Just a yes or no will suffice.
If you want to leave an optional explanation, please do!
My dh is delayed for some reason. I basically have to press it second or two earlier before it props.
Dunno when this started but I think it didn't happened before.
i dont think it has ever been fine.
there either needs to be a downside to the Perk or a clear activation requirement that the Survivor needs to fullfill before being able to use it (and no, "be injured" does not count. thats not something the Survivor has to go out of their way to get or earn, that just happens pretty much every chase you do by default).
A perk that practically gives you an extra health state and the ability to extend a loop is not fine. As I said in the NOED question, I would gladly rework both perks.
Not gonna lie - Your reply was kind of the inspiration for this topic.
Bless your Demo heart :3
On the bright side, now that it works properly, they can finally balanxe it properly. Im getting a headache
It actually works now instead of leaving people exhausted on the ground. And it gives the least distance of any exhaustion perk in the game so...
Honestly I feel like dead hard needs its own wind up sound like the grunt when huntress fully winds back her hatchets, or the metallic ring when deathslinger full aims down his sights.
I don't think that would work, as the intent of the perk is for it to be an 'instant action,' as opposed to a delayed one.
Tough one but kind of no?
It needs work from the killer side at least at it feels really weird.
Feels good as survivor though and is a far cry from what I was worried about; I still get hit while running it often lol but its my mistakes :)
no it's not fine. Strongest perk in the game returned to it's initial power without any nerfs
The DH fix changes exactly nothing if people don’t use it for it’s intended purpose and instead abuse the dash for extra distance, once again BHVR wastes their time on something pointless/detrimental to the game’s health instead of actually fixing the problem itself
Oh damn really? I'm really glad to hear that, haha!
My pfp remains to be Demo (until the chapter gets removed) because even after its chapter removal, I will continue to cherish it.
If i can get hit validated at 30 ping vs someone at 190 ping.. no
I know this is cheating, but the answer is "mostly".
Something like Dead Hard is a totally reasonable thing to be in the game, and I think the focus should instead be on why adding some time to a chase is so damn punishing for the Killer. Action speeds, lack of objectives, strength of tiles... there are many things that could maybe be tweaked before Dead Hard is looked at.
That being said; DH to dodge a hit is, in my opinion, fine, and if I were to tweak it, I'd suggest a very brief cooldown after you use it where you can't vault or drop pallets- so DH for distance needs to be timed properly instead of being a brainless "press E to win" situation.
Ofc its fine now, only ping abusers and other garbage complains about it
No. The concept is ok but it needs to be reworked. It shouldn't give a distance boost. It should be more like a block where the survivor needs to time it right.
No, it's not. I land hits, see blood and a scream yet they're not down. I even get the weapon cd but no hit. Now survivors have a built in BT when running Dead Hard
Just to say, killers with poor ping are still denying DH. I've experienced it many times since the update and was almost doubting my sanity since I am never exhausted on the ground. Even so, this was also a thing before the "fix". But my brother and a streamer I watched (morf) have also experienced it quite a few times since the update - so DH bugging is still a problem that I highly doubt will ever be fixed.
But no. Dead Hard has always been a broken perk when used for distance, even before being half fixed. And I say this as someone who mains survivor and has Dead Hard equipped 99.9% of the time.
I used to think it was fine as it took skill to properly use. But now? I retract it. Dead Hard is the best perk in the game. You guys were correct. My bad.
No. Using Dead Hard to go to a pallet or window basically guarantees an extra health state in most situations.
No. Dead hard is too strong even if it an exhaustion becuase it strength outweighs the weakness and doesn't have a counter play.
Like all except one exhaustion to me are not balanced at all and dead hard and adrenaline are the worse cases.
All don't have fair restrictions/requirements except for head on which does it perfectly. Lithe and balanced landing aren't the worst but could use some tweaking. Sprint burst could have an requirement of getting it active and to use it as it almost as strong as dead hard and adrenaline.
Dead hard need to be rework completely as i doubt it be change to be a fair perk for both sides and adrenaline need one survivor to gain an heal state and can't ignore exhaustion which is stupid in my opinion.
Also i will say that i do really hate exhaustion perks
Yeah, its fine.
I think it's fine, it's other problems like chase times compared to gen speeds.
A free health state is too strong for survivors.
Keep 'em coming :D
Dead Hard is fine. Glad they fixed it. Now they just need to fix Survivor Spawns.
K think giving it a 1-2 second cooldwon before action will still make it used as intended but the bs dh for distance is no mote
I think now, Dead Hard works "as intended", only because it's a server side decision instead of the validation being on the killer, like a P2P validation such as the older Call of Duties.
For me, the problem isn't just Dead Hard, I think it lies in that Killers -still get the hit confirmation, the animation for that hit confirm, but nothing is given-. Dead hard false confirmations should stop giving the killer the hit animation because it's like a light version of a Decisive Strike. The survivor runs away and the killer is left cleaning off fake blood and has now lost chase. If the server side says it's not a hit, somehow, the devs have to make killers swing through like a missed swing instead. Who the hell knows how that would even get implemented. Another example of Server Side Screwiness was me as a survivor playing against a Deathslinger. I feel sorry for the killer because I'm pretty sure if it was Killer side confirmation he probably would have gotten 3 spears and 2 hits at the Fun Bus. I even watched him get a false hit confirmation as I jumped through the Fun Bus window. It was totally unfair.
No. It needs nerfing. It's the biggest "######### you" to the killer when the survivor loses a mind-game or misplays and uses Dead Hard to get to a pallet or window to fix their mistake.
Dead Hard was never fine. When used properly it guaranteed a third health state and an extra 20 seconds of a loop which is a lot of time for the Survivors to do gens due to one Perk. Don't forget multiple Survivors brought it aswell which was just sucked to play against.
Now that it's been buffed by making it work every time you use it with no Exhausted on the ground, it needs either an activation requirement or a nerf to its distance by disabling vaulting and dropping pallets after using Dead Hard for 0.5-0.7 seconds