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No, the other "Exhaustion" perks work just fine. It let's you run 150% of your normal speed, depends on the perk, and once the Exhaustion is over, you can use it again, no hook stage needed. Dead Hard died hard in the previous update, but the other perks are fine.
not necessarily the others give speed, head on just stun, for example, but yes, dh should undergo a rework and go to another category of perks, it became too complicated and with many requirements to be an exhaustion perk.
I don't run it much anymore, except on a "team captain" style Dwight, the point being to potentially buy more time for my team and have the option of taking an extra protection hit. In practice, it's mostly useful for doubling back on a killer and squeezing past them to run another way, as timing it when the killer is right behind you is quite tricky.
Because before, it worked the way you originally said. You could just use it infinitely in every single chase, and as it turns out, making the Killer have to hit you an additional time or wait for you to use it every single time they come into contact with you is ridiculously strong, so it was used by over 80% of Survivors every single game, averaging over 3 Survivors with Dead Hard per game.
The other exhaustion perks can be used infinitely, but they're conditional. Sprint Burst is the next most powerful, but it has a management aspect that makes it clunky to use optimally. The others have these activation conditions too, like Lithe only activating when you vault things.
Dead Hard not only gave you the most extra time in chase, but also could be activated whenever the Survivor wanted, making it significantly more powerful than any other exhaustion perk. So now it's limiting factor is its number of uses.