Head on needs more stun time
The perk can be quite annoying in a bully squad. I get that. But if you're the average solo-q player, head on does not provide enough distance for you to make it somewhere.
You need time to exit the locker but the 3 second stun timer starts at the start of the animation. So you loose that time which is somewhat 0.5 or 0.75 seconds.
You need to start sprinting again which also costs you a fraction of time.
In the end you are left at a kind of bad position (if its not a jungle gym or shack) and have about 2 seconds to get somewhere. So if you have let's say 8 meters distance because you ran in a straight line from the killer. The killer catches up in 10 -12 seconds. Sounds pretty good doesnt it? Well unfortunatly in almost 100 % of the cases you need to run towards the killer first to get out and often you cannot run in a straight line as that would lead you nowhere. My average head on experience is that the killer catches up in 5 to 7 seconds. Still sounds like a lot? Well on most maps you need longer to reach a tile.
I don't want this perk to be overpowered but I think it's at a weak state.
Comments
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agreed same ds to , they killed those perks i dont even run them anymore
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I want to add that your locker should be highlighted with an aura, when head on is active, so that you could help your teammates with a stun.
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head on is for helping team mates, it´s not like dead hard or someting like that
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How exactly is this perk going to help team mates? Saving someone with a locker head on is even more situational and rare then a successful CJ Tech or Head On stun + Escape.
That would mean the perk is completly useless except when you play on coms and manage to die in the right spot
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Buffing it to 4 seconds would be fair imo. Would bring it in line with other exhaustion perks.
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No, absolutely not.
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In comp and swf head on is strong.
In soloq it's not worth potentially getting locker grabbed for a stun that gets you less distance then a pallet.
So another perk that cant be useful to the majority of player base cause swf.
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Honestly this would be such a great idea for BHVR to implement. Much more valuable than extra stun duration imo. Would make the perk a lot easier to use altruistically in soloq.
Post edited by Skitten56 on2 -
I believe using Solo Queue as a justification for modifying perks that are particularly frustrating to encounter in SWF Groups is problematic, especially when it involves increasing the stun duration. If a perk indeed requires improvement, the solution should not entail making the game more challenging for Killers facing SWF groups. Any necessary buffs should be approached in a way that doesn't negatively impact the gaming experience a lot more at higher MMR, therefore I say keep Perk stuns to 3 seconds.
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You can bait killers past lockers, the strat even sees use in comp. Head on is fine, buffing the stun would be so miserable, make it so that lockers get highlighted instead to team mates.
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The last thing we need is to empower bully squads more than they already are.
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I once had a once in a million Head On play against a Doctor. During a chase I diverted into the basement and hid in the first locker. Then my teammate with whom I was in a Discord call went down. The Doctor of course carried her into the basement and I called out to her "Yo, check this out!" , jumped out of the locker and saved her just before reaching the hook. But that was quite literally Lightning in a bottle.
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Even with the current specs, a horrible group of people working together via voice chat will stun a killer many times in a single match. It would suck to make it even worse.
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i'd argue that someone doing a gen is more useful then someone stunning the killer for 3 seconds. head on needs the activation time removed. Imagine if every other exhaustion perk had 3 second activation window before it would trigger. exhaust perks would be a lot worse in many instances.
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insta head on is not a good idea, and sometimes, 1 person helping the team mate is better than 1 person in a generator, this game is not a ´´well we´ll do our gens and no one gives a ######### about the guy getting chased, he will probably loop that cracked wesker for 5 gens´´, you need to like, survive with your team
Post edited by EQWashu on2 -
Yeah there are many nuances in each match. Doing a gen when the survivor being chased has adrenaline is helpful but if not head on play might.
Should give the head on user a slight haste effect so they at least get good distance. Then killer isn't punished as much in comp level.
Post edited by EQWashu on0 -
there are perks for help teammate in chase or give them second-life. Chemical trap is decent perk for extra distance if you manage to make the killer break a pallet which 90% of killer do. Flashbang and Flashlight give second-lives. a less popular choice is sabotage which can also give second lives.
Head on is suppose to be selfish exhaustion perk primary used for juking killers mid-chase with lockers. The lack of 50% haste for 3 seconds and activation requirements makes it difficult to use head on in practical game scenario resulting unpopular and ineffective perk.
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