http://dbd.game/killswitch
Would fire up be better if it... (Also wake up)
Upon a generator being completed you become "fired up" for 30s increasing action speeds by 20%, and reducing attack cooldowns by 10%. When all gens are completed this effect becomes permanent.
EDIT : Or act as the opposition to thanataphobia - 5% action speed for every injured survivor.
Thoughts? Trying to think of ways fire up could be made better.
Wake up : reduces the exit gate timer for this player by 5s, plus an additional 2s for every survivor dead. Makes it akin to left behind allowing for an easier exit strategy in the case of a loss/lessens exit gates when "winning"
Comments
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no, fired up needs a rework, it was thought for old Freddy, an endgame killer, since his core idea has been scratched the entire perks needs to be changed. I mean the weapon recovery is nice, but anyone would just slap noed for an endgame perk, rather than fired up.
it's like trying to balance MoM keeping its original effect, it will always be almost impossible.
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Imagine the attack cooldowns with STBFL, that'd be so OP.
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But think of it this way. its giving you essentially a better bamboozle, brutal strength etc all potentially during a chase which can be paired further on top of those perks. If your chasing someone and a gen pops, and you say were running brutal/fire up, you would shred pallets 40% faster for 30s. Thats insanely good. let alone the suprise potential for bamboozle pairings, or just simply the immediate pressure that having access to what is essentially 3-4 different perks in one for 30s is.
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Much like Cruel Limits, this seems very situational and still suffers from the same flaw as current Fire Up of only being good when shouldered by other Perks, which I greatly dislike. Perks shouldn't rely on other Perks to be useful. What if I want to run OTHER other Perks instead? Screw me, I guess.
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i mean a lot/majority of perks work best in perk builds/are better paired with other perks, atleast this version of fire up has some use outside of the endgame
killer examples
enduring/spiritfury - monitor and abuse/nurses - thrill of the hunt/any totem perk/devour hope - nemesis/pwyf - nemesis/furtive + make your choice etc
survivor examples
sabotuer/breakout - plunders/ace in the hole - tenacity/unbreakable - exhaustion perk/vigil - quick and quiet/head on/lithe/dance with me - healing perk/empathy etc
my personal opinion is that dedicated builds that make you very good at one thing or a few things, are always more fun then chucking on super useful yet objectively bland perks every game. Running bbq/sloppy butcher just because they always get benefit gets bland after a while/or is just meta in its own right. i think its why people hate ds to much ignoring its actual effect in game, because its so stock standard and you see it in every single match. having the option of differing builds which offer unique ways of playing the game that can be often better (expecially on certain killers) then a mixed bag of meta perks will always be more fun to me imo
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There’s a difference between a Perk synergizing well with other Perks and a Perk directly relying on other Perks to be good. For example, Monitor and Nurse’s are good by themselves, but if you’re running Breakout without using Saboteur to prop it up, you might as well be reported for trolling.
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I mean i've gotten new sabotuer to work without anything else just usually requires taking a hit, same with breakout. Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation but to each there own i guess :)
also do value your input even if we don't share the same opinion and hope i wasn't coming off condecending via talking about perk synergising being better then individual perks etc.
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Oh, Saboteur is completely broken. It's Breakout I was calling the bad Perk.
"Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation"
Two words: Sprint Burst.
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Wake up isn't terrible as a poor man's left behind key. When your team is all dead, you just wait at the door until the killer finds the hatch.
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Sprint burst goes on cooldown and isin't always up. break out is always useable. and i wouldn't call sabotuer broken except in a 4 man swf, which then again can break a lot of strong perks (ie 4 swf unbreakable/ds becomes incredibly op etc etc)
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The cooldown is a non-issue if you know how to manage it. It also can be activated whenever you want and carries you much farther and much faster. Breakout can only be used when you’re already right next to the Killer and only grants a 7% boost.
