Locker flashlight tech has no counter

Its an old tech and not many use it but a match against it, is really annoying.

In short what it does: When someone gets grabbed from a locker the pickup animation is longer, predictable and you cant face a wall. This makes it easy to flashlight safe. When two lockers are next to each other, two survivor can wait in the locker and safe the other survivor in time when he gets grabbed. No risk involved.

You can counter it with bear traps or lightborn. But there is no universal counter, so it depends which killer and perks you choose before the match. (Flashlight battery will not exhaust fast enough)

So two survivor can waste enough time to lose every gen or are invincible. When you ignore them, they start doing gens and with sprintboost or when they are healthy they reach almost every time a locker.

Comments

  • @Gay_Police_Dept said:

    Lightborn

    Yh i said that.

  • @Gay_Police_Dept said:

    Lightborn

    Because it totally makes sense equipping a perk for every single trial on the off chance a very rare tech might be used against you. /s

  • Don't open a locker if you know there is a person with a flashlight nearby.

    "Fool me once, shame on you. Fool me twice, shame on me"

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928303#Comment_1928303

    Because it totally makes sense equipping a perk for every single trial on the off chance a very rare tech might be used against you. /s

    Lightborn is not only useful for that tech. Also, unlike survivors, killers can see what they are facing in the lobby and prepare for that.

    Killers have too much information already and ways to counter stuff, yet here they are, complaining about how they can't counter everything by default. Perks exist for a reason, use them.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928575#Comment_1928575

    Lightborn is not only useful for that tech. Also, unlike survivors, killers can see what they are facing in the lobby and prepare for that.

    Killers have too much information already and ways to counter stuff, yet here they are, complaining about how they can't counter everything by default. Perks exist for a reason, use them.

    What about flashlights that are found in-game and could lead to this tech? Whoops, now you didn't equip Lightborn, what a shame.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928303#Comment_1928303

    Because it totally makes sense equipping a perk for every single trial on the off chance a very rare tech might be used against you. /s

    it's ridiculous but this is literally how the game is designed.

    don't want to get blinded? lightborn. don't want to get tunneled? ds. etc etc etc.

    in your example you gave it seems like you played into what the survivors were doing instead of leaving to patrol gens...kinda ur own fault.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928575#Comment_1928575

    it's ridiculous but this is literally how the game is designed.

    don't want to get blinded? lightborn. don't want to get tunneled? ds. etc etc etc.

    in your example you gave it seems like you played into what the survivors were doing instead of leaving to patrol gens...kinda ur own fault.

    Not sure where you see me giving an example, because I didn't.

    I remarked that dedicating a perk slot to counter a very rare tech that might occur once in several hundred games is a non-solution.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928649#Comment_1928649

    What about flashlights that are found in-game and could lead to this tech? Whoops, now you didn't equip Lightborn, what a shame.

    So 2 guys who wasted time on looking for chests and were lucky enough to get 2 flashlights? That's ok for me because they weren't working on gens.

    Also, if that ever happened to me i just need to be smart enough to get rid of the guys working on gens first. Once there are only 2 left they can't do the flashlight/locker tech anymore because no one else would be working on gens. It's called "playing smart" :)

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928656#Comment_1928656

    Not sure where you see me giving an example, because I didn't.

    I remarked that dedicating a perk slot to counter a very rare tech that might occur once in several hundred games is a non-solution.

    "When two lockers are next to each other, two survivor can wait in the locker and safe the other survivor in time when he gets grabbed. No risk involved." "So two survivor can waste enough time to lose every gen or are invincible. When you ignore them, they start doing gens and with sprintboost or when they are healthy they reach almost every time a locker."

    i was assuming this happened to you because it's very specific.

    it's a bhvr solution.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928660#Comment_1928660

    "When two lockers are next to each other, two survivor can wait in the locker and safe the other survivor in time when he gets grabbed. No risk involved." "So two survivor can waste enough time to lose every gen or are invincible. When you ignore them, they start doing gens and with sprintboost or when they are healthy they reach almost every time a locker."

    i was assuming this happened to you because it's very specific.

    it's a bhvr solution.

    I gave that example. And while its specific, it didnt happen to me. I only saw a video. To be honest this tech was never used against me in any way. I only thought its better to bring it to the devs attention or maybe someone has a counter and tells me.

  • @Avarice10 said:

    Don't open a locker if you know there is a person with a flashlight nearby.

    "Fool me once, shame on you. Fool me twice, shame on me"

    You could make this point when it would be for example the cj-tech. But in this case its a lose-lose-situation. Even when the killer knows whats happening he cant do anything against it, right? He could search for the other survivor, but there are some problems with it. And what should a killer do against a double locker?

  • yeah its abusing an animation, but its niche. There are alot of bigger problems so I doubt they get to it anytime soon or at all


  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928581#Comment_1928581

    You could make this point when it would be for example the cj-tech. But in this case its a lose-lose-situation. Even when the killer knows whats happening he cant do anything against it, right? He could search for the other survivor, but there are some problems with it. And what should a killer do against a double locker?

    The CJ tech has counters, and the flashlight is designed to empower survivors to rescue people from the killer. A killer cannot counter any flashlight blind while they're locked in the animation, wherever it's by picking up the survivor or grabbing them from a locker. Should the killer grab a person while knowing or suspecting a survivor is waiting nearby for the flashlight save, and they time it perfectly in the animation, then the killer deserves to eat the blind tbh.

