http://dbd.game/killswitch
does Forced Hesitation have a future in dbd?
long story short, I've been getting tired of pre ran and after some disastrous stealth Kaneki I decided to say frig it, I'm going louder and prouder with Ghoul; let's troll with Distressing.
the build i settled on was "distressing, phantom fear, infectious fright, forced hesitation". the idea i just play for hooks as usual, and just keep Forced Hesitation in my back pocket in case of emergencies. in my first match, I got lucky to see 4 flashlights, using same character, 3 had Background Player and wglf+ MFT. I actually breathed a sigh of relief to see a 4 man swf because this is both sides going all out!
with a standard competitive killer build, I'd get absolutely rolled by teams like this. you can't deal with that many background players by playing normally.
however, the survivor experience and reaction to this perk is overwhelmingly negative. as in, "never played dbd again" type horrible. I normally don't care about salt. I've racked up some tasty hatemail this event by playing EndTrap but Forced Hesi seems to be on another level of suffering.
Franklins Demise is on the way out, and Knockout got reworked. I can't see this perk not joining them eventually.
Is this perk problematic, especially with how sparse modern dbd levels are? Or will upcoming updates make slugging less appealing and I'm just overthinking it?
I'm just making this thread just based off the experience off my survivors and streamers. people always get upset over silly fun things but this perk really brings out something else. and I'm the Cenobite main, so constant rage quits is something I'm already used to.
are killers too nice to bring themselves to use this perk?
Comments
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Hey at least you weren't using Blood Favor, right? Wait until Hens makes a video about how it's unfun for survivors, and it will get nuked
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2025 DBD every perk is problematic 🤟
Just using perks is problematic.
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Hopefully.
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I've always found forced hesi to be an issue. It promotes a playstyle the devs are actively trying to mitigate; even if reducing tunneling wasn't one of the devs' priority the perk is still unhealthy even if it doesn't see much usage.
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I was genuinely sweating when the end game Legion haste build came out, not gonna lie. but nah, I don't dabble in blood favour.
if I ever do block pallets, it's specifically for a fun noed surprise with None Are Free. maybe I see blood favour too much on Kaneki with yamoris mask that I never considered doing it myself
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What's it have to do with tunneling?
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20% Hinder on downs for 10 seconds? Does that not make it wildly easy for the killer to tunnel and slug.
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I've always had an issue with Forced Hesitation solely because it excels at helping tunnel a survivor after downing their rescuer at the hook, it more than negates the basekit bt speed.
If it were up to me I'd make it not work on recently unhooked survivors and then buff the range to 24m to make up for it
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It would make it easy to hit multiple survivors if they're near each other, but it has 0 value for tunneling.
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You know just as well as everyone else that this is not how that works.
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Rework the perk so it only works on injures then it will be an effective tool for spreading pressure only
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More often than not, it isn't specifically a perk problem but a killer problem.
It's a similar situation with starstruck and nurse. Starstruck was never the problem, it was always nurse.
Of course ghoul can get great use out of this perk. He can do that with basically any given perk as his overloaded kit already has an answer for everything.
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when using this perk, it's easy to get Twins brain and leave the rescuer to tap the unhook for efficiency/value, but then one thing leads to another...oops.
hooking in the rpd basement or suffocation pit basement is nearly impossible to save from
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If you use that argument, just about every perk that triggers from a down is a tunneling perk.
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So in situations where you down an unhooker, forced hesi activates, and the unhooked survivor moves 20% slower, would that not create a good window for the killer to tunnel?
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Only if you could down the unhooker within 16 meters of the recently unhooked guy. You'd think if the recently unhooked guy WASNT being hit or chased, he'd be running a different direction. Forced hesitation is more for hitting multiple ppl when they group up. The fact that can include someone recently unhooked and doesnt differentiate who it effects based off hook order doesnt make it a tunneling perk anymore than any other perk.
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Yes, you are right that it's main use is for going after survivors in groups. But I'm specifically referring to scenarios where a survivor is forced to trade hook states with someone to prevent them from dying. And typically, in a situation like this, the unhooker goes down, which would proc the perk and apply the hinder to the unhooked survivor which would influence the killer to tunneling them. And let's be real you're more likely to get value from the perk this way than survivors that just happened to be grouped together.
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I think the perk is fine, as someone who plays both sides. They were salty because you countered their haste and flashlight saves, nothing more. I wouldn't give it much thought beyond that lol
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The unhooked survivor would essentially find themselves in the same position as if the killer brought many other chase perks. STBFL, rapid brutality, nothing but misery and batteries included are examples of perks that can also help get rapid hits in while limiting the distance survivors can make. Thats the case with most chase perks in general. If you're hooked in basement like you said and the killer has Blood favor in that same situation, you're probably not making it to a pallet.
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The perk is fine for no mobility killers, but add it to a high mobility one and there's big problems.
Thats the main issue with dbd. perks that are alright with most killers are completly overpowered with killers that are A tier, the issue this creates is that the STRONG KILLERS become even STRONGER.
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Sidenote... finding survivors grouped up happens alot more than you'd think, whether its finding ppl healing while playing a stealth killer or finding ppl greeding a gen instead of healing. That last part is why I like using surge so much, because their sacrifice into adrenaline plan gets thwarted.
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Sure, this can be said for a number of perks in the hands of high mobility killers. Forced Hesitation is easy to work around though once you know it's in play. I'll also add that Empathy is a staple in my builds, which makes avoiding FH even easier.
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