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Should Head-on get toned down?

Now, before I get on with my opinions and facts to back it up with, I know 90% of you clicked on this expecting it to be either a killer main claiming to be red ranks talking crap about a perk that isn't even used often, or just clickbait in general, but hear me out. This is actually kinda structured.

So, Head-on. One of the underrated perks in the game.


Head-on: When your mind is set, there better be no one standing in your way.

While standing in a Locker 

 for 3 secondsHead On activates.

While Head On is activated, performing a rushed action to leave a Locker stuns the Killer for 3 seconds if they are standing within range.

Causes the Exhausted 

 Status Effect for 60/50/40 seconds if the stun was successful.

You do not recover from Exhaustion while running.

Head On cannot be used when Exhausted or when you have accrued Stillness Crows


It sounds useless, right? The perk rewards you for standing still in a locker.

However, this perk can make some of the most deadliest combos in the bleedin' game.

Sure, it can help out a survivor, however, I do feel this perks compatibility with the other perks kind of... Kill some of the healthiness of the balance in the game.


First off: This perk combos extremely well with DS (Ensures you get away the minute you step inside that locker. The killer gets stunned by DS or by Head-on.) and Inner Strength (Ensures that you get away in chases, if not in general, the killer tries to wait you out since you're injured, but knows you have head-on. However, you disassembled a totem, so now you get away with a hit.)

However, on it's own, it's still somewhat effective. Just weaker.

Most people glosses over the fact that Head-on can be a force to be reckoned with just by slapping on either DS or Inner Strength. I would even pull a entitled move, and say that it's downright OP.

The ability, or even the CAPABILITY of completely denying the killer any chance of catching you is almost certainly unhealthy. Especially that all you need to do is yeet yourself into a locker, and the chances that a Killer catches you becomes 0%. (Of course, when you're comboing this perk.)


The suggested changes? Well, this means that we'll have to change all 3 perks, completely deny any chance of it working together. It'd be effective as well, making the game more healthy.


Head on - After 3 seconds, the perk will stay active for 30 seconds, after those 30 seconds, this perk deactivates until you enter another locker. (This will deny it's usefulness with DS, and will also make locker standoffs more faster.)

DS - This perk will deactivate when you enter a locker. (DS is kind of the twin sister of Head-on. Effective on its own, deadlier together. You might as well not hide from the killer when you already have a guaranteed immunity against them.)

Inner Strength - Make the survivor exposed for 10 seconds maximum when they leave the locker. (It's kind of a Iron Maiden being stuck onto Inner Strength, but then again, it's for overall health. Hiding in a locker to heal is the equivalent of doing ANYTHING when a killer is right there.)

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So what happens to the game when these nerfs are applied? I don't think anything bad would happen honestly. The only downside to this is that Head-on would become close to useless. But overall: The best combinations will become eradicated, DS would be slightly weaker than before when it's still a part of the meta, and Inner Strength would be unchanged, it's just how people use it is how it changes.


Again: I do understand why you clicked on this thinking my [Language.] was complaining about a perk that's close to useless, but I hope this post changes your mind about things. I consider things to be powerful if it reduces the chances of you being found / increases the chances of finding and catching a survivor. However, I will consider it to be overpowered if that percentage of succeeding in doing that particular thing becomes 100% or just higher than 70%.

No, I am not biased, I play both sides evenly, and I'm seeing that the survivors have some perks that ensure their getaway, while the killers have like... 1, but that's due to survivor incompetence. (While I don't main either), that doesn't mean I don't have a right to an opinion.

And yes: I understand that perk builds are MEANT to be powerful when perks work in synergy, especially when perks that work weaker on it's own, become much more stronger when paired. But there is such a thing called "Too powerful", Head-on is the definition of that. While yes, we'd be gutting Head-on, a perk that's rarely used anyway, and when it IS used, suddenly becomes part of the meta, it's for the health of the game.

The killer and survivor should have perks that are more reliant on how the good the person is. Such as, if you don't know how to use that one perk, it's useless to you, but when you learn how to use it, it becomes essential to you. There should never be a perk that by itself, or with others, ENSURES you succeed in whatever you do. (Don't bring up NOED, you just do bones to take care of it. That's all there is to it, yet you're all too thick to understand these 2 words: "DO BONES.")


Sorry, rant off. Tell me what you think down below. Structured criticism is welcome, but just don't chat about how much I'm biased or etc without using facts to support your argument. It makes you sound childish and entitled.

Comments

  • Milo
    Milo Member Posts: 7,383

    Okay so 1st - Head On+DS combo only wastes more seconds (which yes can be beneficial for your team, but not for your escape), also it's mostly DS fault on how it works.

    The DS stun lasts 4 seconds (without getting off) and Head On lasts 3 seconds. So technically you lose 1 second of running away to a diffrent location.

    As for your changes:

    Head On - How does this change anything? It's just the "You cannot perform head on while having the crows" but with a specific timer.

    DS - And yes, this is a change that should work in general. "Forcing" DS on the killer is not healthy if they're not tunneling.

    Inner Strength - Oh cool, so if i just run Inner Strength and do locker juke (jumping in and out of a locker) i get heavily punished because I brought a perk... Not the killer.

    ----------------------------------

    Also, if it's that OP wouldn't it be used every single game?

    Don't bring up NOED, you just do bones to take care of it. That's all there is to it, yet you're all too thick to understand these 2 words: "DO BONES."

    Just... bring them out of the locker. And again It's not Head On's fault. It's DS's fault. If they don't have Q&Q nor DS activate, quick jumping into a locker is mostly a death sentence.

    It's a decent perk that has a couple combos IF you're doing that build. I see no problem with that. Killer's have for example Spirit Fury+Enduring for M1 killers that works wonders.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    You know that you can just bait out the Head-On, or going for the locker grab, cause the grab has killer priority ?