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Will BHVR ever fix the Locker-Abuse?

KaTo1337
KaTo1337 Member Posts: 550
edited April 17 in Feedback and Suggestions

Slowly coming out of a locker, the killer grabs the survivor - Anti-Locker-Blind deactivated.

Its getting abused over and over. Shouldnt locker-saves be out of the game and for that they made Flashlights Baby-Items everyone can use now?

Post edited by Rizzo on

Comments

  • radiantHero23
    radiantHero23 Member Posts: 4,228

    You do know that you just have to lunge to avoid this?

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,366

    i just enter the locker-dredge

  • adam1233467
    adam1233467 Member Posts: 1,107

    bro, bro, just starts to hit behind and then hit the survivor, no way you are complaining about this

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,545

    Back up and lunge. Simple counter and a free down.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,673

    Bring Lightborn! lol

  • dwight444
    dwight444 Member Posts: 435

    thread did not go how OP expected

  • supersonic853
    supersonic853 Member Posts: 5,542

    Instructions unclear. I am now tantruming a locker for 5 seconds.

  • North85
    North85 Member Posts: 111

    Wonder what next week's "I want (x) removed from Killer" trend will be on here. Hook grabs last month, gen kicking last week. This week….tunneling..?

  • Crowman
    Crowman Member Posts: 9,517

    Also in a lot of cases survivors can force grabs this way by jumping into locker during chase then quickly jumping out when the killer is about to open it. Not really a lot of time to walk back and lunge forward to avoid getting sucked until a grab.

  • jmwjmw27
    jmwjmw27 Member Posts: 430
    edited April 17

    There is a very clear difference between the two that makes one an abuse with no counterplay and the other a trivial trick you can easily avoid: vulnerability.

    A survivor hiding in a locker never has to leave. You can sit in front of a pair of lockers for an hour until the server closes and survivors die, but aside from that, there was no counterplay to two survivors sitting in lockers next to each other before this. Survivors cannot be hurt in any way inside a locker if they are not already mending, so you HAD to pull them out and get blinded, or leave them be. You can try to play around the locker with certain killer powers but it was otherwise uncounterable.

    In contrast, if you think that vaulting out of a locker, slowly or quickly, is uncounterable then it is genuinely a skill issue and such a dissonance from reality that it is not worth talking about. When a survivor is entering/exiting a locker they can be grabbed, but you don't HAVE to start this interaction. It is not very difficult to lunge and hit them instead. You do not even have to back up, you can simply 180 and start a lunge/shortswing while not facing the survivor so you're not grabbing them, then turn back toward the survivor and they go down. Since this counterplay is in place and the survivors cannot force you to grab them in a way that can be flashlight saved, there is no problem here. This is common knowledge.

    Post edited by Rizzo on
  • Jay_K
    Jay_K Member Posts: 470

    I fully agree with you. Anyone saying "Skill Issue" or complaining that you brought this up are likely little entitled survivor main wanting to abuse mechanics in the game that shouldn't be a thing..

    Not sure when behaviour will actually fix some of the mechanics that are abused in the game on both survivor and killer side but they really need to start doing that instead of changing stuff that doesn't need to be changed

    No not boring but fair. So many mechanics survivors can abuse such as this, crouch to just invalidate a hit and so on. this has nothing to do with making the game boring it has everything to do with the fact that this anti flashlight at lockers was introduced then instantly rendered pointless abusing the fact you could slow exit a locker for a grab. Any grab at a locker be it going in, coming out or whilst inside should be immune to flashlights.

    You say this is a clear skill issue but in the moment of someone jumping in a locker instinct is to open that locker not lunge at the locker. How much skill is it if you are basically gambling on if the survivor will slow vault out or stay in. If the chase has gotten to the point where survivor can't do anything else then killer has basically done his job of getting his down but is denied because survivors abuse a mechanic in the game.

  • jmwjmw27
    jmwjmw27 Member Posts: 430

    There is no gamble. You walk up to the locker and mash the spacebar. If the survivor fast or slow vaults out, you quickly look in another direction, start an attack, and look back at a survivor, and they go down without being grabbed. If the survivor doesn't leave, you get the grab which is blind immune (except for flashbangs). You can still move or prepare an attack while mashing spacebar so there is nothing preventing you from doing this and getting the down without a locker interrupt every time.

    Also, flashlight saving from interrupts (totem, gen, locker, etc) is intended game mechanics and not abuse.

  • appleas
    appleas Member Posts: 1,128
    edited April 17

    Isn't it just due to multiple functions tied to a certain button? Like if the grab Survivor off a gen/totem/exiting a locker was bounded to a different key like shift or ctrl for example, the Killer could better decide whether they wanted to use a basic attack or grab. It has the same vibes of CJ tech or getting into a locker by accident instead of vaulting the window nearby because the devs doesn't want to allow players to customize key mappings for a few interactions in the game. It's just one of the old DBD design elements that still somehow exists today despite most things being streamlined and dumbed down.

  • RhysVMT
    RhysVMT Member Posts: 107

    Hook grabbing was dumb and made for zero counterplay or skill expression in EGC from either side, saving in EGC now requires coordination between Survivors (hard outside lf a premade), and is still very much outplayable from the Killers perspective if you dont get baited early and position correcrly, Gen Kicking turned out just fine in removing BS 3 gen Chess Merchant/Knight hostaging. In all my games as Killer since, ive NEVER had a gen blocked due to over kicking. If you have, you were part of the problem, so sounds like a skill issue. Have another go.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    Every removed "abused mechanic" lessens the skill expression.

    Aren't so many people complaining about how boring dbd has become?

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,545

    One has blindness protection because it's the only way to down a Survivor in a locker. If they get out, you have the option to lunge.

  • Hermit
    Hermit Member Posts: 396

    Now look at you, trying to argue with logic and reason in this forum ;) Feels like I saw a unicorn!

  • Jay_K
    Jay_K Member Posts: 470

    Your wanting me to spam space bar, identify if a survivor is leaving a locker, stop spamming and instantly 180, swing then 180 back to the survivor? Thats something that just won't happen due to human reaction times.

  • FilthyLegionRevival
    FilthyLegionRevival Member Posts: 313

    Hey, you mind saying that for the OTHER logical counterargument as well?

    Blind immunity exists for locker grabs because you're forced to open and take them out of the locker if they choose to not exit. This immunity accounts for that issue. Where as locker interrupts don't have it since you can just not hit them. You can either wait for them to hop back into the locker and spam spacebar or turn around and swing while flicking your mouse back at the locker and down them that way. What jmw said was correct: calling it uncounterable is a genuine skill issue.

  • LeFennecFox
    LeFennecFox Member Posts: 1,292

    Instead of complaining about buckle up or background player you complain about something you can avoid? This game would be so much better if we focused on the actual problematic things.