Why do exhaustion perks just... not work?
We've all had Dead hard and ended up exhausted on the ground. Started using Head on a lot more and it suffers the same problem. I'm hiding in a locker. Nemmy comes up and checks the one next to me. Head on is primed. Right as he's shutting the door, I'm ready for it, I'm spamming space bar and... nothing. Caught in locker. Again. ######### like this happens regularly. Not every time, 4/5 times, head on works just fine. but there's definite times you know it should work and it just... doesn't.
Comments
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You cannot Head On when the killer is doing the animation.
Secondly Head On needs 3 seconds to activate.
Therefore you have to predict it and stun them as soon their hitbox gets in the way of yours.
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It probably has to do with priority. Sprint burst, BL, and lithe don't face this issue as much since there is no direct contest of action.
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Head on and dead hard suffer heavily from latency. Dead hard doesn't have the validation like pallets do which is why it is used for distance since it can't reliably negate a hit. Head on is a mess, sometimes you can stun the killer 8ft away sometimes they are standing in front of the locker and nothing happens.
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I don't know if this is just because I'm on console, but when I Balanced Landing or Lithe, the sprint burst is delayed so I get hit anyway. I've had to stop using exhaustion perks because of this. I was hoping that's what you were talking about.
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With DH, I'd assume it's the same thing that happens with the new pallet validation. Latency. The killer swung before the information to DH was even transferred to you, in the same way that a survivor would have thrown the pallet down before the killer would have even seen the animation play.
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It's a game that has receivied incidental AAA success. It's not a AAA game nor developed by a AAA team.
The issue is likely validation priority; at the same time you're spamming head on, the killer has already requested to the server to check the locker. Priority goes to the killer it seems.
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