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Play With Your Food: A Change

Rezblaze
Rezblaze Member Posts: 843
edited April 2022 in Feedback and Suggestions

Play With Your Food is a unique perk that people used to use because they could cheese stacks out of it without being too broken.

But with more and more restrictive changes to the perk, its slowly degraded from underated to not worth the slot, even if it has a fit in some fun builds.

I'm thinking that there should be a change to this perk, and I'll explain it here:

  • Play With Your Food begins the match with no stacks and inactive.
  • When you injure the Obsession without downing them, PWYF activates.
  • After abandoning the Obsession, and the obsession heals successfully, you gain 3 stacks of PWYF. If the Obsession goes down at any point, the perk deactivates and all tokens are consumed.
  • PWYF tokens are consumed normally (After using basic or special attacks)

I think this change would make it pretty powerful, but without completely destroying the meta as it stands. The survivors are also capable of keeping it from going out of control, by just not healing the obsession. This can render the perk countered, but also just leaves a survivor injured the whole match.

Comments

  • Clueless
    Clueless Member Posts: 340

    What if PWYF was the same as it is now, but you just started the game with 1/2/3 tokens. Might be too nuts lol

  • IWFreak
    IWFreak Member Posts: 252

    If people realize you have PWYF with this change, it's gonna render the perk useless.

    You preferably don't want to chase an injured obsession, so they can do whatever they want while injured.

    I would love for PWYF to not be an obsession perk, so you can build stacks quicker, BUT you lose all stacks when a survivor loses a healthstate.

    And this would just be me dreaming, but I would love for PWYF to take Bloodlust's place.

  • Valik
    Valik Member Posts: 1,274

    I like this idea, because it allows you to force the perk into effect at certain points. But, in reality, it steals a lot of the power away from you and puts the perk in the same bin as Scourge Hook: Gift Of Pain.

    A lot of survivors, especially later in ranks, simply will NOT heal.

    If you want to bet on a survivor healing in order to save themselves the indignity of injury, play as Plague - at later levels, survivors run you ragged and will NEVER heal.

    Don't place the power of this perk into the Obsession's ability to return to full health, because not only does this make the perk COMPLETELY UNUSABLE with some killers. ( Plague... Bubba - why heal... Legion - why heal... Pig- you get the point ) But it also means that it becomes veritably UNUSABLE in many games with wise crack survivors as well. If you're lucky enough to find the Obsession, if you LET THEM get away, they're going to have their allies take protection hits for them if need be, but they will also often throw themselves in harms way, knowing you wouldn't dare assail your precious Obsession, because you NEED them to be healed back to full to see value in 25% of your perks.

    You have to make the perk both thematic and practical. You want killer players to feel the burning need to PLAY with their obsession and TOY with them. You also want to give them a significant enough reason to do so - as many times the Obsession can be hard to find or difficult to pin down. You want survivors to be briefly confused, and perhaps horrified as they helplessly watch you extract the power from this perk to a deadly effect.

    ~

    You relish the chase against your favorite prey, you prefer to let them slip away before you close in for the kill once more.

    Tokens grant 1.5/2/2.5% movement speed.

    Gain up to 8 tokens.

    Gain 2 tokens when the Obsession escapes in chase. Lose all tokens if the Obsession is put into the Dying state by any means.

    Lose 1 token after making a melee or special attack.

    While within 4 meters of the Obsession 2 tokens when you:

    • Hit a non-obsession survivor.
    • Preform a breaking action
    • Miss an attack or special attack.

    This perk has a 15 second cooldown after losing chase with the Obsession - during which time it cannot gain tokens.

    (Change art to incorporate Michael Meyers)

    "You've fooled them, haven't you Michael? But not me." — Dr. Sam Loomis

    ~

    A little convoluted, yes. But There is a method to the madness. The main problem with Play With Your Food as is lies with its stringent and archaic design that does not mix with the core philosophy of the game today. Tokens, M1 attacks, can be chewed through like candy – A single survivor can absorb 4 or more given the right circumstances, 3 tokens are not ever going to cut it – especially with killers that sport special attacks, which bleed these tokens rapidly. Without a better way to gain tokens – the most that meta players can do is either cheese the system to accumulate tokens – which lacks grace and survivors can clearly understand what’s happening – or they will simply leave chases with the Obsession in order to get a singular 5% movement speed buff for a few seconds before using it in chase. Having to lose 3 chases for a temporary 15% speed boost is not attractive, which is why this perk is dead on arrival. Meyers stalks his prey and instills great horror in them at every chance he gets – not only is this a golden opportunity for theming, but it makes for fun gameplay. We will increase the rewards, up to 20% movement speed over several weapon swings – however, the Killer must be intentional to use them wisely. For this perk to work right, the killer must stalk the Obsession and toy with them – baiting them with swings and throwing their chases, all while hurting those who are nearby. Any and all who are foolish enough to take a protection hit do not slow you, they are only kindling for your tyranny. You can play this perk like it used to be played for basically double the yield of its previous incarnation – but by truly toying with the Obsession and maintaining an Oppressive mentality towards them, the killer can become truly powerful into the late game. It is especially useful on M1 killers that rely on basic attacks to secure hits in tight loops.