Losing stacks of Play With Your Food inconsistent across killer powers?

Killer powers that cause the survivor to lose a health state removes a token of Play With Your Food, but not powers that don't, right?

If so, why does casting the Cenobite's chain portal consume a token and another token when swinging for a basic attack afterward? The chains do not damage the survivor...

Is this a bug, an oversight, or part of some balance issue?

Comments

  • @Nos37 said:

    Killer powers that cause the survivor to lose a health state removes a token of Play With Your Food, but not powers that don't, right?

    If so, why does casting the Cenobite's chain portal consume a token and another token when swinging for a basic attack afterward? The chains do not damage the survivor...

    Is this a bug, an oversight, or part of some balance issue?

    so long time ago, Engineer fang(an iri add-on) used to not consume play with your food stacks when using cenobites power. this made sense because pinhead chains do not make you lose health-state by default, but the add-on does. To nerf add-on to completely worthless. they made pinhead's power consume stacks to nerf play with your food synergy.

    https://www.youtube.com/watch?v=PtBvvC6gEQ0&t=37s

    The synergy was not broken but content creators insist that enginner fang was imbalanced that it needed complete gutting. As a result, pinhead's enginner fang now reduces chain count by -1 and does not work with the play your food perk.

  • This is taken from the wiki description of Play with your food. Basically any m2 with a variety of killers will lose stacks. Theres apparently a list there too that you can see.

  • @Rulebreaker said:

    This is taken from the wiki description of Play with your food. Basically any m2 with a variety of killers will lose stacks. Theres apparently a list there too that you can see.

    I cant image Trapper lose a stack to reset a trap.

  • Lucky him he doesnt, though that would be hilariously cruel

  • @[Deleted User] said:

    Play With Your Food, is a perk that HAS really needed to be cleaned up in the special attack interaction and interpretation department for a long time now, as it's rather loose as to what count's as an "attack" and making change's to killer's because an add-on make's a good synergy just creates confusion (Along with some other killer's).

    Generally an "attack" is a direct action by the killer that carry's damage, usually the token is consumed when this action is dealt, For instance pressing the Basic Attack button is an action that carry's damage, for a Special Attack we would need a few example's:

    *Trapper setting a beartrap is not a direct action that causes damage (no token loss), a survivor stepping in a bear trap is not a direct action from the killer that carry's damage (no token loss).

    *Hillbilly rev's his chainsaw, a direct action but has no damage (no token loss), Hillbilly chainsaw sprint's which is a direct action that carry's damage (token loss).

    *Plague use's vile purge, a direct action that carry's no damage (no token loss), vile purge reach's max on a survivor, not a direct action from the killer that carry's damage (no token loss), Plague use's corrupt purge, a direct action that carry's damage (token loss).

    *Knight summon's a guard, not a Direct Action that deal's damage (no token loss), Guard hit's survivor dealing damage, not a direct action that carry's damage from the killer (no token loss). Knight perform's a Basic Attack, a direct action that carry's damage (token loss).

    They should look into Play with your food and clean up and make ceratin interaction's act properly. The best way to do this is make sure that token's are consumed/lost when a "Direct Action" that cause's damage comes from the killer (see Knight explanation above). Instead of cenobite just not being able to use the perk because there power doesn't remove health states unless a ceratain add-on is brought it should be:

    Cenobite creating a chain portal, not a direct action that causes damage (no token loss), Firing a chain to tag a survivor, not a direct action that carry's damage (no token loss). Firing a chain with Engineer's fang, a direct action that carry's damage (token loss).

    There's a couple of other killer's beside Cenobite that have weird PWYF interatcion's which just prevent them from using it.

    Deathslinger, he lose's a token whenever he fires the redeemer, an action which does not carry damage at all, he does lose a token when hitting a speared survivor or breaking the chain manually which is intended, since those are both direct action's which carry damage. Breaking the chain to wound a survivor with the enviroment does not remove a token of PWYF which technically isn't a direct action that carry's damage.

