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[Head On] Killer gains invincibility from locker stun after picking up survivor

TashaxeTashaxe Member Posts: 6
edited July 2019 in Perks and Add-ons

Platform: PC

Hi there! Head On enthusiast here! I am not sure if this is a bug, or intentional, but I'm leaning more towards it being a bug since it wasn't mentioned in the patch notes.

Used to, when the killer picked up a survivor (from the ground, from a generator, from a locker) a killer stun could be performed to save your teammate with Head On from a locker, similar to the timing of a flashlight stun. However, since the patch, the killer seems to have gained a period of invisibility long after they have picked up the survivor.

Pre-patch Head On save performance (skip to 23 seconds in or click link to view at timestamp:) https://youtu.be/EFsfhJn0aac?t=23

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Post-patch Head On save performance: https://clips.twitch.tv/ViscousHilariousDogeTwitchRPG


In the post-patch Head On save performance clip, our killer friend had full intent on walking up to the locker to get stunned for our test, however there was no stun. Survivors had no crows & Head On perk was active. We conducted multiple other tests in Kill Your Friends, as well as tried pulling this off in live matches but had no success like we previously would.

Sincerely, your Head On Hooligan,

Tasha

Post edited by Tashaxe on

Comments

  • fcc2014fcc2014 Member Posts: 4,214

    @Tashaxe LOL that video was hysterical!!

  • PolarBearPolarBear Member Posts: 1,896

    A gimmicky perk that actually had a good use is now just a gimmicky perk I guess.

  • TashaxeTashaxe Member Posts: 6

    The good news is: since the patch changed Head On to where the stun was active through the whole animation rather than at the end, players can more consistently achieve the stuns.

    We did extensive tests with it pre-patch to master it & you had to aim SUPER late. You can kind of see so in a lot of the stuns in that first video that the killer was well past the locker when we hop out, as it was the only way to get it to work. I assume this had to do with latency. It was literally a "hit or miss" perk, but the rewards were pretty great when it came to saves.

    The bad news is: Not being able to do locker saves until like 4 or 5 seconds after the killer has had someone on their shoulder definitely negates a lot of the fun of it. Double locker plays as a last resort, having your friend crawl to the locker in hopes the killer won't be suspicious so that you can get the locker save, having a friend get yoinked off of a gen just to save them after, or just simply trying to get a locker save when the killer has picked someone up and is in your crosshairs soon after. These scenarios don't work now since the killer is invincible post-yoink.

    It's more fun in some ways, and much less fun in others. For those of us who mastered the awkward timing for the stuns, we feel slightly cheated. But having less moments of latency inconsistency when jumping out of a locker & being like "THAT CLEARLY HIT THEM" while they walk past then double back to the sound of locker doors slamming is quite nice. I can only assume this is a bug since the patch notes do not mention it, and it just seems odd to have removed when it's arguably the most *useful* utility of it.

  • fcc2014fcc2014 Member Posts: 4,214

    @Tashaxe There isn't much that makes me smile from this game anymore but this did. Thank you. I also subscribed to you on youtube.

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