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Imagine if smash hit triggered after a pallet drop and not a stun🙊
I hate dead hard because of having to wait behind every single survivor in every single chase in every single game its ridiculous and tedious
The problem with Dead Hard is when it's used around pallets, outside of that aspect the perk is fine and much healthier.
However I do think that there's an easy way to balance the perk so it's more fair.
DEAD HARD REWORK:
– Dead Hard functions the same except it only activates when all generators are powered.
When every generator is completed, for the most part the killer has kicked every pallet / strong ones during the match.
So when Dead Hard is being used, it will generally be around locations where there aren't any pallets meaning that both sides could mind-game.
– Dead Hard as a perk idea is really stupid regardless of how you look at it.
Buff it too much, it's OP
nerf it too much, it's useless
There's a thin line that needs to be balanced on for this perk to even work.
I think the exhaustion perks in general like dead hard and adrenaline seem more of a game advantage. Dead hard extends chase more than they should have been, you hit them twice so they're down, and then when they are down and the last-gen pops and they speed off before I can pick them up, that also seems unfair too. It just seems like perks are becoming more like unfair advantages for survivors. but hey, they say wait it out even though I wait out dead hard for a good ten seconds and they still get it somehow which makes no sense but ok!
It's impossible to functionally change DH without basically making it useless or completely different than it is now.
If the perk only had two tokens per match I'd be satisfied.
Oh I can't remember where I saw it but I saw someone make a Freddy needs a buff video. Would love to see your take on it.
Killers after the dead hard nerf: "This is a great nerf because it now takes skill to use it"
Killers now: "They've become too skilled with it, NERF IT MORE!"
Man it sucks to be BHVR. Like what do y’all want? They nerf DH and here we are talking about lithe and sprint burst. Like at this point what do they do?
Dead hard rework idea:
When you get hit into the deep wound effect, gain a speed boost for an additional 2 seconds. 40 seconds of exhaustion.
It would be a similar version of overcome, but would work with endurance rather than normal hits. It would work well with endurance builds. It would combo with off the record which would help against tunneling and basekit endurance too. It would be less annoying than current dead hard and still be in theme of the perk. The biggest issue with this rework, would be it counters deathslinger the most which he is already a fairly weak killer but other than that it would be way less frustrating than what we have now.
I feel like these issues all exist because of the competitive/unfun gameplay. If this game was fun for both sides these wouldn’t be problems I think. I’ve played some killer games and even seen it in my survivor games that lithe and sb have been used a lot more which will be annoying to play against as killer, but again I think it all comes down to mmr forcing you to play sweaty matches every game, so people are optimizing their gameplay so they can win. This game is too sweaty for no reason. Op things in this game are fine, but since this game is becoming a sweatfest the Meta feels horrible. Also the meta is ok. I prefer the old skill check ruin meta or ruin with 200% meta. Even the pop meta was better. And for survivor I miss having ds, adrenaline, dh, balanced landing, sb, iron will, resilience, spine chill. I didn’t really name any killer perks because I don’t really remember the old killer meta as much as I remember survivor, but all I know is that this game used to be fun for both sides and now it’s not, and these devs keep killing perks💀
Why not just take all survivor perks away so you pathetic man baby killer mains can stop crying. God forbid survivors have a perk that lets them live 5-10 seconds longer (sometimes).
Dead Hard repeatedly robs the Killer of the reward for closing distance with a Survivor. Sprint Burst/etc. increases the time it takes to close that distance. You still have to close the distance. So would you rather a long chase go even longer, or would you rather a long chase result in NO DAMAGE and go even longer?
Over rated now
I think there's a bit of a disconnect between Killer and Survivors with a lot of talking points. Killers say "gens fly too fast" and survivors take that as "we want more gen slowdown". Killers say "dead hard still needs a change" and they take that as "it's overpowered" rather than just it not being fun.
