Why make it so you can’t blind when getting out of a locker but leave locker CJs?
The people who don’t touch grass and think they good at the game cause they can do a locker cj is more annoying then them jumping in a locker for a locker blind… like bffr and let there be a setting so I can change it so the buttons are different when picking up and searching a locker.
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CJ’s and locker CJ’s are so easy to predict and it’s another free grab. Don’t really see them as an issue. If they successfully make you fall for it, then they deserve the save. They are merely extreme risk techs for the sake of having fun / being flashy.
I think I’ve been CJ teched once and never fell for it again.
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If you know it's coming don't fall for it.
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I agree but since the devs are working on removing different techs this should go as well. I don't really have an issue with either of these. Free grab after all. But removing some techs and then letting others in the game doesn't seem right to me.
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Disagree. Locker saves were patched out because many sets ups were completely uncounterable with 2 skilled survivors.
Cj techs are EXTREMELY counterable and punishing if the killer doesn’t fall for it.
No reason to patch something out that’s just for fun and isn’t broken in any way.
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You can very easily counter those by:
- Seeing that there's a Survivor next to the locker
- Watching the Survivor enter the locker
- Wait a fraction of a second
- Use the attack button rather than the search button to grab them
Locker blinds, meanwhile, could have no counter when done correctly. There was nothing forcing the Survivor inside to leave. If you chase the Survivor who's in position for the save, the Survivor in the locker would be free to leave and could swap places with the other Survivor (they hop in the locker, other Survivor gets in position to save them instead).
It's a creative use of lockers- and pallets by extension- for sure, but the point of the locker blind change wasn't to force people to use lockers a certain way, it was to remove a situation that could have no counterplay. In this case, the counterplay is very easy. It might catch you off guard the first few times, but then you'll quickly learn how to spot it and how to deal with it.
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Remember Skybilly? The reasoning behind removing that was because it was unintended. It wasn't broken. You got no advantage by doing that. It was just fun. They removed it anyway and made him feel even more clunky than he already was. If the sole purpose of removing techs is to remove unintended things, then they should remove all of them without exceptions.
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I don't understand how you guys are getting locker cj'd at all as killer. Literally back up a bit and hit them. It's really not hard to counter
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Counterable? Mmm okay… Do you know how small the text is when seeing the difference between pickup and search locker? It’s still annoying? All I want is make it the same as survivor controls and make it triangle to open lockers. This so called tech isn’t so skilful when I can’t counter it because the text is soo small.
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Do you play on controller or kb/m?
Post edited by GoodBoyKaru on1 -
A game without all of the fun techs would be so cut and dry. I wouldn’t say it’s unintended. Obviously the devs know about it… it’s not a game breaking bug or anything. It’s just a goofy tech utilizing animations / actions.
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Skybilly wasn't just unintended, it was an exploit that let you straight up leave the map with ease. And there were a few gen spots you could memorize to catch people by surprise too.
They try to stop you from doing stuff like skybilly on other killers too, like victor will die if you're on top of something. Leaving the map is pretty clearly something they don't like, as cool as I think it is to get on top of things or fly as demo.
Most techs are just very basic movement mechanics that don't do anything particularly unintended. The ones that actually are pretty broken like locker saves, shmock techs, and hook teching do get removed. Most other techs are easy to counter. Like if you fall for a CJ tech then I dunno what to tell you.
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Skybilly was Billy's ability to gain momentum while airborne. That did not allow you to leave the map. It did however allow you to use his power in creative ways to try and maybe get a hit on a harvester (which is now impossible without engravings and very inconsistent with engravings) or get a little boost to his mobility by jumping over certain tiles blocking your path.
What you are referring to is "Spacebilly". Nobody is upset that this was fixed. It's a bug that somehow glitches dbd's physics in a way that changes the vector of Billy's momentum when bumping while falling of a ledge, catapulting him to absurd hights.
Again I 100% agree that CJ techs are easily countered. But that is beside the point. It is an exploit. The killer can prevent it but the keybinds can not be changed to different keys.
Imo if we start fixing techs for the sake of fixing techs, then they should ALL be addressed.
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Click M1/R1
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How is it an exploit???
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How do you fix one without the other? As far as I knew they were effectively the same bug.
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You can change the key bindings in the settings...
