Best Of
Re: BHVR is Gaslighting and Disrespecting Killers Time by Hiding SWF info
It's a videogame. You're not a victim of the videogame, you're likely a victim of addiction to the videogame. Stop playing the videogame if you're that upset and genuinely believe these takes and any of the proposed solutions.
Shout-out to Michel F. April for the new songs from Comeback update
The music he makes are certified bangers.
The first video is Kwon Tae-Young's music.
Re: Fast Track is fine. People are overreacting
I dunno what's going on in other people's matches but every match this perk has been in play since the rework it has been a loss for survivors for me, regardless of which role I'm playing. There's been only one exception, and that killer got two hooks, so it wasn't Fast Track that did it. For the most part, no one has been running it.
I don't really care what they do to do this perk cause I think it's too situational and I like guaranteed value, but if they nerf it, it will be caving to hysteria, because I can't imagine their data is showing it to be overperforming considering what I've been seeing in my normal, average, non-CC matches.
Re: Surprised I don't see StB more often
Very strong in SWF, rather lackluster when playing solo. Many such cases.
Re: Fast Track is fine. People are overreacting
I'm already someone who runs hyperfocus/stakeout to make soloQ a little easier.
I added it onto my build, and 3 survivors getting hooked shaved 18% off a gen for basically nothing. That's NOT good perk design. This would be like if killer had a perk that added, say, 10 charges to every gen for each completed gen.
Most of my matches I'm the only one running it, too. Imagine if all 4 run it. Actually, I don't need to, there's plenty of videos showcasing it.
Re: Fast Track is fine. People are overreacting
It is OP. It's the exhaustion problem of way too easy to get value of while providing huge benefits while stacked on 3-4 survivors. It's op and not healthy perk design.
Re: Fast Track, what were you thinking with this perk?
My Build with Fast Track was Fast Track, Hyperfocus, Stake Out, Built to Last and a Commodious Toolbox with good Add Ons. And there were Gens which I finished fast. But other games where I am very sure that my regular Build (Resilience, Deliverance, DS, Dejavu) would have been more helpful.
I'm trying to run through the possibilities on value because I think what you list gives a good way to look at the possible perk value (in other words, I get a bit rambly).
Let's start by imagining that you could only run this build, but had to drop one perk. Which would it be? Fast Track clearly seems to weakest choice on value given.
So comparing the opportunity cost compared to other gen perks:
Deja Vu: I expect in most matches Fast Track would give more raw value, but Deja's ability to see the gens is very useful. The fact that it gets value right from the beginning also means it is more useful in breaking an early game three gen.
Prove Thyself: Probably worse than Fast Track, though again has the possibility to do an early gen quickly or the last gen when the killer is in strong defense mode and the survivors naturally group up.
Resilience: Really depends how comfortable you are with being injured, but if the survivor is comfortable looping injured, this perk gives the slightly quicker benefits to multiple things and might outperform Fast Track on raw value against anything but the killer really spreading hooks to the other survivors.
Bardic Inspiration: Obviously benefited if playing in a team and the rolls that come out, but looking at usually 1 to 2% per skill check seems to outshine Fast Track, especially given the benefit can be shared. The setup time is an issue, that depends on play style though.
Invocation: Yeah, no.
So I think Fast Track is fitting with a lot of DbD perks, it gives you slightly more raw value, but you lose a lot of versatility (i.e. We'll Make It to Botany Knowledge).
Of course, I'm not mentioning the unregressable nature of the perk. I don't think that's a huge issue with gen rushing builds, which is where most complaints seem to think it will occur. The idea of gen rushing is to get the gen done before the killer can interrupt it, and gen rushing as a SWF is to finish before the killer starts racking up hooks, both negating the value of Fast Track.
Then of course there's the value that could be gotten from an exhaustion perk, anti-tunnel, etc. all of which have far more potential than Fast Track.
Could it have more value in different build? Say a diverse build with a mix of everything? Well if bringing a toolbox, Built to Last seems to outperform it, resilience and bardic have the same issues. In a build like this the unregressable nature might be more useful, but the trade offs still seem pretty clear.
I guess overall it evens out or is slightly worse to use Fast Track.
Yeah, I think that's accurate. Usable, sure. But, struggling to see broken.
Re: Fast Track, what were you thinking with this perk?
But a healthy way for this perk would be that you get the tokens by the amount of Survivors sacrificed not for each hook. So you had a comeback against tunneling Killers and not against Killers which give you a "good" or "fair" game.
While a possible direction, it creates its own issues.
To balance out the impact of an elimination, Fast Track would have to give quite a lot of value, so you could have situations were the survivors all run the perk, the killer gets their first elimination, and then multiple gens pop. Cries of 'why am I being punished for doing my objective' would increase substantially.
It also gives the survivors less incentive to protect each other, which probably goes against what would lead to a good game.
It also wouldn't in anyway reward spreading hooks. The killer still has to get eliminations, so if the killer spreads hooks all that does is give the survivors more time at full strength, then they still get the value of Fast Track.
While they Claim in the next sentence that the perk is not strong at all. If this perk is no problem as the survivors claim then there shouldn't be a problem to change this perk to be anti tunnel than anti hook spreading as Killers ask for.
BHVR shouldn't give into fear mongering unless they have evidence its actually a problem. Use this as the standard and we'll only be left with meta perks and trash perks.
Re: Trickster sucks to play against lol
Just prerun and greed short loops with pallet.
Hold W is king in this game and you can really make Trickster feel being 110 killer.
Trickster is good only if you let him close from start of the chase, but at that point that's true for so many other killers…