I agree the new meta will probably be dominated by exhaustion perks blood rush, gen speed perks and and medkits to interact as little as possible with anything other than generators. It's why I hated the old Spine Chill + Iron Will playstyle of just running to the corner of the map to hide the second a killer even looks in your direction. They weren't doing anything, they were just wasting everyone's time, including the other survivors.
Even saying all that though, I don't really have an issue if that's how you want to play. Just don't be a toxic asshole, teabagging and and pretending you're doing anything remotely impressive or interesting. Especially not when you simultaneously try to police how killers play.
Man this sucks. Lithe has been on my main build and my favorite exhaustion since late 2021. I even have a screenshot of me saying that on the forums. I always hated dead hard before and after the nerf. Before the nerf lithe was barley used at all. Its seen more play after and yeah lf dead hard was nerfed to the ground lithe would see even more play. Might have to dumb the perk entirely at this point.
Balanced Landing Gang
I honestly believe that Dead Hard won't be significantly changed for a few reasons.
The Devs obviously favor the Survivors recently (Eruption obnoxious for less than a year? Hard nerfed instead of healthy smart rework. Dead Hard at the head of the meta basically since it became a thing years ago? More or less made even better in the hands of good players. Nearly every slowdown perks nerfed into oblivion over time, the last 3 chapters we had contained gen-speed perks) and it makes sense from the point of view of a business: Survivor mains are more than 4 times the number of Killer mains (and after the Skull Merchant releases it will likely become slowly worse until the next licensed chapter when it'll even out again since licensed chapters are of a much higher quality than original chapters recently.), and by proxy are much more lucrative in terms of cosmetics and DLC than players who just mostly play Killer. It's a bad move to allienate the majority of the playerbase.
It's honestly tough to change Dead Hard without making it completely different, they already turned pure I-frames into a temporary Endurance, it's basically the ultimate "second chance" perk as it's purpose was always the same: basically a 3rd health state that can even bypass 1-shots when used at the right time, it can also be used to make injured Survivors still able to bodyblock for teammates (a Dead Hard can effectively block a Billy's chainsaw meant for another teammate if they get in the way in time or buy enough time for a carried Survivor to wiggle out).
Most people won't choose a speed boost over a free hit, especially when said free hit can block almost every attack in the game if they time it right. Most of the time Killers won't go after a Survivor that zooms away quickly, but they won't know for sure a Survivor has Dead Hard until they either see the dab or they hit the Dead Hard, so a good runner can arguably get much more value out of a 3rd hit than a one-time speed-boost (although one of the new Survivor perk will make Survivors able to use Lithe or Sprint Burst twice in a row so there's that).
Apart from making some further nerfs like deactivating it during endgame or limiting the number of uses per game, it's hard to see any change that won't cause a massive uproar from the Survivor side who would effectively lose a full health state.
If they do change it, it will most likely be in another tiny way that will keep it's "core" intact while making it a bit harder to use for the average player and/or giving it more limitations. The devs simply can't "delete" Dead Hard like they did to regression perks since it would anger way too many players.
IMO the people still complaining about DH will never stop complaining if they dont win.They tend to be the ones who always have an excuse of why they lost and its never because they made a mistake, its always because of a perk. We will see, but people complained about SB before DH was in the game.
Dude, I've been seeing a massive change on both Survivor and Killer side.
When I play Survivor, the Killers I go up against run the same sets of perks every game and camp hooks all the time. I do not run any meta perks.
When I play Killer, the builds are mostly DH/SB/BT/Adrenaline/Iron Will/WoO.
Matches on both sides for me have become incredibly boring and predictable.
