Head On is completely inconsistent with all other exhaustion perks

All exhaustion perks, with the exception of Head On, trigger the exhausted effect, whether or not you got the intended benefit or not.

Lithe exhausts you as soon as you jump through a window, regardless of whether you were being chased by a killer, or rushing to get somewhere.

Dead Hard exhausts you, whether or not the killer swung their weapon or not (meaning it can be wasted).

Balanced Landing exhausts you every time you fall, even if it was a minor trip, regardless of whether you're being chased or not.

Spring burst exhausts you every time you start sprinting too, forcing you to walk around if you want to preserve it.

But Head On is completely different... it only exhausts you if the stun is successful!! Which means the survivor can rush in and out of lockers with complete impunity, because they only have to pay the cost of the exhaustion if they got their money's worth out of it (i.e. the stun worked).

This leads to mechanics where survivors can keep abusing the lockers together and eventually stun the killer, because they'll never be exhausted from it for misses or mis-uses.

For consistency and fairness, this should really be rebalanced to exhaust the survivor with head on every time they rush from a locker, whether they stunned the killer or not. So if they used Quick-and-Quiet and Dance-with-Me to run away from the killer, they still can't keep Head-On stocked up for when the killer eventually catches up with them ('cos it only takes 3 seconds to activate, and stuns the killer for 5 seconds, which is a huge imbalance in itself).

Comments

  • BUT, and that's a big but, Head On doesn't give you a speed boost of any kind AND has to charge for 3 seconds before it can be activated. And if failed it puts you in the "guess i'll die" situation.

    'cos it only takes 3 seconds to activate, and stuns the killer for 5 seconds, which is a huge imbalance in itself).

    Also this is wrong, the stun is 3 seconds.