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Last Stand needs to stun during the vault animation

Wihris
Wihris Member Posts: 17

So I just vaulted towards the killer with the perk active and within range only to be downed without the killer even getting stunned. And it's a pay to play perk, and you need 90 seconds to activate it, and also it's a one time use. Except you just can't use it. Can we please do something about the fact that it only stuns when you finish the vault animation, even though I clearly finished it here? What is this perk even useful for?

Captura de pantalla 2025-12-09 221834.png Captura de pantalla 2025-12-09 221852.png Captura de pantalla 2025-12-09 221920.png

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,516

    Last Stand is fine as-is imo, you just need to play with this knowledge in mind.

    If it stunned at any point during the vault then you wouldn't really be able to dodge it at all.

  • Skeleton23
    Skeleton23 Member Posts: 521

    You know ur supposed be able to dodge it. Right.

    Im wondering if that was intentional or a Bug that was never patched or catched.

    It wouldn't hurt for it to be instant but you can use the vault stun when the killer is picking a survivor up this will give you more time to get away because of the delay

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 478

    Does the stun get reduced by enduring?

    This could backfire horribly. Start vault Killer gets stunned. Land after vault and Killer can nearly move again.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 478

    Thanks for the update.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I'd love for it to be gainable more than once a trial, it takes so long to build up that a standard trial you'd get 2 tops anyways if you use it right away, some trials you don't even get it coz stealth killers.

    Also sometimes it gets consumed but does nothing, they could also give it more of a visual and audio feedback that its actually stunned, it makes no noise on contact so sometimes you dont even notice until the killer moans.

  • karatekit
    karatekit Member Posts: 279

    The screenshots show more of a ping problem. You didnt finish the vault in any of your screenshots and most likely the killer had it earlier in his screen and also he was probably spamming m1.
    they dont need to change it. If the killer couldnt stop you from stunning at all, it would be bad game design. Free chase win perk. Besides even now you can use this perk to save a survivor being picked up near a window. That cannot be dodged by the killer.
    if anything it is the condition. That could be reduced to 60 seconds i think considering that it’s one time use.

  • SoGo
    SoGo Member Posts: 4,258

    Now, I hate this perk with a passion.

    But, if I wanted to change it, I would do this change, extend the stun to 5 seconds, maybe slightly buff the range, and most importantly, change the trigger condition to being on death hook instead of lingering around the TR.

  • Wihris
    Wihris Member Posts: 17

    The thing is the perk already has an animation so the killer can counter it appropiately, so them being able to swing and avoid the stun completely, that can only be used once as well by the way, seems like very terrible design to me. Imagine people could get hit through the head on animation. No, the killer gets stunned instantly, because that is the point of the perk and it already has a counter, baiting the survivor.

    This perk's counter is also baiting the survivor, because it has an animation that reveals it's in play. If you see the survivor has this perk, you are going to play more careful around vaults. As it is right now, you can just swing as if the survivor didn't have it because you are getting the hit regardless. I don't care that it is a one time use, as of now, it is useless beyond saving someone once, and that's something only bully squads will pull off. If you make it function like head on stun that is instant, it will be useful at least. It's all I ask for.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,516

    Head On has a delay before you can use it, and requires you to be in a vulnerable position (and not looping), so the comparison doesn't really apply.

  • HolyDarky
    HolyDarky Member Posts: 1,383

    There are a few problems with this:

    • Another perk that increases the gab between great mobility killers and non mobility killers
    • Encouraging survivors to either abuse basekit bt or anti tunnel perks even more aggressively or encouraging to throw the match in SoloQ
    • Lastly, it would turn this perk into one that punishes the killer for hooking survivors. Yes, staying inside the killer's tr is lowkey requirement but still has a different feeling than "I hook survivors and get punished for it". We are already going in a direction where hooking becomes more and more punishing for the killers (70 seconds hook-timer, Resurgence, DH and abusing basekit endurance as well as OTR and DS). We need to move away from this which also includes a reducing for tunnelling.

    @topic

    the perk is fine as it is. It requieres a good skill ceiling to get the stun right and if you managed to get it, you get a huge reward. The perk is balanced around effort and reward.

  • indieeden7
    indieeden7 Member Posts: 3,600

    Remembering the time where you used to be able to grab survivors mid Head On because the stun didn't take effect until after the animation finished