animation (given the needed reflexes) and baiting becomes useless.
Reading all those comments saying
"... finally DH is worth using...."
" I might actually reconsider taking DH into my build now..."
makes me wonder how many ppl actually don't know how to use DH. Like what makes it strong is the distance, not the i-frames.
Against certain killers you have to use it to dodge a hit, like blight or nurse, or if the killer surprised you.
It sucks to see exhaustion on the ground which makes you ask yourself why you've wasted a perk slot for a perk that didn't work even if you timed it perfectly.
Here, have some common sense babies.
Validation for survivors, yes.
But validation for killers when you catch or interrupt? NOPE.
But the game is killer sided.
Working as intended? So I see the hit, hear the hit and look down to pick up the survivor but they are not there. I look up and there they are, half way across the map, teabagging from the luxury of a pallet gym.
If that is working as intended then I have to question their intentions.
He doesn't mention how hit validation punishes better internet connections. A survivors 100ms ping should not beat my 30ms ping.
Bingo. The survivors trash is the killers problem for some reason.
Obviously to make you frustrated and mad with them. /s
I guess the only real way to make sure rn is to pay attention to your hud to see if you got the down. Also you go through the missed attack cooldown from my experience so you can also pay a bit more attention to that until they implement something more visually noticeable.
DH is so horrible on console , its good only on xbox series x and ps5 with their godly type pc load, any other old console system ps4/xbox one and below dead hard is just a worst version of DS, so it aint as busted as what most people think, on a pc bases I suppose it maybe. Tbh I aint even feeling the difference of the so call improvement of dead hard, still feels the same if not clunky to me sometimes and am a ps5 user. There are killers especially ranged ones like tricker that lols hard at dead hard because you sure not as heck gonna dodge every single knife he tosses when you end up in a area that you cant loop him quite yet and he has main event. Killers already have one of the most big things over survivor where they got 115% over survivors lame 100 ms cept tricky/huntress/slinger with their 110 which hamper them more if they attempt to use a range attack else all other killers already got a 115% ms to easily catch back up to a survivor and melee like freddy lunge has some insane hit box. There is unrelenting and I think add on that a killer who misses basic things still an hit you even after a DH. Lets talk about killers hitting you or grabbing you on fast vaults window or pallet wise or a killer with bad ping that hits you through a wall/pallet drop that was not even in hit zone but game says screw you its a hit even though it is not one. Right🙄
Maybe people should run sprint burst + aderaline and their friends have borrow time, bait the killer to down them on purpose as exit gate pop, said friend comes in with borrow time does a save and now survivor gets a healthy bar + 300% ms speed, now if that aint busted idk what is lol or everyone runs vigil to stack and gets a sprint burst 0 seconds, idk if vigi stack even if not new vigi literally has you get exhaust perks use to 28 secs only now since its now 30% reducing debuffing stats, see there so much other perks to complain about over dead hard, I think its the fact unlike the other exhaust perks we have a choice to use it compared to garbage DS that your force to use it or killer can simply just wait for it its timer to run out forcing slugs. Now that I mention this perhaps its time for sprint burst + vigil now and see maybe if that be complained about more. Oh wait there is expose builds to make dead hard then useless too or any 1 hit down attacks by some killers forgot that too.😮
Then why is the survivor screaming as if they were supposed to get hit? The code is absolute trash.
Yes, it looks silly but for now thats what we got. All that matters, is that there's only a usual whiff CD. The overall thing is fair and works as intended.
If you get the "false hit", guess what, you've been E'd.
When someone posts this manbaby I can only assume they're really reaching.
Don't pull a muscle.
Just popping back in here, Scott is the last person you want to use as a "source" for information. They could remove all the killer perks and he would reason it would be fair because killers have a power and are faster than survivors.
Because that's what dead hard is supposed to do but some of these people freaking out cant read the perk description, dead hard was used for distance alot because it was a smarter play and the actual use of dead hard is supposed to be to tank a hit with the I frame , that's why the perk description says "you can take a beating" and thats why there was an i frame in the first place but when you used dead hard the way it was intended by the devs you ended up exhausted on the ground and it used to not have the dash animation like it does now so the distance wasn't as much back then, literally it works as intended and how it's always been described, now the truth is these people are landing hits mid dead hard and the game notices the survivor was exhausted first and cancels it but they're stuck in the wiping animation and seeing them pop up after a down , that part should change but dead hard itself is fine
This is true, however this isn't how it's used for the majority of the time. Here are my personal 2 suggestions on how this perk needs to change. It's always been this strong, but now even mid and lower end players are getting to realize how strong this perk actually is.
I think it should remove the I frame but keep the dash and make it to where you can dash to break a wall or some other effect tied into it even if it's not a super strong effect just remove the I frame and give it some other usefulness and that's a fair trade because you aren't getting fooled by hit validation and they still have a chance to outplay you without making the killer feel robbed of a down
This is actually a cool niche idea. Though I fear in some maps that this can be abused. *cough cough* Gas Heaven *cough cough*.
Either way, it could be cool to see... 10/10 suggestion honestly.
your reasoning is completely off… dead hard working as intended is a completely separate issue from the killer client triggering SFX of a successful hit when it actually wasn’t a successful hit.
If you actually read my post I mentioned that at the end and said it should be fixed
I’m just upset about the incorrect audio feedback I get. I’m kind of past the hit validation aspect, but THINKING I got a down because of the audio is what makes me upset.
Imagine if in football the ref blew the whistle by accident, indicating a dead play, but the play wasn’t actually dead… oh, but the offense has knowledge that the play is still on, but not the defense. That would be pretty annoying right?
Well of course, I play killer I understand why people are upset but some people are acting like it needs a nerf and I'm more along the lines of they just need to fix the visual bug and see how it plays out.
Its punishing to the point that you are given false feedback.
the new dead hard punishes nurse the most because it's easy to dead hard from her blink and she has 1 chance every time and she has to eat through a dead hard and then catch them before they get it back. i had to slug to get wins