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"Play With Your Food" Rework 2

AntiJelly
AntiJelly Member Posts: 1,155
edited February 2019 in General Discussions

Current PWYF:

You become obsessed with one Survivor.
Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens.
Each Token increases your movement speed by 3/4/5%.
Each offensive action spends one Token.

Reworked PWYF:

You become obsessed with one Survivor.

Every 15 seconds that you're in a chase with a survivor who isn't the obsession, gain a token, up to 3.
Each token increases your movement speed by 3/4/5%.
Every 15 seconds that you're in a chase with the Obsession, you lose 1 token.
The speed boost is temporarily disabled while in a chase, and reactivated outside the chase.
You can no longer gain bloodlust.

Only one Obsession per trial.

Thoughts?

Post edited by AntiJelly on

Comments

  • Paiz
    Paiz Member Posts: 81

    Usually the obsession has ds so giving them a speed buff might just make it more annoying to deal with.

  • AntiJelly
    AntiJelly Member Posts: 1,155
    edited February 2019

    @Paiz said:
    Usually the obsession has ds so giving them a speed buff might just make it more annoying to deal with.

    Perhaps, but my new PWYF concept is sort of like semi-permanent bloodlust, so...

    Post edited by AntiJelly on
  • Hoodied
    Hoodied Member Posts: 13,020

    @AntiJelly said:

    @Paiz said:
    Usually the obsession has ds so giving them a speed buff might just make it more annoying to deal with.

    Perhaps, but my new PWYF concept is sort of like semi-permanent bloodlust.

    Take the speed boost off and its a deal

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @Paiz @ToxicFengM1n Alright, I changed it up a little. Tell me what you think.

  • LCGaster
    LCGaster Member Posts: 3,154

    This is a bit overkill

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @LCGaster said:
    This is a bit overkill

    I forgot to include the second token losing part. Refresh and it should be there.

  • LCGaster
    LCGaster Member Posts: 3,154

    Better, I kinda like it

  • TAG
    TAG Member Posts: 12,871
    Interesting idea.  Not sure if 45 seconds would be too little time for a 15% speed boost that would basically last the whole chase, but I guess losing bloodlust helps balance that?
  • AntiJelly
    AntiJelly Member Posts: 1,155

    @TAG said:
    Interesting idea.  Not sure if 45 seconds would be too little time for a 15% speed boost that would basically last the whole chase, but I guess losing bloodlust helps balance that?

    Well, since you only lose 1 token for downing, you can keep some of your tokens between chases.
    The rework is, like I said, a sort of semi-perma bloodlust, so removing it seemed necessary.

  • TAG
    TAG Member Posts: 12,871
    AntiJelly said:

    @TAG said:
    Interesting idea.  Not sure if 45 seconds would be too little time for a 15% speed boost that would basically last the whole chase, but I guess losing bloodlust helps balance that?

    Well, since you only lose 1 token for downing, you can keep some of your tokens between chases.
    The rework is, like I said, a sort of semi-perma bloodlust, so removing it seemed necessary.

    I guess the main question is "Is using one perk slot enough of a cost for a mostly supercharged bloodlust upgrade?"
  • Ihatelife
    Ihatelife Member Posts: 5,069

    I like this.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @TAG said:
    AntiJelly said:

    @TAG said:

    Interesting idea.  Not sure if 45 seconds would be too little time for a 15% speed boost that would basically last the whole chase, but I guess losing bloodlust helps balance that?

    Well, since you only lose 1 token for downing, you can keep some of your tokens between chases.

    The rework is, like I said, a sort of semi-perma bloodlust, so removing it seemed necessary.

    I guess the main question is "Is using one perk slot enough of a cost for a mostly supercharged bloodlust upgrade?"

    Yeah, I'm thinking the speed values might need to be reduced by 1% to make it balanced...

  • Hoodied
    Hoodied Member Posts: 13,020

    Better than before

  • CronaWins
    CronaWins Member Posts: 650
    edited February 2019

    This sounds like your making bloodlust into a perk that requires extra steps.

    Theoretically, you could have an increased 4% speed the entire game which would be way to strong as bloodlust isn't needed as it is.

  • se05239
    se05239 Member Posts: 3,919

    Since it'd be easier to keep PWYF going with your rework, it'd probably be better if it wasn't 15% max because that'd be utterly broken. Every killer would almost become a permanent Frenzy Legion.. but with more lethal prowess.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @se05239 said:
    Since it'd be easier to keep PWYF going with your rework, it'd probably be better if it wasn't 15% max because that'd be utterly broken. Every killer would almost become a permanent Frenzy Legion.. but with more lethal prowess.

    Well, consider possibly decreasing tier 3 to only 4% movement speed per token. What then? Or, maybe, would it be balanced if the value stayed at 5%, but the speed boost was temporarily deactivated during a chase?

  • Swiftblade131
    Swiftblade131 Member Posts: 2,051
    edited February 2019

    Let's just remove this perk and get a real perk in here!

    The problem is you lose a token per hit, and have to waste time finding/chasing then losing the obsession. Which is more effective with Wraith because he can go invisible, best with him than any other killer

    Trash perk, please remove, make a new one! It's like a glorified blood lust!

