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PWYF should Lose Tokens When...

  • You trap a Survivor in a Bear Trap as The Trapper.
  • You use Vile Purge as The Plague.

I mean, if we're going to have Knight's guards lose tokens and Trickster loses tokens when he throws just a single blade, we might as well make it consistent.

Comments

  • FootMan2893
    FootMan2893 Member Posts: 333

    Except those actions don't lead to survivors being damaged. Trapper is just placing a trap and plague is applying a debuff. I also remember your post complaining about them fixing it so Knight loses tokens when summoning and claiming it was somehow a fun and unique playstyle.

    PWYF is a niche perk and it's meant to be restrictive. Movement speed is a very finnicky thing and changing it could drastically break what little semblance of balance the game holds together.

  • Clockwork_Enigma
    Clockwork_Enigma Member Posts: 529

    "Except those actions don't lead to Survivors being damaged.", did you NOT read what I just typed?

    • Trapper trapping a Survivor will almost always lead to an injury unless he uses one add-on. It's guaranteed on trap.
    • Plague applying Broken still INJURES the Survivor in the same way any other Killer hits someone.

    The post I made complaining about them making it so that Knight loses tokens is because it's horribly inconsistent. Plague can directly injure a Survivor while Trapper can indirectly injure a Survivor and NEITHER of them had PWYF changed.

    There's a problem when you can't follow your own rules established, you know?

  • Emeal
    Emeal Member Posts: 5,316

    I thought I remembered you posting about this elsewhere, Is this post just a repeat or continuation of this post by you? Because bHVR thinks PWYF is too strong with Knight's Guards you are here to try and get them to apply it to all Killers? That isn't how balance works and the poster is correct its called special attack for a reason.

  • Turretcube
    Turretcube Member Posts: 490

    I believe the only Killer's, currently, that fail with this consistency are Pinhead (special case) and Deathslinger (maybe).

    In Pinhead's case, the change was because of 1 iri add-on, Engineer's Fang, that allow's the chains to deal damage on healthy survivor's. So beacuse of 1 add-on the perk's practically dead for those that were not running said add-on.

    Deathslinger however might be following the rules. I'm not sure if landing a shot on a survivor that has healing progress cause a health-reset (never really took notice if it was a thing), especially if the killer attack's to break the chain without hitting the survivor or applying deepwounds. If it does it would make sense why a token is lost on firing the Redeemer, when doing so isn't actually presented as a Special Attack or inflicting damage until the Deathslinger break's the chain.

  • not_requested49
    not_requested49 Member Posts: 1,979

    What about if its honing stone or lengthened jaws? The health state resets when they free themselves with either of those addons..

  • gnehehe
    gnehehe Member Posts: 510
    edited May 2023

    When someone gets 'moried' ; this is - by far - the most stupid/broken thing that remains in this game nowadays lol

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,046

    Bear Trap, no. Vile Purge, yes.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,163

    likely pinhead problem. normal power works just fine, add-on makes it more complicated to code. probably got lazy with it. Not like PWYF trapper is any good anyway.