Flash Bang Change

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I reported that flash bangs are getting around locker blind immunity and it was listed as not a bug. I think this needs to be reconsidered as locker flashlight saves were removed due to how oppressive and uncounterable it was. This is now the same thing. This needs to be changed as it continues to be unhealthy for the game just like the flashlights were.

Comments

  • FilthyLegionRevival
    FilthyLegionRevival Member Posts: 304
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    If I recall, it's the flashbang going off literally milliseconds after the locker animation is done. They probably have insane precision and timing to accomplish that.

  • Nerfpopalready
    Nerfpopalready Unconfirmed, Member Posts: 85
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    I mean I’ve just recently learned how to do locker bangs very consistently and it’s very hard to pull off you need to practice the timings a lot and you won’t seen it done in most games unless the survivor knows the timing which most don’t not to mention you need to craft the bang and get it ready like dude if you hate skill expression just say it

  • Optx
    Optx Member Posts: 50
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    Oh, stop. Skill expression is great. One-sided skill expression is not.

    If a perk read "At the start of the trial, this perk activates. Press the Active Ability button to open an instance of OSU and look for the hardest track available. After you beat this track, all survivors enter the dying state. This perk is disabled for the remainder of the Trial after use." Would you tell me "you hate skill expression" if I thought it was unhealthy?

  • vol4r
    vol4r Member Posts: 155
    edited April 15
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    Timing has to be really precise, and on top of that you need to spend 45 seconds on a gen to craft one flashbang.

    There is no issue with flashbang locker saves. It is hard to pull off and takes time as you need to do gens.

    Also i never had a game that i was able to craft more than 4 FB - 4 locker saves might stun the killer for like 20 seconds together? That's not much.

    Also - if someone is playing for the saves why don't you go against them? It's mostly just 1 person in whole survivor team to be able to do the saves or even go for them.

    I literally never get flashbang or even flashlight saves against me - it's so easy to play against such gamers. You just need to pay attention to sounds and surroundings around you, see if someone is waiting for a pick up.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,271
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    Lockers got the free lightborn effect because people were doing double locker saves. Certain areas could allow two survivors to stay in lockers near each other and repeatedly save, no matter who got grabbed. And flashlights, especially with add-ons and certain perks, could do this for a very long time.

    Flash bangs only work once, then you have to earn it again. It's one of the fairest perks in the entire game.

  • moputopia
    moputopia Member Posts: 94
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    I agree, I wish they added blind immunity to flashbangs as well. I know it doesn't happen often, but if your literally only counterplay is hoping the other side messes up, it feels pretty unfair. And people who go for these double saves usually have practiced enough to nearly always have the right timing, so there isn't much to do.

    BHVR has been removing several tactics that had no counterplay and felt bad to play against, so I'm sad they consider the guaranteed flashbang saves a feature and not a bug.

  • vol4r
    vol4r Member Posts: 155
    edited April 15
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    Counterplay is lightborn - there you have it. Either choose to play with it or without it, it's up to you.

    It all seems like skill issue to me.

  • Optx
    Optx Member Posts: 50
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    "Just equip this niche perk in order to counter this rare, yet, unhealthy interaction" is, and never will be, a good argument in favor of a bad mechanic. Just get rid of it. Compensate with a minor buff if needs be.

  • _Onyx_
    _Onyx_ Unconfirmed, Member Posts: 348
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    Flashbangs are problematic because of Background Player and the no collision exploit when the Killer is picking a Survivor up.

    Anything else that they can do is down to Survivors practicing and learning the timing.

    Albeit, light saves are brain-dead now due to the lenient window that Survivors have to get it. Before it used to be just as the animation finishes, much like with how Flashbangs at lockers work now. But yeah, it's not the perk that's a problem, it's the mechanics and synergies around them that make them crippling to go against.

    But if Flashbangs are really bothering you, try using Lightborn; like @vol4r suggested. Although I don't think it's a skill issue on your part like they dismissively said.

  • Ohyakno
    Ohyakno Member Posts: 527
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    I swear some people just go trawling for stuff to say "skill issue"to.

    If a passive perk is the solution to this problem, how is skill involved? There's no counterplay except to run the perk. Where's the skill come into play?

  • vol4r
    vol4r Member Posts: 155
    edited April 15
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    Dude i literally have 7.3k hours and i never got outplayed by flashbangs - that's why i can freely say skill issue.

    if you are not experienced enough then run lightborn, that's it.

  • Ohyakno
    Ohyakno Member Posts: 527
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    There is nothing to "outplay". You grab a survivor from a locker, they get saved. What do you do? You can't scour the map for the background player saver; they're a mile away. You could just leave the survivor in the locker and go away, but that's hardly outplaying.

  • FilthyLegionRevival
    FilthyLegionRevival Member Posts: 304
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    Using a nonsensical analogy isn't going to help your argument. To answer your question from before, yes.

  • Optx
    Optx Member Posts: 50
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