  • Peanits
    Peanits Dev Posts: 7,555
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.
  • AntiJelly
    AntiJelly Member Posts: 1,155

    @Peanits said:
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

  • Orion
    Orion Member Posts: 21,675

    @AntiJelly said:

    @Peanits said:
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

    That would just feel frustrating as a killer when playing normally, and lead to tricking the chase system to take advantage of it when playing... less than normally.

  • Peanits
    Peanits Dev Posts: 7,555
    AntiJelly said:

    @Peanits said:
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

    As Orion mentioned above, this would probably not work so well since the killer could look away as they chase the survivor to break the chase and take advantage of that speed boost. Or even if they aren't intentionally taking advantage of the chase mechanics, the survivor could lithe through a window and break the chase briefly, activating PWYF and closing that distance much faster (even though by all means, you're still chasing them).
  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301

    @AntiJelly

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

    That is actually a pretty cool idea. It's like having map control on killers that previously didn't have much of that.

    @Orion

    That would just feel frustrating as a killer when playing normally, and lead to tricking the chase system to take advantage of it when playing... less than normally.

    That is more of a problem with the chase system than with his suggestion. The game doesn't know how to recognise a chase.

    You can look at the ground: All the chase mechanic would have to do is no longer discern between up and down, but only check if you are looking in the direction of the survivor (thus left and right) and whether that survivor is behind an object or not.

    You can walk backwards: Whenever you walk over scratch-marks with an alpha level of x%, the chase will start/be maintained.

    All this perk would have to do is only give you movementspeed when walking forward (or sideways at a 45 degree angle) in order for it all to work.
    It is possible.

  • HatCreature
    HatCreature Member Posts: 3,298

    I would use this on slow killers, The thing about this is that you have to be in a chase for 15 seconds to get 1 token so if you're forcing this you're intentionally letting them go so you can get faster. You're throwing the game away and giving Survivors lots of time to do Gens while you ''Play With Your Food''. In essence, that's a counter, you are trading your own time in favor of an eventual boost. This is just like STBFL except it's a chase and not a hit, you can accidentally get into a chase with the Obsession and lose a token, that's counterplay. This perk is risk and reward, all the counterplay is directed towards the Killer wasting their time. I think this is ok, like someone else suggested maybe not 5% per token but maybe 4? combine this with NOED you'll have a 16% faster movement instead of a 19 and I am only suggesting this so people can get into this idea a bit more.

  • se05239
    se05239 Member Posts: 3,919

    @AntiJelly said:

    @Peanits said:
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

    If it deactivated in chases, people would just do a Legion and moonwalk.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    @se05239 @HatCreature @AlwaysInAGoodShape @Orion @ToxicFengM1n @Ihatelife

    Okay. Picture this: Instead of the perk not activating in a chase, the perk deactivates once you're within 24 meters of a survivor. BUT, the perk wouldn't show you if you are or aren't in 24 meters of a survivor. No perk glow indication and no haste effect removal notification. What then?

  • Orion
    Orion Member Posts: 21,675

    @AntiJelly said:
    Okay. Picture this: Instead of the perk not activating in a chase, the perk deactivates once you're within 24 meters of a survivor. BUT, the perk wouldn't show you if you are or aren't in 24 meters of a survivor. No perk glow indication and no haste effect removal notification. What then?

    Then you can rely on the fact that you can physically see the speed at which you're moving to know if it's taking effect or not.
    PS: My notifications are disabled, so @'ing me is pointless.

  • se05239
    se05239 Member Posts: 3,919

    @AntiJelly said:
    Okay. Picture this: Instead of the perk not activating in a chase, the perk deactivates once you're within 24 meters of a survivor. BUT, the perk wouldn't show you if you are or aren't in 24 meters of a survivor. No perk glow indication and no haste effect removal notification. What then?

    Oh, like an even stronger version of Whispers?
    ..that'd not solve anything..

  • Ihatelife
    Ihatelife Member Posts: 5,069

    @AntiJelly said:
    @se05239 @HatCreature @AlwaysInAGoodShape @Orion @ToxicFengM1n @Ihatelife

    Okay. Picture this: Instead of the perk not activating in a chase, the perk deactivates once you're within 24 meters of a survivor. BUT, the perk wouldn't show you if you are or aren't in 24 meters of a survivor. No perk glow indication and no haste effect removal notification. What then?

    I understand what you mean. Idk...players will still know when they are slower or faster. So this perk would be a better version of whispers.

  • HatCreature
    HatCreature Member Posts: 3,298

    @Ihatelife said:

    @AntiJelly said:
    @se05239 @HatCreature @AlwaysInAGoodShape @Orion @ToxicFengM1n @Ihatelife

    Okay. Picture this: Instead of the perk not activating in a chase, the perk deactivates once you're within 24 meters of a survivor. BUT, the perk wouldn't show you if you are or aren't in 24 meters of a survivor. No perk glow indication and no haste effect removal notification. What then?

    I understand what you mean. Idk...players will still know when they are slower or faster. So this perk would be a better version of whispers.

    I think this would make the perk worse, you get a speed boost but not when you're near the people you're chasing, which could be all or most of the time, not really playing with your food. I like the other version I commented on.

    What if it was an ability you could activate? You earn the tokens then press a button to use all token that last for 45-50-60 seconds? You can get the tokens then use them when needed so they'll still be temporary and hard to get.