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Head On needs to be a Survivor perk (not just a SWF perk), and definitely not a Killer perk
Killers can bait the Locker Search and then it comes down to ping or very lucky timing to get a stun with Head On. Every time they fake the locker approach, there is a gamble. The survivor either stuns the killer, misses the killer and gets hit, or the killer searches the locker before the Head On is used (2 out of 3 outcomes reward the killer).
Basically, the killer can use the perk against the survivor, making it a killer perk.
This is an exhaustion perk; it needs to be powerful, not just a gamble.
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Head On should activate after being in a locker for 3 seconds. It should then trigger in one of two ways:
- When quickly exiting a locker (as it currently does), or
- When the killer starts the Search Locker interaction
Comments
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Head On is a high risk high reward perk. It's fine as it is, it takes skill to use.
The only change it needs is the ability to see auras of lockers while not exhausted.
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Unlike other exhaustion perks, Head On does not give a speed boost. It is not a high reward perk. Why should PERKS take skill? What's the point of it being a perk.
In that case, Enduring should take SKILL to use; if the killer doesn't press a button at just the right moment, Enduring does not speed up pallet stun recovery.
Post edited by Nos37 on0 -
It'd be nice if when your head on was ready the aura of the locker you're in would be shown to teammates within say 32 meters, so they know you're set up for a head-on play.
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There's already the risk that the killer doesn't know you're in the locker and doesn't search it, meaning time wasted
Post edited by Nos37 on0 -
It stuns the killer. If you're asking for a stun and speed boost, you're saying it should be explicitly better than DH.
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I think he's questioning whether Head On is as useful as other Exhaustion perks such as Dead Hard or Sprint Burst or Balanced Landing or Lithe, etc. Sure, hypothetically stunning the killer is a decent effect, but how often is a Head On play useful compared to those other exhaustion perks? They're all on the same timer, after all, so spending your exhaustion doing a Head On means not having it for any of those other effects which are easier to pull off and almost as good (if not better in some situations). Even Smash Hit might be better than Head On since you're more likely to get pallet stuns than locker hits when you're in a one-on-one chase.
I'm just guessing though, I'm a killer main and when I see people trying Head On plays against me I'm usually grateful because it's typically an extra survivor not doing gens waiting in a lock waiting to try and stun me out of a chase. I don't think I've ever been Head On stunned in a one-on-one chase by the person I'm chasing. I'm not saying it's totally useless or anything, but compared to the other exhaustion uses it seems like the weakest possibly.
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No. I'm saying that it does not stun AND give a speed boost. It only stuns, so it's not high reward (like other exhaustion perks; Smash Hit gives a speed boost on top of the stun. The risk and skill Head On takes is not in line with other exhaustion perks. The only reason it's an exhaustion perk is to give it a cooldown as well as prevent it from stacking with other exhaustion perks.
Post edited by Nos37 on1 -
Its actually one of the stronger distance perks giving you at a minimum of 12 meters distance by default and with latency up to 16-20 meters.
Lag can make the hitbox linger for a second or two after you get out, so you can be running before the killer is even stunned.
That being said as others have pointed out it SHOULD be buffed so it shows your locker's aura to teammates so Solo Queue players can use it more reliably.
It also can hard counter killers like legion who can't really bait it out(FF reveals survivors in lockers) so its possible to use it to knock them out of FF for a double stun at I think 7 seconds(?). Please correct me if I am wrong on that.
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Dead Hard is not a gamble at all lol, it is the safest exhaustion perk in the game.
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You're wrong. The stun is the reward, and it's meant to kite the killer away from another objective, not extend a chase. Head On doesn't need a speed boost, and Smash Hit doesn't itself give the stun.
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I wouldn't mind that change honestly, would make it more consistent for solo queue.
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The stun is a reward, sure, but is a weak reward; especially given how much it takes to pull off.
The killer doesn't know I'm in the locker. There is a risk that the killer does not come near the locker to search it and I'm just wasting time. This means I have to take an even bigger risk by letting the killer see me enter the locker. However, now there is counterplay. The killer can bait out the Head On or get an insta-Locker-Search before Head On can be used.
Head On is taking up 1/4 of my perk slots. Why does the killer get EQUAL counterplay (actually, better than equal because 2 of the 3 outcomes are in their favor) when it takes up ZERO killer perk slots??
Too risky. Needs changed.
