Why Dead Hard is the Most Popular Perk – Dead by Daylight



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31 thoughts on “Why Dead Hard is the Most Popular Perk – Dead by Daylight”

  1. The reason DH is by far the best exhaustion perk, even after it's nerf, is, that it prolongs a chase after the killer committed time into it. Using sprintburst in wuch a way is a lot more inconsistent and way harder.

    Also it gives endurance for risky saves where SB would simply do nothing.

    Basically, an exhaustion perk at least on par, if not better than SB should not be triggerable on a button press. Period.

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  2. 3:18 No sarcasm this is probably the wisest thing you have ever said. I would never take Dead Hard off if it did this. If only the devs thought more about fun and less about the meta.

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  3. Your comment about it adding 50% more gameplay to survivor is so perfect. I have been running Head On, Flashbang, Blast Mine meme builds or Built to Last Tool Box builds because it makes the lockers an actual important part of your gameplay loop which feels better than just Gen or Run.

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  4. Would legitimately prefer a Sprint Burst meta over a dead hard meta just because I feel like I can do more against Sprint Burst than I can dead hard.

    If a survivor has Sprint Burst, it's usually pretty obvious because people walk everywhere which makes going around the map take longer. If they're group up I can scare them off, force them to use Sprint Burst and then chase later when they don't have it.

    Dead Hard I do not have that option. I don't know they have it until they use it. If I'm an M1 Killer like Sadako, Dredge, or Wraith, then pallets become even harder to play around. If I use an M2 power like with Demo, Blight, Huntress, Wesker, Pyramid Head etc then I just have to deal with 3 hits every time I chase that person and try to use my power. As those killers I am actively punished for trying to use the fun part of that Killer's kit because I did a play and had it completely invalidated because "E".

    Even if I'd lose more against a 4 man Sprint Burst, at least my chases would be more fun.

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  5. I agree and usually run dead hard cause of this. But I also like balanced landing to a lesser extent because of this as well. It makes you have to consider and sometimes play around the verticality of maps makes the route you loop killlers in a lot more unique compared to lithe or sprint burst.

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  6. I'm gonna be real, Dead Hard is frustrating in the same way going against a really good Spirit or Nurse is. I don't care that it takes skill, its still not fun to go against as killer. Any decently competent survivor is going to be able to use it to extend the chase, either by taking an extra hit with it or by forcing you to wait out the Dead Hard. Sprint Burst also extends the chase, but it requires the survivor to walk around until they want to use it, which slows them down. Head On is absolutely the most fun exhaustion perk, without a doubt. It is a complete meme and it can make people so mad.

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  7. I think dead hard got even stronger. Harder to play but more distance and the killer potentially wastes a hit (stbfl., noed reveal, coup de grace etc)

    Also it sounded like he called ds3 uninteresting, I will consume my rage. For now.

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  8. I had a game recently that showed me just how much more frustrating it is to go against SB than DH. Just go on an "I" map and hold a 3 gen and get nothing done because everyone sprints to the other side of the map and to their boon. Your once garunteed win is then pm fudged, or all you can do is hold the game hostage.

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  9. The devs nerfed Dead Hard because it was meta as hell and was a huge balance problem, and… it's still meta as hell and is a huge balance problem. Huge fail on the devs' part. Dead Hard will never be balanced as long as it continues to keep the endurance on demand effect. It needs to be scrapped entirely and to have a completely new effect given to it.

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  10. Dead hard is also the most flexible exhaustion perk in the game. It doesn’t require a vault or a drop down or a locker and it activates only when you want it to. It’s also the only perk in the game that can allow you to correct for an error in looping. Got mind gamed? DH. Got blood lusted? DH. Ran to a pallet only to find it was already broken? DH. It gives you full control of when it is used without any backdraws and this is why it is hands down the best exhaustion perk.

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  11. No, bro. It’s the most used because it’s a broken perk for survivors, simple as that. Survivors don’t play this perk because it’s “fun” to use, it’s only to allow them a second/third chance to escape the killer, while sprint burst you can still die if the killer is clown/blight etc.

    Head on is a much more fun perk to use, but to work it right you have to have other perks to make sure the killer doesn’t hear you in the locker etc, and still it doesn’t protect you from a hit, while dead hard you only have one perk and it’s a guaranteed protection hit, for those who knows how to use it. That’s why people use it, not because of fun shit

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  12. I disagree. Dead Hard is used because It only gives you value when you most need it. In the example where you get somewhere faster you could get to the same place 2-3s later which is not a big of a deal, you can start to run early if you know the killer is coming at you, sometimes you dont even need to run if you are at a good structure. Yes it gives u safety, but it's effects can be emulated, nothing does what dead hard does, if you don't get to a pallet only dead hard can save you from that situation. Yes, you can 99 a sprint, but even then, its situational, if the killer comes to you after the ehxaustion has ended you will sprint in the begining, which is something but its not essential in most cases, If you are not in a deadzone, but at that point you can chose to not do that gen or accept the hit and heal after, if the killer commits, you still have the DH safety.
    That besides the fact of how consistent it can be vs some killers blight/nurse/huntress. The fact you can survive a hit from a hatchet you couldnt avoid is way more valuable than to get extra distance vs a 4.4 or to avoid a pig or ghostface.

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  13. I don't agree . The times dead hard can be usefull is times where any other exaustion perk can't or won't make such a big difference. It also makes being injured not such a big deal. I respect your opinion but disagree heavilly with it.

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  14. Scott… nobody misses DH at high MMR. In fact, you cant even wait out DH at those levels because survivors have such good timing. It’s essentially a 3rd health state with a speed boost… it’s OP af.

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  15. I honestly think CoH is in the same boat. I think its value is overestimated, but I think it's a popular pick because putting that boon up feels like you've accomplished something tangible and helpful to the team, even if you don't actually get any value out of it and all you did was waste 14+ seconds setting up a boon.

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