Dead Hard vs. Eruption – Dead by Daylight



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In this video I go over which perk I find more impactful overall.
http://www.twitch.tv/ScottJund

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26 thoughts on “Dead Hard vs. Eruption – Dead by Daylight”

  1. Sprint burst is the best exhaustive perk in the game. I stopped using dead hard because I could only pull it off 25-50% of the time when sprint burst gives me value 100% of the time. Also you get value out of eruption 100% of the time either way it blows up the gen. It’s far harder to counter than dead hard. Even if you don’t get hit by eruption the gen still regresses.

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  2. I will say new dead hard is stronger for cheaters using auto dead hard assuming that's still a thing because it's basically perma mettle of man at that point and functions as a consistent 3rd health state. But other than that…no old dh was way stronger by miles because even though you get less distance than new dh you didn't have to time it to get the distance.

    EDIT: I had to fix the wording on old, new, stronger weaker like 5 times because I got confused lmao

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  3. While I agree that old dead hard was stronger than current dead hard, but speaking of recency bias… old dead hard did not work 100% of the time (except for its final month or 2 pre-nerf, at least).
    Never forget how frequently EXHAUSTED ON THE GROUND occurred back in ye olden days.

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  4. Huntress can counter Dead Hard with her add-ons. Iri Head puts healthy survivors into dying (can't Dead Hard that). Venomous Concoction makes the survivor exhausted for 5 seconds. Trickster has Iri Photocard that makes survivors exposed when they're two hits away from the maximum, so he can skip the injured status and thereby ignore Dead Hard. The truth is every killer can probably completely counter Dead Hard, its just most people can't be bothered.

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  5. I still dont know why people compare those two perks with each other.
    1) the whole wait it out part on the erruption side only works if you have communication during the game.
    This is alread a precondition that the "waiting out dh" doesnt have at all. Every killer is has the opportunity to wait out dh but not every survivor team has the opportunity to wait out dh.

    2) As Scott basically pointed out in the video, timing dh is way more tricky, luck and skill dependent compared to just kicking a gen. ( Luck= latency and ping can mess up your well timed dh; Skill= Reading the killer player in the right way which you usually can only do consistently with a certain amount of experience => But everyone can kick a gen cause there is no timing needed and latency or ping usually dont matter as well)

    There is even a strong perk (stbfl) that can make a succesfull dh basically useless but there is no perk that helps survs to actually counter erruption . Well maybe oppressed alliance but that will also prevent the survivor from working on it which basically means you give the killer a version of deadlock (which is still a decent slowdown perk) so he cant kick the gen.

    3) Now even if we ignore the aforementioned arguments there is still one huge different that makes a comparison kind of ridiculous.
    The fact that erruption puts the survivor into a lose lose situation wheras dh doesnt.

    With dh it is pretty simple : The survivor does time the dh right which allows him to extend the chase. If the survivor doesnt time it right he will be downed and basically wasted one of his perks.

    Now erruption is a bit different: if the survivors get hit by erruption they will be useless for 25 seconds, the gen keeps regressing in that time and the gen loses 10 percent instant as well.

    Now if the survivor does time it right (which again has nothing to do with skill or experience but rather with having communication or not), the gen still loses 10 percent instant which might be enough time for the killer to use even more slowdown perks like pain res. or it gives the killer enough time to interrupt you and kick the gen with cob and erruption again.

    So the killer will get value out of erruption even if the survivors time it right every single time.
    However if the killer times his swing right (or ping is in the killer's favor), the survivor will get absolutly nothing.

    Considering those 3 points I really have no clue how someone thinking logical could come up with such a comparison…..

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  6. If a perk has been meta for 6 years and im seeing it in every game, I dont care if its balanced or not. I just want change.

    Dead hard should be nerfed. Not because it needs it for balance, but because its boring after so many years.

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  7. I don't know if the negativity bias is really unjustified when seemingly 9/10 survivors choose to run dead hard anyway, which tells us it must be working a lot more than it isn't. Even if sometimes it's a good idea to switch it up, that doesn't change the frustration factor of just not knowing whether or not swinging early is going to be the right call or if it's going to be the right move to wait. There's no way to know. What dead hard needs is a situation where killers can know they're safe to swing every time, like perhaps if they don't lunge.

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  8. Scott, countering Dead Hard as Huntress is easy. Bring flight speed add-ons. Turning your hatchets into literal missiles makes it a lot harder for muscle memory DH's to kick in before the hit.

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  9. My main problem with eruption is that it can affect every gen on the map, has no time limit to activate it, and triggers off of ANY down – not just a basic attack. So you can grab someone out of a locker and regress every gen on the map. The incapacitation is also annoying in that all you can do moonwalk around and slap each other's butts for 35 seconds. If it was changed to blocking the gen, and it had to be activated within say 60 seconds of kicking like Dragon's Grip, I think it would be more fair. This discourages the non-interactive gameplay of never actually taking a chase and just running up to a gen with 2% progress, kicking it, and leaving. These changes would force you to get value within the temporary window. You could even make it like jolt to where its basic attack only.

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  10. It isn’t just eruption though. Dead Man’s Switch, Surge, Dragons Grip, Pain Resonance, the list goes on of killer perks you “have to wait out”. It’s much longer than the 2-9 secs Otz was talking about…

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  11. Yes, old DH was stronger but Old eruption was weaker. What the f are we comparing here aside from nothing at all? It matters that the previous encarnation was better or worse? I dont think so, at least no in this kind of discussion cause ill use my "Eruption sucked before so its ok now" card wich btw is just stupid. I do think that the current DH is weaker but it still the same level of annoying and prevalent on the meta as before, still the same "counter" and still the same uses. Pallet? Oh yeah Same effect. Windows? Can still do!. Baited running towards the killer? Oh yeah baby! What other perk can do that? None, just no other perk let you do those things and most of all and this is cause you encounter it in all the matches its just boring and annoying to go against, just like eruption. To have value of eruption you need to kick a gen, down a survivor and expect that in that gen is somebody there. DH? Press a button whenever you want once you are injured, thats not even a downside cause you get another chance after it. Then isnt the value of Eruption good cause you need to do at least 2 things to get it? Is not like a passive effect where you are nto involved and reward you for fking up your chases, you need to go and kick and after that down somebody to get it. And god forgive you if the gen that you kicked gets done before you get any value but thats another discussion totally unrelated to eruption and more about gens and some other metas.

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  12. Watching this video is really interesting the thing I can see here that represents an issue, is Pain res combined with Eruption gives a little boost to Eruption, maybe can lower more the Win rate of the killers if we try to see it from that way, because it's synergy, Eruption comes often with 2 variations, overcharge and Pain res, that makes a difference on helping the perk due DH never comes with something that can stack and help the same way even Vigil that can help you on getting DH more sooner still does not have the same value comparing about Pain res or overcharge that helps getting the main Objective. Other thing I saw, it's the thing about DH relies on Ping, if you play against a killer and you are 220 it's not consistent the use of DH while Eruption gets value all the time no matter the circumstances, if you kick you down a person you get it, as survivor you recover from fatigue but is not a guarantee that works all the time

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