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How would you rework deadhard?

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  • fengminenjoyerfengminenjoyer Member Posts: 40

    I see! Thanks for keeping on explaining so i can understand why people have such frustrations with this perk instead of being rude lol its rare around this place especially with hot debates like dead hard, i hope something can be done so dead hard can still work as it should but killers dont get unfairly treated in doing do. I dont use it that much myself as a survivor cause id rather run fun or weird builds now a days.

  • Ryan489xRyan489x Member Posts: 1,435

    A rework for dead hard is easy. make it either a distance gain or have it give I frames. not both.


    also make it so it doesn't work with placed traps. yeah I know it's very rare but it should still be a thing,

  • HannaciaHannacia Member Posts: 659
    edited March 4

    Simple.. Remove the distance. Just let it a simple dodge and thats it. This way survivors wont use it to get to windows or pallets and prolong the chase

  • ukenickyukenicky Member Posts: 1,351

    Can't wait for killers to still complain about it after it gets nerfed like they still do with DS on a daily basis.

  • HannaciaHannacia Member Posts: 659

    I don't mind DS. I rather make survivors use them all away before endgame so they have nothing to use in the endgame.

  • UnKn0wN45UnKn0wN45 Member Posts: 60

    Ah, I see the Cyberman have infiltrated the DbD forums. :D

  • BreadnBreadn Member Posts: 189

    I would make it so you can't perform actions for ~2 seconds afterwards, unless the killer swings and misses (or power equivalent)

  • TostapaneTostapane Member Posts: 792

    once you recover from the dying state, you get a speedbost of 150% for 3 seconds. the actual dead hard shouldn't exist in the 1st place...

  • AhoyWolfAhoyWolf Member Posts: 3,485

    I had this idea, what if Dead Hard was kept the same, but at the end of the dash, you would tremendously slow down for a sec?

  • TostapaneTostapane Member Posts: 792

    killers have bloodlust cause the devs aren't good enough to fix their map design... certain loops would be literally infinites if bloodlust will be gone, and that's a fact... dead hard should be COMPLETELY reworked and put in line together with the other exhaustion perks (boost of your ms of 150% for 3 seconds and with certain condictions)

  • cluxdxcluxdx Member Posts: 128
    edited March 4

    Cut its distance in half and give the Endurance status effect instead of the I-frames. Makes it less effective as a distance tool (its objectively best use at high level) and more effective when actually dodging a hit (the only genuinely skillful use of it).

    It also removes its potential to be a get-out-of-jail-free card because if you use it to make up for messing up a loop the killer can just wait it out. I'd love to see Dead Hard be more of a protection hit tool than a distance tool, and that seems like an interesting way to do it.

  • cluxdxcluxdx Member Posts: 128

    I'm actually 100 percent fine with the way DS is now as are most killer mains; that's a fat strawman there.

  • CasmCasm Member Posts: 61

    I disagree with almost all the suggestions here. Removing the distance or the immunity frames? Either effectively kills the perk. If you remove the i-frames, then it's just a really, really bad sprint burst. Remove the distance and the killer will simply recover and down you before you have a chance to accomplish anything. I also disagree with a complete rework. IMO, it's not necessary.

    The only problem with Dead Hard IMO is it's too readily available. Too easy to utilize. Right now, the only restriction on DH is that you have to be injured to use it, that's it. To me, that's a bit too lenient in relation to how powerful it is. Just make it a bit stricter to use and it'll go a long way at resolving the issue.

    As for a few examples, in addition to needing to be injured:

    DH becomes active (lit up) for only X seconds after getting hit, before deactivating.

    DH only becomes active after being in a chase for X amount of time while injured.

    Has some other requirement to activate, such as taking a protection hit, getting a successful rescue, healing an injured state etc.

    Give it charges so it can only be used X number of times per match.

    Basically, slightly restrict how freely the perk is available but otherwise leave it the same, working exactly as it does now. Same amount of distance, same i-frames, same exhaustion, but can't be utilized quite so freely as before.

  • cutiekillercutiekiller Member Posts: 238

    no, it's balanced, the perk should be used to dodge a hit, not gain distance to extend the chase by 2 minutes

  • MB666MB666 Member Posts: 503
    edited March 5

    Just making that while and after using a dead hard... you cannot interact with anything for 2 seconds (drop pallets, vault windows/pallets) this is for preventing people just using the perk to erase their mistakes during chases 🤔

  • DustinDustin Member Posts: 1,690
    edited March 5

    While in chase - The survivor can pre-emptively press the Dead Hard key to buffer a Dead Hard - If the killer attacks during this buffer duration the attack is dodged.

    Dead Hard now no longer relies on latency as much and is changed to do what it was originally meant to do. It gives a guaranteed dodge of an attack while in chase but you need to be in chase to use it. The Dead Hard initiates when the killer attacks and the attack would have been successful. Meaning the killer can wait out a potential Dead Hard similar to Borrowed Time or they can force you to Dead Hard at a bad time.

    I wouldn't give a pre-requisite to use Dead Hard aside from the killer attacking during this buffer duration.

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