Victor Locker Hold Time

Why is it only 10 seconds? Shouldn't it be more punishing to jump in a locker in front of him instead of trying to dodge and kicking him? They already suffer from having an overabundance of counterplay and having to spend way too much time getting anything done on the map.

Switching to Charlotte already eats up a good chunk of that time so unless the locker is pretty close to where you left her, you're likely not going to get the grab.

Switching takes 3 seconds so assuming the locker is in a straight line away from you with no obstacles you have to go around, you can only locker grab within 32.2 meters of where you left Charlotte.

I am of the opinion that if Victor holds a locker shut on you, another survivor should have to remove him from the locker to guarantee you don't get grabbed. What are your thoughts on this?

Comments

  • @mouse0270 said:

    Hey a buff to victor I actually want to talk about

    Holding the locker shut for 10 seconds is a dumb call. I would actually like if they re-used trappers logic.

    Victor holds the locker shut and the survivor has to "struggle" to break free.

    • The default Escape chance is 25 % per attempt and the action takes 1.5 seconds to complete.

    You might break free on your first attempt, you might break free on your third attempt, you might break free on your 15th attempt

    This game, does not need more rng, that rng is part of the reason what makes trapper so frustrating to play as and against. RnG should not be a factor in dbd, or at least a game deciding factor

  • @Terra92 said:

    You don't need to grab them out of a locker. Usually just keeping them there will give you enough time to down them.

    This complaint is like how your lyft or uber driver will drive you to the front of your house, but you're annoyed that they won't drive you into your house.

    Not really, most lockers are near loops. If you aren't right there when Viktor lockertimer runs out the survivor is safe

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804063#Comment_1804063

    I would suggest running this build:

    • BBQ (Obviously for BPs and map awareness)
    • Iron Maiden (Even if you're far away, you can still do something if you almost made it, also counters Inner Strength)
    • Sloppy Butcher (It's easier to slug and track with Victor)
    • PWYF (You don't lose or gain stacks while playing as Victor, so coming out of your dorment state with 15% extra speed is really nice)

    I don't want to encourage slugging as a killer. I am playing the game with 4 other people that bought the game and want to have fun. Its not fun laying on the ground for four minutes waiting to die.

    But PWYF is a good option for my forth perk.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811292#Comment_1811292

    Not really, most lockers are near loops. If you aren't right there when Viktor lockertimer runs out the survivor is safe

    It's not supposed to be a 100% guaranteed tactic, but it does delay a survivor from moving, which is a really difficult thing to balance in a game. Crowd control is the most frustrating thing to deal with in video games, how do you give the person using it enough of a reward without completely destroying control away from the receiver? There's no definitive answer. People already have issues with Trapper traps, but there are ways around it so it's a high risk high reward tactic.

    A killer can hold someone in a locker and have 10 seconds to decide how they're going to utilize that time. Whether it be attack the survivor a distance away and have a bead on where they are, or use that opportunity to break a gen or find someone else. You don't have to focus one survivor at a time, and Charlotte and Viktor are already good at slugging, it just takes hitting everyone once for a very dangerous game to unfold. Healing becomes a priority for a lot of these survivors because the alternative is getting downed by a gnome who runs faster than Usain Bolt.

1 2 ›