Buckle Up+FTP
These perks are a problem together.
Take this scenario:
You start out the game with a pretty fast chase, you get your first down before the first gen pops. Great! One problem. You downed them under a pallet, and you know there's another survivor nearby. What do you do in this scenario? Of course, you can't just pick up, because then somebody will come pallet save. So, you go and chase the savior away. Great, problem solved. Only, now you have a worse problem, because that player you downed has another teammate healing them. This is the part of the scenario where the perks become the issue. With Buckle Up + FTP, even if they haven't been on the ground long enough to just touch to pick them back up, they can get 2 free health states instantly, on reaction to your attack. When you attack, all they have to do is pop FTP, get an endurance hit, stun you with the pallet, and you've just lost all of the momentum you'd had. The survivor you've downed got out completely scot-free, no matter how badly they misplayed their first chase.
You could argue that having 2 survivors injured at the start of the game (by the time this has gone down, one person has already had time to pop a gen, lol) is valuable, but injuries do not feel valuable at all in the current state of the game where there are a bajillion ways to get endurance, and a speed benefit to boot. Even if injuries had value, this would still be a very frustrating interaction that leaves you feeling robbed of your first down. Even if this is a "fair and balanced" (lol) combo, it just frankly feels like ######### to play against and would love to see a change.
Comments
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I just hard tunnel the person using FTP+Buckle Up off hook. You wanna play using something unfun and too strong so will I.
4 -
Yeah I agree, it's pretty problematic.
Plus there are way too many endurance perks in the game at this point, not a healthy design what-so ever.
It's like old borrowed time all over again in a way.
4 -
Agreed, there's no counterplay to this and it feels terrible
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