Loving the content Great topics great opinions everything is spot on … criminally underated
I cant wait for the new exhaustion meta so i can see dogshit killers complain out of their mind thats if alot of survivors dont quit due to the state of the game. Ive seen ppl que up as surv play a few matchs get annoying shit going on and then they quit
3:55 yeah, in a few year maybe, you speak as if behavior ever gave two f's about problematic survivor perks, how long did old ds and old dh were live again ? we are literally talking about years LMAO
Do you guys really think Sprint Burst and Lithe are stronger than Dead Hard? Your point about it carrying them to safe areas is the bad map design with god windows and loops more than everything else — they could also run to safe areas when you injure them from the healthy state. They should make the maps smaller with fair loops where you need the skill to last more than 10 seconds in the chase — real skill. But that would make top-tier high-mobility killers actually too oppressing and unfair, so they would need to nerf the mobility aspect of those first. The problem with DH is that it can make any unsafe loop safe. If you can force the killer to swing (which is the easiest thing to do, from personal experience) You get a free health state, and a free sprint burst, all while the killer is on hit cooldown — giving you a lot more distance than sprint burst or lithe could ever dream of. Lithe is 70% of the time useless since when vaulting a window you sometimes don't even need or want to leave the loop, and even if you do make distance even a trapper can catch up in 5-9 seconds — Blight and Nurse, Oni in power, Billy, Spirit, even Demo shred (all kinds of mobility killers). They can't catch up while they're on hit cooldown. I dead hard on average in one match more than 6 times against — it is very easy, even too easy. Sprint burst can be countered by Fear Monger at least, which may become a base kit perk (Dead Hard can't be countered by any perk at all). You can't walk or vault windows mid-chase with Lithe or Sprint Burst as you can with Dead Hard — walking is essential on some loops, and vaulting is a must mid-chase either way — so you can't really 100 percent activate those two — but you can with dead hard. The distance you get from lithe wouldn't make much difference time-wise, because if they didn't have it they would loop the window repeatedly and gain enough distance from that either way because of bad map design to make it to another safe pallet the killer has to break. Sprint Burst was once in the past meta, and NO ONE complained. The few seconds of distance could be easily caught even by killers like Trapper with no mobility. I'd rather go against 4 Sprint Burst than 4 Dead Hards — any day. I do not understand your points about Lithe and Sprint Burst, as they are balanced.
I find myself getting more frustrated with deadhard then other exhaustions. You get your first hit then you have to catch up to gain your second hit which a lot of times means you had to win a chase or loop first, you go to hit and bam, third health state and speed boost just to extend chase, waste killer time and make it to another pallet of safe area
Here’s how I would honestly rework dh
So while running press the active ability button to activate this perk to gain the endurance effect for 0.5 seconds, if you are hit, gain half the speed burst duration as you would normally get from being injured. (0.9 Seconds instead of 1.8 Seconds) After which this perk will inflict you with the exhaustion effect until you reach another hook state. That means only activating it once per hook. Although you get another health state, you won’t gain as much distance since the speed boost is cut in half, so the killer is able to close the distance relatively quick. As for Dh at pallet, since they won’t make much distance, they could drop the pallet instead of saving it so it makes them lose resources. This will be fine in my opinion.
And do I believe sprint burst/lithe is worth than dh? I would say yes and no, because ranged killers can rejoice when they’re going against sprint burst/lithe. But M1 killers get pummeled by those perks as they have nothing to catch up to them. And often times survivors with sprint burst run early, so you could potentially bait them out of it. So it really depends on the killer you’re playing and the survivor you’re going against in my opinion. I however do believe there should be more perks that inflict exhaustion so m1 killers have a fair chance or at least make it so all m1 killers have an add on that inflicts exhaustion.
Deadhard is definitely gonna get nerfed, the initial nerf failed to make Deadhard not the top used survivor perk. The Devs probably don't like that fact, it kinda means the initial nerf was a failure. Now does Deadhard need to be nerfed? I don't know, the alternative seems much worse and amplifies the hold W/Pre-run strategy. Funnily enough, this will also make survivor's lives worse as well. As killers will gravitate to the killers that will counter holding W, AKA Nurse, Blight, Spirit, Wesker (somewhat).