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and knock it off with the "speed boost"
I never said it needed a speed boost.
Post edited by Nos37 on0 -
Yes, now it is.
I'm talking about old Dead Hard
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The problem is you aren't thinking about who else the perk helps besides yourself. Smash Hit, in most cases, is only going to help in a 1v1 chase. Locker Punch helps set up plays in SWF and combos well with other locker perks. You can both stun the killer, extend a friends chase, possibly save them a hook state, and likely transfer aggro to you from someone else when the killer loses sight of his intended target.
It would be nice if they added an aura power to it somehow, but its fine as is.
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Head On, as I already said, isn't a chase perk - and it isn't meant to be. It's meant to force a killer's attention to you, away from someone else in chase. Get in someone else's chase lane while they're being chased, rather than trying to use it while you're being followed.
And no. You whinged about speed boosts, and your pretense that a stun is a weak reward is itself just that: weak.
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Activating Head On when the killer begins the Search Locker interaction does not buff any of those interactions you mentioned, so they can add this change to take away the abusrd counterplay, and it will not buff SWF anymore than they already are.
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it's a fun gimmicky perk, although it could use slight buff - like 4 seconds stun instead of 3, or 2.5 seconds activation time instead of 3 - but other than that it's fine
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I'm not saying make it a chase perk. I'm saying that there is too much risk and too little reward. The risk is that your own perk will be used against you.
One more time, so you can follow along...
THE KILLER DOES NOT KNOW WHEN A SURVIVOR IS IN A LOCKER UNLESS THEY SEE THEM ENTER IT.
IF THE SURVIVOR ENTERS A LOCKER THE KILLER MAY NOT EVEN SEARCH IT.
THIS WASTES THE PERK USER'S TIME.
THE SURVIVOR HAS TO LET THE KILLER SEE THEM ENTER IT.
FINE.
BUT NOW, THE KILLER CAN COUNTERPLAY THE HEAD ON.
THE KILLER CAN BAIT THE QUICK LOCKER EXIT FROM THE SURVIVOR AND HIT THEM AFTER.
OR THE KILLER CAN PRETEND TO BAIT AND INSTANTLY SEARCH THE LOCKER INSTEAD BEFORE THE SURVIVOR CAN HEAD ON.
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I'm am suggesting that the Head On perk activates 3 seconds after entering a locker. Once active it can be triggerd in 1 of 2 ways: either when the survivor quickly exits the locker or when the killer begins the Search Locker interaction. (No speed boost in that suggestion, by the way.)
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I have a stupid Stun the Killer 12x challenge. Killers have enough counterplay to not ever be stunned. Survivors cannot stun killers; killers can only let themselves be stunned.
- Pallets? The killer can respect them
- Decisive Strike? The killer can wait it out
- Blast Mine? The killer can inspect the top of the gen
- Head On? The killer can bait and/or surprise search
This will still be the case with the change I suggested; the killer can just wait out the Head On until the idle crows show up if they're desparate enough. Except now they cannot effectively bait and/or surprise search and turn the SURVIVOR'S perk against the SURVIVOR.
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Caps Lock and boldface don't make your point realistic or valid.
The killer should not know you're there for optimal use of Head On. If they do, you're already failing to make full use of it - use lockers in chase avenues, not when being chased but when you know the killer is chasing someone else toward you. Them trying to search your locker is not and has never been a requirement for optimal use.
Your changes and mentality about the perk fly in the face of the perk's intention.
Your experience and failure to get stuns is one of impatience, not an issue with any perk or playstyle.
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Then which font is easiest for you to read?
I'm not trying to validate my point. I'm trying to help you understand, since you somehow bring chases and speed boost buffs into this.
The speed boosts were in reference to glitchboi's claim about "high rewards." Head On is an exhaustion perk. Exhaustion perks give speed boost rewards. Head On does not.
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Head On is an exhaustion perk which supplies a stun where you wouldn't get one normally.
If you were being honest, rather than locked into a narrative where your poor way of using the perk were the way to get it to work, you'd be able to see how the perk's pretty powerful in the right hands, and while it's got a different focus than other exhaustion perks it's fine the way it is.
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"In the right hands" meaning SWF
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"In the right hands" being someone who isn't so blinded by wanting to use the perk their way that they miss out on how it's ideally used.
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I stun killers pretty often, it's not a swf perk. you guys need to get good
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