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locker blinds is not even close to locker CJs, it takes skill to pull off, if you want to talk about exploits to remove, trapper dodging pallet stuns by placing a trap should be up there, this though, not so much it just sounds petty
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You technically exploit that the killer uses the same key to pick up, break a pallet and open lockers and that this can't be changed. Again I'm not going to argue how easy it is to counter. I'm just pointing out that removing some exploits and leaving others unaddressed is inconsequential.
They didn't even really fix the issue. That's what makes me mad. Yet they decided to patch Skybilly all the same because it was not intended to jump over things (therefore technically an exploit). It doesn't make any sense that Billy's movement gets redirected upwards after a bump. That's what should have been fixed in the first place. Before that infamous Spacebilly patch, Skybilly was still a thing but you couldn't leave the game's boundaries let alone jump on top of nearly every mainbuilding. This is no longer a thing and yet there is still a handful of Spacebilly jumps left that allow you to get on top of buildings (I know that it still works on asylum and double storey house on Badham for example). That means that building up momentum while airborne was not the reason this happened.
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It's not, people just want anything fun removed so they can't feel bad for falling for it, they don't want any more brain power to go into this already brain dead game
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That’s not what the OP was complaining about. We aren’t complaining about the difference between making an attack or searching a locker. We’re complaining about the difference between picking up a survivor and opening a locker.
I had a game where a knocked down survivor was directly in front of a locker, and a survivor was waiting in that locker, and I wasn’t able to get a prompt to open the locker. Bully SWFs sometimes do this on purpose, so they can laugh at the killer, because the survivor in the locker is immune because the knocked down survivor is blocking the search locker prompt. And if the killer picks up the knocked down survivor, then the survivor in the locker will jump out with their flashlight so they can get a flashlight blind.
TD;LR searching a locker should have a higher priority than picking up a survivor that is directly in front of the locker. Killers can change their camera angle to choose to pick up a survivor, but they can’t change their camera angle to choose to open the locker.
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R.I.P. Sky Billy.....you will be missed and the joy you brought to the game made it worth getting sawed by you
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It does have a higher priority… what are you talking about? If you have a survivor directly in front of a locker, and you face the locker while on top of the survivor, it will search the locker 1,000%. The locker cj is about timing the jump out at the same time the killer goes to open the locker, and it forces the killer to pick up the survivor instead.
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Then maybe my game was bugged, because I couldn’t get a locker search prompt. And in the game I was talking about, it really did look like one of the survivors was purposely trying to bodyblock, and purposely stopped in front of the locker of the survivor I was chasing, and when I knocked them to the ground, they made sure to be directly in front of the locker.
And none of this explains why we can’t have separate buttons as a quality of life improvement. Why are killers expected to constantly fight outdated mechanics, but survivors are allowed to get quality of life improvements?
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You're assuming the techs are unintended when they work mechanically the way they are supposed to. Skybilly didnt really work mechanically the way it was supposed to. Skybilly created a few scenarios that were either impossible to get out of(even if done through the player's own merit), and a handful of moments that were giving an advantage. I remember a Skybilly with Tinkerer hitting me from the sky with the pink undetectable addon, thats a huge advantage over non Skybilly's and a factor no other killer really teaches you. And sure, that might be really hard to pull off, but its also a ton of extra angles to consider.
Thats not even considering the technical standpoint of what caused skybilly to exist behind the scenes in the first place. They are recoding the game on the background. Every big update, quite a few old files from blueprint are replaced with scripts and codes. It could be that skybilly's existance heavily relied on quirks that blueprint caused and are not easy to implement through the new code too.
We can go over a whole list of arguments why Skybilly should or shouldnt be in the game's current state, personally, I dont think he fits with the current existing addons. There would be too much going on for a single killer to keep track of.
If it is at all possible tho, I do think they should add a "skybilly" addon or addon combo, just like there are addons that pretty much bring back old curve billy. There are a few that are in dire need of a revision anyway.
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It was skillful to work on you apparently.
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Priorities have nothing to do with this situation. When a Survivor is entering or exiting a locker, you cannot search the locker at all. It's not that it's prioritizing the Survivor on the ground, it's that searching it is not possible. At that point, you can only interrupt them by using the attack button. The attack button has zero chance of picking up the Survivor on the ground. Patience and keeping a cool head will counter a locker CJ every time.
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Somebody is salty about having a Locker CJ pulled on them. 🤣
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