http://dbd.game/killswitch
Losing stacks of Play With Your Food inconsistent across killer powers?
Killer powers that cause the survivor to lose a health state removes a token of Play With Your Food, but not powers that don't, right?
If so, why does casting the Cenobite's chain portal consume a token and another token when swinging for a basic attack afterward? The chains do not damage the survivor...
Is this a bug, an oversight, or part of some balance issue?
Answers
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so long time ago, Engineer fang(an iri add-on) used to not consume play with your food stacks when using cenobites power. this made sense because pinhead chains do not make you lose health-state by default, but the add-on does. To nerf add-on to completely worthless. they made pinhead's power consume stacks to nerf play with your food synergy.
The synergy was not broken but content creators insist that enginner fang was imbalanced that it needed complete gutting. As a result, pinhead's enginner fang now reduces chain count by -1 and does not work with the play your food perk.
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- Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes 1 Token.
This is taken from the wiki description of Play with your food. Basically any m2 with a variety of killers will lose stacks. Theres apparently a list there too that you can see.
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I cant image Trapper lose a stack to reset a trap.
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Lucky him he doesnt, though that would be hilariously cruel
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This could be fixed so that PWYF removes stacks per health state loss. Would let most killers + killers like Trickster and Huntress use the perk nicely without really losing anything.
Although, Bubba might be a problem in that case... but then you could just make it so that insta-downs or certain insta-downs (like through a direct Killer power like Billy/Bubba and not through Exposed via perks or Myers/Ghosty) remove two stacks instead of one.
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I dont know. A Trickster with Play with your Food and Iridescent Photocard does not really sound good. You will have up to 3 Stacks of PWYF (so up to 125% Movement Speed) and will not lose any stacks while chasing the Survivor who is exposed, since they did not lose a Health State.
Removing two stacks does not help there, because you cannot outrun a Killer with 3 Stacks of PWYF, so you will go down against this Trickster (or a Clown with Pinky Finger for example, even tho Trickster would be worse since he can just follow you while you are exposed) pretty easily. Same for Myers and Ghostface.
Sure, removing two Stacks would even that out, but having no chance at all during the chase does not sound right.
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The thing is, the Killer does not need to swing or anything. They will get the hit, because you cannot loop a Killer who has so much Movement Speed. And this is without Bloodlust.
While it would certainly take a while, it would make the 1v1 miserable. And while the game is a 4v1, the 1v1 should not be ignored.
But this is the overall problem with PWYF - it cannot be a strong Perk as long as it grants Movement Speed. Because Movement Speed is the most important thing in this game and you cannot afford to mess around with it.
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Funny enough that BHVR released another movement speed perk (albeit conditional). Me and a friend ran it in a custom with blood pact and hope and went ZOOM. We felt confident we could outrun a 4.4 and really hope someone tried.
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