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eh, i've never found sprint burst to be entirely reliable even though ik how to manage it perfectly. im probably just more liberal with my usage of it, ie using it more often and finding it on cooldown, therefore finding breakout more useful, a la dead hard, where it provides a similar distance (i think breakouts is slightly better then dead hards could be wrong.) Obviously sprint burst grants longer distance and is faster, but i just find it personally less reliable then using breakout paired with bodyblocking/a flashlight. also breakout with MoM is suprisingly ok, even though its not always useful and if your anything worse then a rank 5 player, usually just acts as a detriment to your team. On proper builds, tanking hits with both those perks, an bottled-time medkit/dead hard you can make a killers life a living hell if your smart. if your smart. (ie you get MoM stacks, and eventually can tank two hits for someone being carried to hook, whilst also generally harassing the killer throughout the game possibley helping others wiggle out, possibly not depending.)
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I sorta' feel like that would be worse. It would be better if you're doing poorly and generators are popping off left and right, but if you're doing well and stopping them from going off, you'd get less of an effect than you currently do since it's only active when one does go off.
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So what about Freddy. The perk can be used for any killer. Nobody knows who they are going up against ahead of time. So most of the time the perk has been used Im sure it was used for killers other than Freddy. So whether or not his core has been changed is irrelevant. You can use perks towards any killer...
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Fire Up is a REALLY difficult Perk to think of good changes for but after some deliberation I guess I'd make two changes:
- Procs both on Generator repairs AND Hex totems being cleansed
- In addition to all current effects the buff also affects movement speed during attack cooldowns. This means normal attack blood wiping but perhaps also things like Billy chainsaw swipes, Huntress hatchet recoveries, ecetera.
Wake Up's also a bit weird but maybe on top of revealing your aura when opening an Exit Gate, once you open an Exit Gate it produces a notification for all Survivors (like the exit gate sirens going off again).
Or, if you want to go crazy with it, this just came to me: Once per trial, you can defy The Entity blocking environmental features.
That means for blocked windows you can vault through as normal only once, you can walk through Blood Warden if you kept this perk's charge for the whole trial, if Corrupt Intervention or Thrilling Tremors blocks a gen you can tap the gen to remove said blockage, ecetera.
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So it would have the same issue as noed
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what I meant was that fire up was only reasonable running (hence not counting insta vault Myers, which is basically a trash build) on old Freddy, because he was an endgame killer which could gain minor advantage of it. when they reworked him, they removed the only killer who could do something with it, they made a useless perk.
just like old left behind, which was only useful for the achievement, and when they introduced egc they made it useless, that's why they reworked it.
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I mean that's kind of the entire meta plus "always run these seventeen perks to counter these killers, if you don't, well you're an idiot for not running it in the first place." It's also Calm Spirit, which is basically the only big counter to infectious fright, iron maiden, and doc, but is entirely worthless otherwise.
The whole perk system needs to be reworked. Cut out a perk per survivor, or make it one teachable perk per survivor, throw some of them into the "everyone" pool, combine parts of some with parts of another to consolidate the garbage into "less garbage." We could tackle the perk bloat before it becomes a bigger problem than it already is.
I also think survivors should have a staple perk that defines them that they get for free on top of their 4 perks(essentially having 5, but one is consistent per survivor). Nothing amazing but nothing craptastic, though I'm sure some will grt the short end of the stick. Killers could then expect survivors to run certain builds and survivors could build expecting killers to run those certain builds. It then becomes strategic to guess work some builds, find the counter to the counter. It might become too meta but idk it might be fun. A fifth perk could change the way everyone plays. Hell taking away a perk would do the same.
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I think wake up should be a stack perk. It should be the opposite of remember me. Every time a survivor is hooked you gain a stack, the more stacks the faster it is to open the exit. Something like that.
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Sorry for my misunderstanding. We dont have Freddy on Switch yet so I don't really know anything about his DLC.
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I like it the way it is except I want 5% action speed per gen and 1% speed apiece, should compensate for loss of teleport
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