Best Of
Re: Hillbilly chainsaw spam and power creep.
Bro basically wants the overheat mechanic back
Re: Fast Track and perk activation requirements
I've won more than enough games with NOED, which is by far the biggest "plot twist" perk in the game. Survivor altruism has also won me lots of games during endgame, when i had basically no chance during the main game. I've won games where i had 2 or 3 hook stages before all gens were done. It's not a regular experience anymore since i despise these kinda perks that reward you for playing bad, but yeah.
Killer is the only role where this is possible. If a killer dominates a team and has his first kill at 5-4 gens left, it's almost impossible for the survs to still win the game if the killer is not deliberately throwing by chasing someone for 3 minutes. Survivors don't have these kinda perks that can turn around a lost game.
A Decisive Strike during a critical time in a good spot can prolong a chase for sure, which can win the survs the game, but it's not something that will make you win a game that is already lost.
Re: Fast Track and perk activation requirements
I still think the elusive situation was such a missed opportunity, so I'd have to agree with you there.
Re: Progress Bar Arrows
They are distracting and quite frankly look "cheap". Looks like something from a mobile game. An off toggle would be nice.
Re: BHVR nerfed The Doctor to "compensate"
Somehow, I am not surprised at all.
Unknown with the original Blurry Photo was much better that in the current patch. They did this before.
Re: Fast Track and perk activation requirements
It's ok at best and it's another case of "solo gets nerfed, swf not that much". A team can coordinate their saves, meanwhile as a solo player you won't get many unhooks in many matches or you have to play inefficient and run as fast as possible to the hook even though another surv is on its way.
I agree the perk was too strong especially when combined with other gen perks (i played it with stake out, hyperfocus and deja vu), but it's not really worth it anymore if you have other choices like 2nd chance perks, exhaustion or healing, which all contribute to the time factor of the match in a similar way (by increasing the time of the killers objective).
Re: Hillbilly chainsaw spam and power creep.
Excatly he is what "S-tier " should look like (meaning s-tiere here because if he would be strongest killer in the game ofcourse he would be in s-tier even if he would not be broken as nurse or prenerfed blight was). Billy requires lot of mechanicl skill and its not easy to curve, he has build in counter and its just hold crouch button, he must be very direct with his saw hit compare to many other killers. he is one of most map effected higher tier killers where his mobility is map dependent and windows counter him simulary as leather face but his speed is what makes him be able to play them, still bamboozle is needed perk lot of times.
There arent many addons used on him like lopro got nerfed and isnt worth it so his mains only use iri carborator for speed (same as bestmarks in its effect for his power which bubba mains use speed > charge time) plus boots for his turn rate not being so bad.
Billy is what high tier killer should look like be strong but hard at the same time and fair you cant just say he isnt fair because the skill player needs to be good with him and landing shot isnt small is one of highest in this game and he has plenty of counters.
Re: Fast Track and perk activation requirements
I get your worry about coup because unless killer lunges super far and you arent sharp enough to see it nothing will tell you, but fire up? seriously that perk does very little unless its stacked with other chase perks and even then its not huge deal right now with dimishing return.
Fire up is strong on one gen left and at this point there isnt much time killer will use it and get value from it compare to brutal strenght or bamboozle.
There are far more bigger double standarts but something that pernamently removes time needed for survivors to do gen and its automiticaly given to them when killer player "nice" or how he should is more worse then deadlock or noed at this point.
For comparison we talk about effects like of the first ruin where even when you hit good skillchect you get 5% regression and when you hit great you got 0% of gen progress but even then this broken effect had two counters firts was gen taping and second was ability to remove the totem but fast track you cant counter it much only way is hardcore tunneling which is nowdays way harder then before do to many existing perks for antitunnel protection and ds being free so almost every survivor runs some perk to counter tunneling nowdays and as killer you have no other way to counter it no counter build in the perk like ruin has or noed have (even shows you totem aura nowdays up to 24 meters so unless killer hooks near that totem its very possible to break it and counter it). Thats fast track problem unless you play as turnament hungry competive jack and bite through untitunnel protection you have no other counter to it, you play normaly you are against yourself and I had last weeks many teams where fast track with BNP was used and it was very noticiable especialy on few gens left.
I dont denny deadlock isnt well desinged compare to grim or deadmans switch which reward killer for doinmg objective, but deadlocks effects arent so destructive for survivor side compare to 4 survviors running fast track, sometimes deadlock is even against killer because he doesnt effect when gen gets done that much, compare to old eruption if you remember.
Re: Fast Track and perk activation requirements
this guys just compared fast track to fire up LMAO I just can’t with the community of this game deadass
Silk
Re: Fast Track and perk activation requirements
Deadlock is 4x25 seconds, fast track is at max 18% of gen progress pernamently which is 16,2 seconds x4 which is less but its pernament progress meaning nothing will put it back and only thing that did that before and needed nerfs was BNP which gives now 10% so fast track on all survivors gives then all togeather 64,8 seconds of pernament progress on gen thats more then 66% of one gen and combining it with BNP each is 25,2 x4 which is 100,8 seconds pernament progress which is like 1 minute and 40,8 seconds so thats not small time and its pernament.
Bare in mind that deadlock doesnt effect all survivors just the ones that are on most progressed gen right after other gen was done but this pernament progress effects killer a lot especialy the more he hooks the worse his fates gets because of single perks.
I had teams like this where fast track and toolbox with BNP of each survivor was common thing and these games were one of fastest in my life around 5-6 minutes even when I played good without huge mistakes so it changes the game alot only cheaters made my games faster.
Not to mention deadlock bloks that gen but other perks cant damage it.
For record pain res causes 20% damage 4 times per unique hook, its 18 seconds of gen damage per stack and it makes the killer go out of his way and spread hooks so even when its very strong perk it actualy pushes killer to play more nice and healty to earn this perks rewards. But fast track gave survivors passively stacks when killer hooked someone which is against this healthy playstyle of spreading hooks everyone wants to have instead of tunnel vision and on top survivor doesnt get 18% of gen progress but 18% of pernament gen progress so its makes that gen take less time to do even when its regressed to 0%.
Healthy perk indeed.