How come we don't have an exhaustion after exiting lockers (not Head On)?
Ok, so so far we have speed boost after you fast vault a window (Lithe), after you stun killer with a pallet(Smash Hit) and after you fall from a high place (Balanced Landing). The only locker perk that causes exhaustion is Head on, but it doesn't give a speed boost. How come we don't have one that doesn't cause a stun but makes exiting the locker faster and you get a speed boost? It would make jumping into lockers to avoid a hit more viable.
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But, stunning the killer does give you a comparative speed boost. Making the killer slower or making YOU faster are effectively the same thing in a chase.
You still need to charge it though and it can't be used in the same way I suggested. Whereas what I have in mind activates instantly once you fast exit the locker.
Head on requires more preparation.
I feel like such a perk would just be a worse lithe, since going in and out of a locker takes up a second or so of your time and you legit cannot do it in a chase unlike lithe and its quite risky especially if you are healthy since you can get grabbed for free.
That's why I said the rushed exit should be faster. If it were to take the same amount of time as now there obviously would be no point in such a perk.
Balanced Landing has a similar feature in that your stagger when dropping off of a height is reduced.
Oh ok I missed that part. Still though you would have to wait for the get in locker animation to finish, so even if getting out was twice as fast lets say you still cannot use that if the killer is near enough because you will just get grabbed or hit making your perk a determent.
It is also too similar to head on and if it was to be made into a perk that could work it literally becomes a better head on you can just use instead of having to setup. Its not even that it would be op, I just think that head on serves this purpose in a much more interesting way.
a more important question is how come the killer can still be stunned even if the survivor is fully out of the locker
Any speed perk: 3s of 6m/s. killer moves at 4.4/4.6m/s.
(6 - 4.4)3 = 4.8m of distance, 12s to regain.
(6 - 4.6)3 = 4.2m of distance, 7s to regain.
So at minimum you gain an instant 7s chasetime increase.
Head on: 3s where the killer cant move and you can. 3 x 4 = 12m of distance, almost 4 times that of a speed perk. You gain a lot more distance for a head on proc but its incredibly hard to do.
The point of this perk is to use it to extend a chase when you avoid a hit by getting into a locker (say Nurse blinking, Oni in rage mode etc.) and you have nothing else around. Since Lockers are not a finite resource it might have some uses. Plus even if it's not that great it'll just be on the same level as Overcome and Smash hit.
You can combo Head on with perks like Flashbang much better than this, and head on also allows you to save your teammates if the killer picks up in your range.
Killer is stunned for 3 seconds, but you also lose time because you are locked into animation. Kind of how DS being a 3 second stun doesn't tell the whole story, since you're also locked in animation.
That's why I suggested you exit animation should be faster.
It's the same reason Balanced Landing reduces the stagger when you fall.
even with the animation lock lasting about 0.8 seconds, 2 x 4 is still double the distance from an sb.