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Should Dead Hard be changed?

AurelleAurelle Member Posts: 2,604

Just a random question.

Should Dead Hard be changed (nerfed/reworked)?

Should Dead Hard be changed? 74 votes

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TapeKnotShapedSakurradugmanHex_LlamaBoobaHaunterofShadowskekprodAurelle 9 votes
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TrickstaaaaaSsajbambusajesterkind 3 votes


  • TheDuhJTheDuhJ Member Posts: 475

    I think deadhard should become what it actually is, a second chance perk. It should make it so that once per game you can tank an instadown from full health. If you are not at full health it doesnt work so its not like mettle. Idk what you would do for perk levels on that, but whatever. Maybe you have to work on a certain gen percentage for it to be activateable and then it works.

  • NoOneKnowsNovaNoOneKnowsNova Member Posts: 2,288

    Most broken perk in the game hands down. I'd rather it be reworked because removing invincibility frames keeps the problem while having it make no distance makes the perk useless.

  • jesterkindjesterkind Member Posts: 3,765

    The core concept of Dead Hard, used as it was presumably intended to be used - to dodge one hit - isn't busted or unhealthy. If Dead Hard is to be looked at, I'd suggest tweaking it to disincentivise using it to make distance, via some kind of brief cooldown after using it where you can't interact with pallets and windows.

    Right now, the problem with Dead Hard is that the killer's time is at a huge deficit, so extending a chase by using it for distance can be a huge deal. My question is... should it be? Is that how the game should be balanced? Slowing the game down in general would immediately nullify how big of a deal Dead Hard is.

  • ElcopolloElcopollo Member Posts: 721

    Apart from playing as Nurse of Huntress I actually see zero problem with this perk as a killer. It's easily baitable, very predictable and questionable Dead Hards happen very very rarely. And it still doesn't activate half of the time when I press E as a survivor, so this recent "fix/buff" hasn't really changed a whole lot lmao. At least personally for me.

    Plus, every Exhaustion perk is meant to prolong the chase. You can use Sprint Burst, Lithe, Balanced Landing, Smash Hit, Overcome and sometimes even Adrenaline for distance. And with that, a chase can be extended immensely, with survivor having a chance to literally change their position from deadzone to a very strong tile, which they know perfectly how to use. Head On is a bit more universal in a sense that you can also save someone from being picked up, but at the same time you can give more distance to your teammate while also not tanking a hit. So I don't see how Dead Hard being used in the very same way - for distance - is a wrong thing.

    My only problem with it is dedication aspect - same goes for pallet stuns and such. The game should not work differently on both sides and demoralize killer players by telling them "you hear this successful hit sound? well guess what - no hit for you lol get jebaited". It's just plain annoying. But it's more of a server problem, rather than perk problem.

  • HaunterofShadowsHaunterofShadows Member Posts: 3,505

    For me, dead hard and noed is a package deal so if it were to be nerfed (which I want it to be) I want noed to be nerfed (which is also something I want.)

  • RoaderFrostRoaderFrost Member Posts: 170

    Dead hard feels like cheating, like if players are using a bug to abuse game mechanics.

    You get a hit, see blood splash, hear the screaming sound, lose tokens/got cool down on the power, finally expect to pick up the body and look around for hook... but they are gone, LOS lost, chase ended.

    Once got in game with 4 survivors using Dead Hard, DS, BT... it was impossible to beat. Even to the point of 3 survivors just swarming me around. As soon as you hit some one, they just body block, click flashlights and run around you. Any person with exhaust is just running to make GENs.

    Feels absolutely unfair.

  • k0reant3ak0reant3a Member Posts: 133

    What dead hard can do is insane you can extend chases with it by getting to a pallet or window it is by far the best exhaustion I do believe it needs to be toned down a bit

  • fogdonkeyfogdonkey Member Posts: 1,510

    Dead hard should trigger automatically and give broken status effect.

  • dednarkdednark Member Posts: 93

    Perk should stay as it is, but it shouldn't cancel m2 powers.

  • anarchy753anarchy753 Member Posts: 4,043

    I would absolutely love to see "dead hard for distance" gone.

    As it is it has 2 completely different functions that cover your ass in every different situation. It's used 100 times more frequently than any other exhaustion perk, which shouldn't be the case for ANY perks which are meant to be so competitive with one another that they share a cooldown.

    It just gives way too much safety for too little effort, and cannot reasonably be counterplayed at all, unless you count running around behind a survivor within swinging distance waiting for them to tell you when you're allowed to hit them as killer. And even if you do that, they just use dead hard for distance from then on.

  • Bennett_They1ThemBennett_They1Them Member Posts: 2,513
  • Bennett_They1ThemBennett_They1Them Member Posts: 2,513

    I'm of the opinion, in its current state, equipping dead hard should make you permanently broken, and then people will have a reason to run no mither.

  • Hex_LlamaHex_Llama Member Posts: 1,452

    The current hit validation with Dead Hard sucks (the old system where people were exhausted on the ground sucked, too).

    I'm ambivalent about it otherwise. In the hands of a really good looper, it can buy a lot of extra chase time, but maybe it should if you're good at looping. In the hands of a bad looper, it's a free mistake you get to make, which feels annoying to the killer, but it doesn't buy that much extra time.

  • Leonardo1itaLeonardo1ita Member Posts: 1,984

    63% want it nerfed, this says something devs

  • SsajbambusaSsajbambusa Member Posts: 458

    Hit Validation should not work with it. You're late wth timing based perk? Too bad...

  • dugmandugman Member Posts: 8,082

    I’m not sure I follow the connection between Dead Hard and NOED. Why would changing one require changing the other?

    Personally I’m ambivalent on Dead Hard. It’s definitely a very popular perk with veteran survivors but that doesn’t necessarily make it overpowered. It could just get a lot of good buzz from streamers or it could be there are a bunch of other perks that are underpowered and Dead Hard just looks good in comparison.

  • OnisEquinePhallusOnisEquinePhallus Member Posts: 26

    "where you can't interact with pallets and windows."

    This honestly would be such a simple way to solve at least 60% of the complaints about it. And it's very, very easy to implement. We know how much BHVR likes lazy solutions.

    Still, even if they did it, don't think we'll be seeing it for at least a year. There's better 4v1 games coming out, so the hell with that

  • gilgamergilgamer Member Posts: 1,977

    Probably one of if not the most annoying survivor perk still in the game.

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