You're missing the point. Of course killers use it for aura reading - they have it and they need a new target after they hook someone, so why wouldn't they? The thing is, if BBQ didn't provide bloodpoint gain, people would use it much less because other info perks are now equally or more worthwhile - Whispers, Nurse's, Thrilling Tremors, Discordance, Surveillance, etc. Killers usually like to run one tracking perk - zero and you can waste tons of time by being unlucky, more than one and you're sacrificing too much potential power for minimal returns. BBQ ends up being near-mandatory in the 'tracking perk slot' because it cuts the grind in half. Of course killers use it for the tracking... they didn't take BBQ in addition to their favorite info perk.
BBQ's a pretty good info perk in that it provides info when you need it, but it is extremely counterable due to the way it gives survivors advance warning when it's about to trigger. Other perks are sneakier or provide information at different parts of the game. I think it's fine. I'd like it if there were more perks that offered double bloodpoints (with the assumption that they wouldn't stack with each other), but BBQ encourages healthy behavior from killers and I think it's well designed.
Not calling you a liar. Not necessarily. I'm just saying that what you said isn't true. As in, you were misinformed.
I agree with OP. While BBQ does have counters, they are not always readily available to survivors. Heck, sometimes you don't even make it all the way into the locker (if a locker is even nearby and unoccupied) with a slow entrance quickly enough while trying to avoid the aura read. And even if the other remaining survivors do avoid the aura reading via locker, some killers assume that means 'survivors have to be nearby' - as shown by prior commenters on this post. (No way it could be Distortion, right?) And as we're all aware, the new meta is for BHVR to make map reworks that are replete with dead zones - including generators in some of them.
Killer used to be a more skillful role prior to Bubba, but not very much these days. Almost all tracking is done for you simply by equipping these: BBQ, Discordance, and/or Tinkerer. (Or play Doctor or Legion...)
As for what to do with BBQ? You could make it do the opposite of Thrilling Tremors: reveal the aura of survivors not working on generators for four seconds upon a hook 40+ meters away. That way it at least won't punish survivors doing their primary objective, and still not conflict with Thrilling Tremors.
I still find Coulrophobia, Sloppy (if I don’t have Sulphuric Vials), Forced Penance, and either Deathbound or Distressing (sometimes Bloodhound) incredibly effective if I’ve always got one survivor slugged as often as possible.
Me too. It's too OP on a high mobility killer. If the killer's job wasn't so easy, I would probably say BBQ might be more appropriate. Survivors die in the arms of the killer now. It is TOO much information. A killer that is downing fast essentially knows where everyone is at all times. I don't know how this perk has not been nerfed. When BBQ came out, survivors were much stronger, so many more pallets and you really have a good point how Bubba can't be saved against. The devs releases perks like this but never considers how OP it is on other killers. Same as Infectious Freight. The counterplay means you can't do the objective for most of the match.
Please nerf this perk.
This comment doesn't have enough up votes. We need ALL of the Killers to make the match completely different. I suggested awhile back that they should take certain addons of each Killer and make them base kit, Ex: Hillbilly Chainsaw running through 1st pallet but doesn't down you if he hits you. That would make fighting him more unique. Too many killer are just... M1 focused. They don't have the flavor or effort put into them like the Killers you mentioned for sure!
BBQ is one of the most balanced perks in the game imo. You get rewarded by hooking a survivors and get blood points. Unless your team is constantly going down its a decent perk.
Well thank you. It's easy to say "giving killers passives is like giving them free perks, so that's not fair!" but, like, it's the core theming for the game. Everybody will have a more enjoyable time if the game has more variety from one game to the next and that means changing the baseline rules for each killer
SLUZZY, U THERE?
Yes: she’s four posts above yours.
I completely agree! What are the Killers that need this attention the most? I suppose a Killer like Trapper has SOME Survivor interactivity with the disarming of his traps, so not sure if you'd count that? I am curious to hear your thoughts on a Killer like Wraith or Nurse. Giving Survivors a way to interact with each Killers power seems like a neat way to spice up the game for sure!
Buddy....step into a locker for 4 seconds and it's countered. Be near the killer when they are hooking and it's countered. Run that perk that hides your aura a certain number of times. You're the lazy one for not wanting to take time to counter the perk YOU deem as bad/lazy.
Heres a real hot take for you. I think BBQ, Ruin, and the BP part of we're gonna live forever should just be baseline.
And before anyone comes in here with an ad absurdum argument of "Well then people are just gonna stack 4 defense perks or 4 tracking perks on top of X/Y". Yeah, obviously some people are going to do that, but that shouldn't cause other, more healthy avenues of gameplay to be shut down just for the fringe minority of cases.
I play main survivor and check this in every rank: people are stupid and NEVER hide in a locker. You know pretty fast when a killer play with BBQ. But...
And since killer camp almost every time, this perk is rarely used to pinpoint other players. Maybe that's why they don't have this reflexe.
my same question, happy others are worried too
Players disarming traps is a KIND of environmental interaction, that's true. The issue is that the Trapper player doesn't have an actual power to use beyond setting those, and his has to both place the traps manually as well as retrieve his traps from random places in the environment. If he had, say, a baseline inventory of 3 and reloaded at a locker, it would be more reasonable to say that evasion and disarming is the back and forth. But for how long it takes the killer to set all that stuff up (not to mention how few can reasonably be put in one region), it feels more like the players making sure the killer stays in their "man with stick runs after you" baseline mode. Which is why I suggested the traps resetting themselves addon as a passive: players can poink the traps to turn off the killer's bonus, but it'll come back at some mysterious point, so you must be always on your guard.
Wraith should really have the "you can't tell how near or far the bing bongs are" addon baseline. If players are checking out all around themselves in paranoia any time the bell is run, they're applying psychological pressure everywhere on the map. Perhaps even adding little, fake 'shimmers' as if he's close by that move around randomly, so survivors are never sure when it's safe to stop hiding. Keep up the pressure of the invisible threat!
Nurse is tough. In the hands of 99% of players, she's the worst killer in the game because her power is so hard to use and her movement speed is so slow that you are forced to use it all the time. But in the hands of the 1% who put in tons of practice and got good, she's nearly unbeatable. There is no "man with stick runs after you" phase to her. It is all power all the time and if you're good, you can be practically everywhere at once. Given her whole deal, I think an interesting one might be to have the UI lie to survivors: if you're a certain distance away from your team mates, their portraits all say that they're injured. That way, you're never really sure who's in need of healing or who's just not near you.