How to Counter Dead Hard at Pallets – Dead by Daylight



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This is my favorite method of countering Dead Hard at pallets as it works at every pallet, not just long loops. Still, its super hard to time and the survivor has an equal chance to predict you and outplay it, so its certainly not a guarantee.
http://www.twitch.tv/ScottJund

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50 thoughts on “How to Counter Dead Hard at Pallets – Dead by Daylight”

  1. Not to be one of "those" people, but…
    Does this work at longer loops? The shown loop is one of the worst in the game. It's so short on both sides that you can respect the pallet and still get the hit.
    Also, this isn't so much you countering DH as the Survivor misplaying. If you are this close before the Survivor reaches the pallet, they have gotten too greedy (why greed when Ormond has so many pallets).
    If the Survivor doesn't greed, it puts the onus on you to make the first move. If you lunge, they DH to take the hit and gain distance. If you don't lunge, they drop the pallet and stun you.
    FYI, always lunge in this scenario. Better to get rid of the DH than allow them to use the same trick at another loop.
    TL;DR, this isn't really counterplay, but the Survivor making a mistake.

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  2. I like the mindgame in concept I wish it wasn’t in a way that made both people look like idiots, with a man with a chainsaw giving a survivor a backrub as they run, waiting for one to make the first move

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  3. Giving dh a longer animation let’s say 2sec big keep the same .5 sec of endurance for the start would make it so people cant insta drop the pallet after the animation or get distance if you swing up or away to avoid the dh. Then you can body block the pallet and they won’t have time to recover and go for another loop.

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  4. This is the only thing annoyingly wrong with dead hard. If interacting was disabled briefly (3 seconds or less) after using dead hard, I’d consider it fair. It’s just as bad as prepatch dead hard with how free it is to extend chase.

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  5. So, a few things here are not entirely presented in the right way. FIrstly, this method of "countering" DH relies HEAVILY on latency and the timing changes MASSIVELY depending on server and player ping. It's not predictable and you just hope to be right with your timing every single try. Secondly, actual good players keep you at lunging distance, so you don't even get the chance to wait for their DH in the pallet. Either you lunge (and hit the DH) or get stunned. The method of trying not to hit them and blocking the pallet is way more reliable, but still not a predictable way of countering DH.

    A perk with an enormous pickrate (around 30%, several community stats) like this should simply be reworked at this point. The various exhaustion changes and the humongous nerf to DH just proved, that invincibility/deep wounds on a button press is not a good idea.

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  6. Scott, if you make a guide and you have dozens of people questioning you, it's a good indication that this guide isn't most likely very good.

    I get the idea, but this relies on actually making the right call several times a chase.

    1: Win the mindgame

    2: Guess/read whether they have DH or not

    3: Guess/read whether they are gonna use it or just drop the pallet.

    I agree that Eruption is overall stronger, but at this point I am sure that no matter what they do to DH, it will always be problematic perk. It needs a complete rework.

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  7. This would also explain why I see so many people from the EU playing on NA servers, and admitting they play on NA servers. Never mind having players admit to intentionally abusing ping or VPNing. This explains why so many DHs I encounter feel like auto DH as well, it's not a blatant hack but rather "soft cheaters" intentionally abusing ping to have an edge in the game. This is all the more reason why BHVR should kill switch DH until they find a solution to this problem. When you have a perk that is precision based for high skill players that can simply be cheated by increasing ping, there is a clear problem.

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  8. i am still amazed at the comments on this video and most videos regarding dbd. people just want an "i win" button, they don't want to engage with the mechanics/mindgames. god forbid someone time their dh well. you have so many ways to try and fuck with the survivor and make them use it or make it almost unreactable. these little interactions of trying to out smart the other person is what makes the game fun and replayable imo.

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  9. I dont like how this perk is so predominante it locks out the use of lunging with a killer. Seems a little backbreaking tbh. Not to mention all the free space you give the survivor since actually being in hitting distance is so close.

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  10. The survivor predicted you were going to lunge and dead harded first. What do you do when they use DH as a reaction to your m1 instead? In that scenario, she would’ve simply dropped the pallet because you didn’t swing.

    Also, about the long lunge thing so you don’t hit them, the survivor can dh in place or to the side of the pallet, blocking the extra distance allowing you to go through the pallet, so you can’t do that tactic in this case either.

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  11. The only way to balance Dead Hard would be to make it only work once all gens are powered.
    1.
    – Dead Hard isn't really overpowered when you're in a deadzone or around obstacles.
    It's only annoying when you're forced to hit them in loops around pallets.
    2.
    – So the main idea for this rework is this:
    When all gens have been powered the killer have most likley destroyed every pallet.
    This means that there won't be any pallets to loop around with Dead Hard.
    3.
    – So the perk won't be as accesible and instead be an end-game last resort defense to escape sitcky situations.
    Where you still get to mindgame without any pallets.

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  12. I think a decent change to DH would be to add an additional .25s to endurance, and .25s to a pseudo-incapacitated where you can't vault/drop pallets. This way it helps with laggy or telegraphed power usage for example with Blights and Nurses, but hurts against M1 killer pallet greed. Maybe even bump the pseudo-incap up to a max of 1s. This would help make the perk have greater reward for counterplay as killer, and also disproportionately help against only the more powerful killers instead of all killers right now.

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  13. A thing i also saw hens doing is, when you are forced to swing max distance, go a head and swing, but flick away in the hope of missing your attack, and them needing to drop the pallet, or die, that way, even tough they technikally have another chance, they still dont get the distance, and need to drop the pallet

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  14. I love how he respects both sides of this interaction. It’s not easy to time a dead hard like this either especially against a killer that knows how to play around it. Great video, as always.

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  15. Chad, instead of complaining eternally like some people – he finds ways to get better

    EDIT: Killer mains in the comments are arguing for no reason, Scott literally said it's quite hard to do – in no way does he downplay how powerful deadhard is, Jesus y'all whiny

    Almost smells like some *sniff sniff" .. tru3whiners

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  16. So many people in the comments saying "But! but! but! it doesn't work in xyz senerio!!!" Like yeah. He's saying that this works in this specific situation… When you change the details, it changes the outcomes… How strange. Comprehension in the dbd community at its finest.

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  17. """""counterplay""""" hope the survivor is greedy. Amazing. Brilliant. So fun and interactive. I guess the counterplay for Eruption is to just not work on gens while an injured person is being chased.

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  18. "You can swing on reaction to their dead hard…" Ok then how about the opposite.

    "You can dead hard on reaction to their swing…" The issue is the rollback when it comes to the stun on the pallet. You are relying on the survivor playing it poorly and server rollback being extremely generous to you (which doesn't happen often).

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  19. I've seen more and more killers doing this kind of strategy to counter my dead hards lately. I like how both sides evolve their playstyle in this regard. Its a mindgame between killer and survivor and the one that reads the other correctly will come on top. People saying Dead Hard is OP must be joking. In most other situations the killer has a big advantage and just needs to wait it out, bait it once or twice, or even just hit instantly because good survs dont expect that. Most Dead Hards I eat as a Killer are me either being impatient or dumb.

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