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head-on needs to be balanced because of SWF groups.

as it stands this perk has no counterplay besides simply avoiding ALL lockers.

solo head-on is not an issue. Coordinated SWF head-ons IS the issue that needs to be addressed.

The survivor I chase baits me into a locker where their friend is at and then he ######### head-ons me and stuns me. ######### up my chase in the process.

They can keep doing this over, and over while the other 2 do gens. I can't get a single down because of head on.

there is ZERO counterplay besides being completely paranoid of every locker. How am I suppose to chase anyone?

Comments

  • swearingtulip28
    swearingtulip28 Member Posts: 35

    Bait them into jumping out. It can be a titch hard if they actually have fast reaction times, but it's super easy to just bait them into thinking you're walking towards the locker.

  • Bwsted
    Bwsted Member Posts: 3,452

    Tbh, the only thing that Head On needs is to apply exhaustion when fast exiting a locker. As of now, it's the only exhaustion perk that doesn't exhausts upon activation. It has the peculiar additional condition that the stun has to be successfu, which doesn't make much sense.

  • Volfgang57
    Volfgang57 Member Posts: 369

    Head on really isn't that bad. It's annoying, yes, but it's only a 3 second stun and Iron Maiden counters it just fine, especially since it got buffed.

    Plus if they hide in the closet for too long and get idle crows then the perk doesn't work at all.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    It can be countered. Here is a video of me taking over a game from my gal who ran into a Bully Squad using Head On (and flashlights) for the purposing of trying to get the Killer to disconnect. They had no plans to play the game and even went out of their way to make noise and bait her to the shack. She didn't know how to deal with it either, but she eventually handed me the controls. It has counter play. Watch the ENTIRE video and you will see quite a bit:


  • Volfgang57
    Volfgang57 Member Posts: 369

    This is definitely it being used to an extreme. The thing people seem to forget too is that it has a 3 second warm-up timer, so a lot of instances where you see someone jump into a closet you can immediately grab them with no consequence.

  • Haku
    Haku Member Posts: 614

    They should really forbid people who are just not really good at the game to comment here actually because we get these absurd threads where someone says that Head on is activated when you exit a locker calling it the the only perk not causing exhaust uppon activation... holy moly ... Dude the perk activates WHEN YOU STUN - that is the actual effect of the perk. The perk is not for exiting lockers ahahaha. This made me laugh.


    And the original comment - you just need to get better buddy. Basically what I read - I lose they win. It is hard to win cause ..... . You will get there just keep playing. Killer is as easy as it has been ever. Just press W. Don't tunnel the same person. Think when you play

  • Feleas
    Feleas Member Posts: 123

    A LOT needs to be balanced because of SWF groups. They straight up make the game miserable for Killers to the point we've reached where Killer queues are almost instant and Survivor queues take 10-12 minutes due to so few Killers still playing the game. The Devs need to figure SOMETHING out before it's too late.

  • chadbeastofprey
    chadbeastofprey Member Posts: 437

    god forbid an swf group try to have fun with head on instead of playing like sweaties. i can tell you're not very good at killer. head on is easily countered/baited.

  • DetailedDetriment
    DetailedDetriment Member Posts: 2,632

    The perk can't really be changed without affecting solo Q. Sorry, but it's a no.

  • Avilgus
    Avilgus Member Posts: 1,261

    I agree with this.

    Otherwise, comms are the reel problem, not head on.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    Oh I agree.


    Maybe like a 2 party SWF cap.


    no more 4 player SWF

  • Feleas
    Feleas Member Posts: 123

    As great as that would sound from a balance stand point, they can't restrict the amount of players who can play together. That's just not fair to the community.


    Maybe instead restrict the number of active perks on a Survivor for each member in a SWF group to a minimal of 2 active in a full group.

  • Ohnoes
    Ohnoes Member Posts: 608

    Really? If anything head on needs a buff.

  • White_Owl
    White_Owl Member Posts: 3,786

    Head On doesn't have infinite uses, it has a cooldown. I really doubt you can't down someone because of that perk.

    In any case, the perk is easily counterable using fakes to bait the survivor to jump out.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    perks are not counterplay to other perks at least not reliable ones since there is no way you know they are running head on unless you versed them previously.

    the real counterplay is backstepping lockers so they miss the head on stun, if you are running iron maiden then the counterplay is stronger but you can't say this perk is actual counterplay when it is kinda bad unless you play certain killers and you probably don't know they are running head on.

  • Toybasher
    Toybasher Member Posts: 922
    edited February 2021

    IMHO Enduring should only not affect DS stuns. Wiggle out stuns, head on stuns, etc. should be reduced via enduring.


    Head-On can be annoying sometimes but I find it funny when I get hit with it. I do think the hitbox of it is a little weird. (You can try to bait it, get Head-On'd nowhere near the locker, etc.) It should be made a little more consistent where exactly the stun radius is since as I mentioned I've been stunned while standing off to the side, I've had what should be a stun not actually stun, etc.

  • Rizer
    Rizer Member Posts: 95

    Pretty soon all you killer mains are only going to be going against SWF groups because the game is so balanced towards playing in a group that it's killing solo play.

    I seriously hope all of you asking for survivor nerfs wind up only going up against groups and you all quit playing.

  • Caleegi
    Caleegi Member Posts: 410

    Head On is annoying but it is fine in my opinion how it is. The problem with nerfing SWF groups is that it would be hard to do without affecting solo survivors in a negative way and by nerfing SWF a lot of survivors will be annoyed with the game and probably stop playing. Scott Jund did a video the other day with ideas on how to tackle this and I think they are amazing to be honest. One of his ideas was for survivors to give them a communication wheel as communication is the main issue for solo survivors, they will then be about equal to SWF and then killers can be buffed to suit both solo and SWF survivors which would be a lot easier.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    You realize you survivors need killers to play the game.


    So we all quit and you have 10x longer queues. lol

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    killers dont need swf we got plenty of solos

  • Volfgang57
    Volfgang57 Member Posts: 369

    Enduring only reduces pallet stuns. It doesn't reduce perk stuns at all


  • Toybasher
    Toybasher Member Posts: 922

    That's what I'm suggesting. Just only have it not reduce DS.