  • You could bring Iron Maidon if your not feeling Lightborn or Franklin's.

    I would consider myself very consistent with flashlights and even I'm not 100% certain on the locker timings yet. Certain killers also can't be locker blinded.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928813#Comment_1928813

    The CJ tech has counters, and the flashlight is designed to empower survivors to rescue people from the killer. A killer cannot counter any flashlight blind because they're locked in a animation, be it picking up the survivor or grabbing them from a locker, should the killer grab a person while knowing or suspecting a survivor is waiting nearby for the flashlight save, and they time it perfectly in the animation, then the killer deserves to eat the blind tbh.

    Thats exactly what i said. Do you even read my reply?

    Again for you: i said the CJ-tech is fine, bc it has counters. The locker tech has not.

    The problem is that the timing is easier with the locker bc its a longer animation. And you cant slug. So there is a difference to other flashlight safes. And the double locker has no counter at all.

    I dont want to be rude, but please read my post before replying.

  • @CashelP14 said:

    You could bring Iron Maidon if your not feeling Lightborn or Franklin's.

    I would consider myself very consistent with flashlights and even I'm not 100% certain on the locker timings yet. Certain killers also can't be locker blinded.

    Yh you are right and i know that. But let me phrase it differently: for which reason should this tech stay in the game? Its ok when it has no high priority, but its something what should be removed someday.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928655#Comment_1928655

    So 2 guys who wasted time on looking for chests and were lucky enough to get 2 flashlights? That's ok for me because they weren't working on gens.

    Also, if that ever happened to me i just need to be smart enough to get rid of the guys working on gens first. Once there are only 2 left they can't do the flashlight/locker tech anymore because no one else would be working on gens. It's called "playing smart" :)

    Nah. Basically you're saying "it's uncontereable so I have to do something else". If you let it go, then they will work on gens while you're not chasing them. Even if you do kill the other two, you'll need to hook at least one of them in order for the hatch to appear, yes, perhaps no gens would be done but they will be jumping in lockers until their flashlights run out.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928859#Comment_1928859

    Yh you are right and i know that. But let me phrase it differently: for which reason should this tech stay in the game? Its ok when it has no high priority, but its something what should be removed someday.

    I disagree. There are many different animation locks that you can get a flashlight save from.

    Here's a few:

    • Locker saves
    • Gen grab saves
    • Slow/medium vault saves
    • Pallet grab saves
    • Hook grab saves

    The thing is they all require a lot of skill to pull off. The timing needs to be so precise that I don't see any reason why it should ever be touched.

    I see all of these as a "fair play, this player is extremely skilled". Same way I see a good Billy/Nurse player.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928868#Comment_1928868

    I disagree. There are many different animation locks that you can get a flashlight save from.

    Here's a few:

    • Locker saves
    • Gen grab saves
    • Slow/medium vault saves
    • Pallet grab saves
    • Hook grab saves

    The thing is they all require a lot of skill to pull off. The timing needs to be so precise that I don't see any reason why it should ever be touched.

    I see all of these as a "fair play, this player is extremely skilled". Same way I see a good Billy/Nurse player.

    I know all of them. You dont need to drop so much knowledge. I have over 2000 hours. From what i saw, the locker grab animation is longer. Like i said i personally have no experience with it. Would you say you its the same difficulty?

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928934#Comment_1928934

    I know all of them. You dont need to drop so much knowledge. I have over 2000 hours. From what i saw, the locker grab animation is longer. Like i said i personally have no experience with it. Would you say you its the same difficulty?

    Sorry I just wanted to show you all the different locked animations that are similar to locker saves. I don't know if it's longer or not. It feels the same as a normal pick up but shorter than other grabs.

    Locker saves are more difficult than normal ones. As for the rest it's hard to tell which is harder or not since you very rarely get to practice them. I'd say they are all the same difficulty once you practice them enough.

    The thing about locker saves compared to the other locked animations is that it won't work all the time. Certain killers it's impossible to do it on and not all lockers are flashlight blindable.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928665#Comment_1928665

    Nah. Basically you're saying "it's uncontereable so I have to do something else". If you let it go, then they will work on gens while you're not chasing them. Even if you do kill the other two, you'll need to hook at least one of them in order for the hatch to appear, yes, perhaps no gens would be done but they will be jumping in lockers until their flashlights run out.

    Nah, i'm saying that it's such a stupid tech that i don't even need to bother with it because they aren't working on gens while doing it. First they need to find 2 lockers together then get my attetion. Of course i can fall for it once if the other guy was inside the other locker already, but i won't fall for it twice.


    "perhaps no gens would be done but they will be jumping in lockers until their flashlights run out"

    Then there's nothing to worry about, i got my 2K already and will probably get 2 more soon.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928660#Comment_1928660

    "When two lockers are next to each other, two survivor can wait in the locker and safe the other survivor in time when he gets grabbed. No risk involved." "So two survivor can waste enough time to lose every gen or are invincible. When you ignore them, they start doing gens and with sprintboost or when they are healthy they reach almost every time a locker."

    i was assuming this happened to you because it's very specific.

    it's a bhvr solution.

    I'm not the original poster who opened this thread. THAT is not my example.

  • @Avarice10 said:

    Don't open a locker if you know there is a person with a flashlight nearby.

    "Fool me once, shame on you. Fool me twice, shame on me"

    "Fool me THREE times... back to you again" - A less than wise young man

  • Maybe just, leave?