Bug: Hitbox Lingering and Delayed Exit Prompt in Lockers
210 °C
Bug #7311

Hitbox Lingering and Delayed Exit Prompt in Lockers

Status: Open
Priority:
High
Added by: Anonymous on September 16, '26
Assigned to:
Unassigned
Due date:
Reported for:
Actual Result:
Survivor Hitbox Lingers when jumping into a locker / Survivor's Prompt to Hop Out of the Locker is sometimes severely delayed by up to 1 whole second
Expected Result:
Survivor Hitbox should be unhittable once inside the locker / Survivor prompt to fast exit should be readily available quickly after the animation sequence ends.
Severity:
Minor
Reproducibility:
Frequently
Platform:
Steam
Additional Notes & Comments:
I'm aware that ping plays a part in timings with other players. This is not the issue. The issue is a client side delay on exiting logic. The lingering hitbox is something else, but not server related. The server can just make it look much, much worse. There is also another thread "Delayed Locker Interaction as Survivor" (Bug #6994), this is the same bug but without the lingering hitbox being mentioned.

Steps to Reproduce

  1. Rush hop into a locker.
  2. Rush exit the locker.
  3. If testing the lingering hitbox, make the killer M1 or use their M2 power after the survivor has already entered the locker. Sometimes you'll hit the survivor despite the animation sequence being completely over and safely inside of the locker.

Explanation

While hopping into a locker, the survivor hitbox lingers outside of the locker, allowing killers to M1 or M2 an invisible hitbox that has lingered outside of the safety zone. This can cause unfair hits or downs on the survivor's end. It happens regardless of killer and survivor ping to the server, it just visually looks much worse if the killer player is on higher ping.

The other issue comes when hopping in and then trying to hop out quickly. Imagine a slugged survivor on the floor in front of a locker. Player 2 could try to come CJ tech and save the slug with a flashbang or flashlight. Sometimes, after hopping in, but not always, the prompt to fast exit is extremely delayed, causing the player to be punished for making a good play by not hopping out in time for the perfect timing. This can also apply for locker juking, where survivors need responsiveness when avoiding a killer's power, such as juking a nurse blink, hillbilly saw, demogorgan shred, blight lethal rush, etc.

These two bugs paired together can really ruin multiple plays. Both in solo chase and teamplay. Imagine hopping into a locker to dodge the last rush of a blight, but getting hit while fully inside of the locker. And then on top of that, not being able to hop out of the locker in a timely fashion due to the prompt delay. This causes players to be two tapped and not reliably use lockers as viable resources for chases.

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