BGP has its counter - and it isn't only Lightborn :)
When I was browsing the forum, I came across many posts that the combination of BGP and Flashbang cannot be countered in any way except by taking Lightborn, and the killers said they did not want to occupy one slot with this perk.
I decided to take a look at Twitter to see some excerpts from the survivor's and the killer's perspective.
First counter: Lightborn (obviously).
You bring this perk, all flashbangs/flashlights are countered, EOT.
Second counter: Fire Up.
This perk can mess with survivors pickup times and even after changes of blinds, survivors have harder time to blind the killer. This can also help with pallet stuns as they should be even more precise.
Here are some clips:
Third counter: Infectious Fright.
I've noticed that a lot of clips with "insane BGP value!!!" from survivor side have them in terror radius on down.
Let's see some of them:
All of that saves could be countered by using Infectious Fright:
This perk could reveal survivors that are nearby to alert killer for BGP.
Forth Counter: Forced Hesitation (maybe)?
This perk looks like it was specifically made to counter BGP. But I don't know if those 16m aren't too small for that maybe? What are your opinions on those perks?
I think this perk is not that bad to counter as some people may want it seem to be.
What are your opinions on those perks, maybe you have other clips with BGP that could be analyzed in terms of "how could that save be prevented"?
Comments
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Lightborn
Pallet saves are a thing
Fire Up
This is a joke right? This won't do anything significant until the game is already on the tail end. -1 perk slot
Infectious
It doesn't matter that you know they're there with infectious if you're a m1 killer. You're just wasting time trying to catch them out if they just keep a moderate distance they're wasting more of your time while still being able to get the save.
Forced hesitation
Actually pretty good at stopping normal pallet/flash saves, but BGP is 200% normal surv movement speed they are 8m/s for 5 seconds. Meanwhile it's over 3s to pick someone up and move outside the pallet/look down. They can stand just outside forced hesitation range and reach the pallet/blind angle with time to spare and even if they get hit with the slowdown very likely they get it anyways.
tl;dr none of these perks actually "counter" BGP in a very meaningful way. You're just spending a precious perk slot to inconvenience them slightly.
21 -
DbD is not a counter pick game, nor should it be balanced as such. You might get lucky and counter someone's build, or you might be running Lightborn+Fire Up against a team that doesn't have BGP.
22 -
None of these do a damn thing VS a background player going for pallet saves or sabotage, and two of them are absolute jokes of perks
This is hardcore gymnastics trying to justify an obviously overtuned bully squad perk18 -
The thing is, it doesn't matter whether there is "counter" or not, if killer has to waste time no matter what it's lose lose situations
Fire up may work but anything else is pretty useless
8 -
The counter to pallet saves, sabotage, blinds is to not hook.
3 -
It's funny, because the same people insisting that BGP is fine were all up in a frenzy over Ultimate Weapon when a single perk (Calm Spirit) hard countered the perk far more than these examples.
17 -
knockdown gang
3 -
it half counter not hard counter=it still gives blind which is annoying. Calm spirit is also a garbage perk still because your opening chest/cleanse/blessing totems at -30%. and even funnier that the whole bless/open/cleanse silently is pointless when your injured lol your making noise. So bvhr should look into fixing that buff(more of nerf) that no one asked for from 6.1 with this perk. All the starter survivors all have rubbish perks now.
2 -
Hexes are hardly meta right now and neither are boons. It's also not particularly worthwhile to open chests compare to bringing in your own item. While I don't think Calm Spirit needed the 30% reduction to those actions, that debuff does not matter at all.
Blindness is also a rather weak status effect on its own too.
5 -
None of these really 'counter' Background Player though.
But on the subject of Lightborn, I've been running it without even seeing flashlights in lobbies and it's paying off BIG TIME because of the BG/Flashbang combo right now. Pallets are always a gamble sure, but I'd rather cut down the gamble to just pallets than risk open spaces on top of it.
8 -
I commend you for your efforts here but these perks might stop background player every once in a while at best. Background players give survivors blight level speed. A slightly faster pickup not gonna stop it consistently enough to be call a counter
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Best counter to all this is not playing the game.
Works every time and removes any frustration in matches and Survivor can't do anything about it. They won't even notice it.
15 -
Dont get me started with knock out…
2 -
One step ahead of you.
0 -
I'm actually suprised to see so little killers still don't just go with full slug builds. When you look at the win conditions, slugging is the fastest and most efficient a killer can play. "Good" killers shouldn't care about BPs, Pips and the survivors fun. And yes, slugging is obv the best counter to potential BGP aswell.
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My go-to for years now and it works wonders.
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Slugging has weaknesses too. Going for a 4 man slug is kinda high risk high reward. One unbreakable or Exponential can reset all your pressure. Maps also affect your ability to snowball such as RPD, midwitch etc.
The optimal play is to focus hook states on one Survivor, let another Survivor totally bleed out and have the other two keep rotating between picking up slugs, unhooks and doing gens, however it is quite tempting to go for that 4 man slug at times.
I had 3 Survivors slugged in RPD as Trapper but the last Survivor had WGLF and Unbreakable which let him quick pick up everyone and they eventually got a 4man out. While I didn't keep track of my downs, I got enough downs with Surge that the middle gen exceeded 8 regression states which puts me at 9-10 downs. Looking back, focusing hooks on one Survivor in between slugs would have put me in a better spot, but I got greedy.
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Only for survivors to turn around and cry about getting slugged all the time 🙄
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Because it's high risk high reward strategy and certainly requires all of good tracking and high chase power with map mobility
not something easy to have for most killers
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I hate that BGP is a bully squad perk when its so fun to move at that speed. I love using it to reposition myself to a better part of the map, and its just so fun. I do understand it needs a change, but I wish they were able to keep the speed and duration, while making it less problematic somehow. Maybe have it activate on getting unhooked so its an anti tunnel?
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how does fire up counter people doing pallet saves with the perk there’s genuinely no counterplay to that besides hoping the people you are playing against are bad at the game
1