I have issuses with TimeDeltatime

I made a tilt for fps character (safer pick ups from the corners) and when moving with Q everything is fine. I mean the movement is slowing by Time.Deltatime, but when i am pressing the E button it fills that Time.Deltatime just dont work
CODE:
private void Tilt()
{

    if (Input.GetKey(KeyCode.Q))
    {
       playerController.transform.rotation *= Quaternion.Euler(0, 0, 20 * Time.deltaTime * 10);

      Quaternion t = playerController.transform.rotation * Quaternion.Euler(0, 0, 20  * Time.deltaTime * 10);

        if (t.eulerAngles.z > 20)
        {
            t = Quaternion.Euler(t.eulerAngles.x, t.eulerAngles.y, 20);
        }

        playerController.transform.rotation = t;

    }
    else if (Input.GetKey(KeyCode.E))
    {
        
        playerController.transform.rotation *= Quaternion.Euler(0, 0, -20 * Time.deltaTime);

        Quaternion t = playerController.transform.rotation * Quaternion.Euler(0, 0, -20 *Time.deltaTime);
        if (t.eulerAngles.z > 20)
        {
            t = Quaternion.Euler(t.eulerAngles.x, t.eulerAngles.y, -20);
        }

        playerController.transform.rotation = t;
    }

    else
    {
        playerController.transform.rotation *= Quaternion.Euler(0, 0, 0 * Time.deltaTime * 10);

        Quaternion t = playerController.transform.rotation * Quaternion.Euler(0, 0, 0 * Time.deltaTime * 

10);
if (t.eulerAngles.z > 0)
{
t = Quaternion.Euler(t.eulerAngles.x, t.eulerAngles.y, 0);
}

        playerController.transform.rotation = t;

    }
}

Uhm inside your “Q” code you multiply 200 (20 * 10) by deltaTime however inside your “E” code you only muliply 20 by deltaTime. Is that the difference you’re seeing? If that’s the case you really should pay more attention to your code.

@Bunny83 Well actually this multiply by 10 is kind of mistake but even when I fixed my stupidity its just doesnt change. Every thing is just the same which doesnt make sense for me