    Twin's also have a weird interaction. Twin's have weird interaction's with perk's as Victor sometime's activates them. Victor consume's PWYF token's, which make's sense it is a direct action that carry's damage, however Victor doesn't gain the speed bonus from the token's and technically isn't meant to activate/apply perk's, so should you lose token's by attacking with him? You are in control of Victor but as stated, he's not intended to activate/apply perk's, so would it count as a Direct Action from the killer when Charlotte's the killer and Victor's the power?

    Trickster, his throwing knive's don't deal damage until the meter's full but count as a direct action that deal's damage for each knife thrown. Which is weird when you consider Plague's Vile Purge.

    Nemesis (last one i think), hitting a non-infected survivor with the Tentecle whip is not a direct action that deal's damage yet it result's in token loss.

    (edit: typo on "Charlotte")

    This could be fixed so that PWYF removes stacks per health state loss. Would let most killers + killers like Trickster and Huntress use the perk nicely without really losing anything.

    Although, Bubba might be a problem in that case... but then you could just make it so that insta-downs or certain insta-downs (like through a direct Killer power like Billy/Bubba and not through Exposed via perks or Myers/Ghosty) remove two stacks instead of one.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371310#Comment_3371310

    This could be fixed so that PWYF removes stacks per health state loss. Would let most killers + killers like Trickster and Huntress use the perk nicely without really losing anything.

    Although, Bubba might be a problem in that case... but then you could just make it so that insta-downs or certain insta-downs (like through a direct Killer power like Billy/Bubba and not through Exposed via perks or Myers/Ghosty) remove two stacks instead of one.

    I dont know. A Trickster with Play with your Food and Iridescent Photocard does not really sound good. You will have up to 3 Stacks of PWYF (so up to 125% Movement Speed) and will not lose any stacks while chasing the Survivor who is exposed, since they did not lose a Health State.

    Removing two stacks does not help there, because you cannot outrun a Killer with 3 Stacks of PWYF, so you will go down against this Trickster (or a Clown with Pinky Finger for example, even tho Trickster would be worse since he can just follow you while you are exposed) pretty easily. Same for Myers and Ghostface.

    Sure, removing two Stacks would even that out, but having no chance at all during the chase does not sound right.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371420#Comment_3371420

    It's an understandable concern, however that's somewhat more of a rare scenario due to the fact it usually take's a while to build up 3 token's. Usually when runnning PWYF you want to try and preserve token's for later chase's but it's also not worth forcing the token's as breaking chase isn't consistent outside of 2 killer's and it becomes more of a double edged sword with the time sink. In a scenario with those add-on's it would be faster and easier just to not use PWYF. However i don't think token's should be lost only on health states as it would, as you described, create a chase with no chance if the killer miss's or take's a swing and get's stunned. Since part of the balance idea of PWYF is you can't end the chase with a down and have 3 token's at the same time, there's only 3 scenario's where that can happen and there incredibly luck determined.

    The thing is, the Killer does not need to swing or anything. They will get the hit, because you cannot loop a Killer who has so much Movement Speed. And this is without Bloodlust.

    While it would certainly take a while, it would make the 1v1 miserable. And while the game is a 4v1, the 1v1 should not be ignored.

    But this is the overall problem with PWYF - it cannot be a strong Perk as long as it grants Movement Speed. Because Movement Speed is the most important thing in this game and you cannot afford to mess around with it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371451#Comment_3371451

    The thing is, the Killer does not need to swing or anything. They will get the hit, because you cannot loop a Killer who has so much Movement Speed. And this is without Bloodlust.

    While it would certainly take a while, it would make the 1v1 miserable. And while the game is a 4v1, the 1v1 should not be ignored.

    But this is the overall problem with PWYF - it cannot be a strong Perk as long as it grants Movement Speed. Because Movement Speed is the most important thing in this game and you cannot afford to mess around with it.

    Funny enough that BHVR released another movement speed perk (albeit conditional). Me and a friend ran it in a custom with blood pact and hope and went ZOOM. We felt confident we could outrun a 4.4 and really hope someone tried.