http://dbd.game/killswitch
Buckle Up + For The People
This combination is uncounterable if used correctly. I want to prove my point by addressing points made about it's validity in the game.
There's the argument that two people will be off generators as the perks require it. That could be the case sometimes, but people seem to forget about communication. It's very easy to predict when you'll go down to killers based on their skill and distance. Three people can work on generators, one person will just have to be near the chase doing a generator. This isn't difficult to achieve if someone's looping at shack and you're doing a generator nearby. As long as you're in the area and ready for the call, you have a opportunity to use it. Obviously that can't always be the case for zoning killers, but it's definitely possible. Two people on generators constantly is also more than enough to win games.
There's the argument that it's as effective as body blocking. People have to realise that you can body block to deny the killer a hit on an injured survivor, heal up, and then get ready to use the perks to deny a hook for the second time. This takes skill and coordination, of course, but people generally running this build are skilled. I obviously haven't witnessed it, but I've seen it through other people's experiences. If the killer switches targets to the person body blocking, the injured survivor just needs to get healed and they'll be able to use the perk if necessary. That sometimes doesn't happen as generators nearby may become a priority and the chase is too far away for them to bother. Body blocking also usually does more harm than good, this perk combo does only good.
There's the argument that it takes two perk slots. The locker build takes two as well (Quick & Quiet + Jane's perk). Two perk slots having such an effect is bizarre.
There's the argument about injuring the person following the chase. This is more easily said than done. With communication, it is very easy to get knocked in a designated area where a teammate is hiding. They don't always follow the chase, the other survivor brings the chase to them. If they do follow very blatantly, taking a hit means you lose all your progress on the injured survivor in exchange for a injure on a different survivor that will waste a mere 16 seconds of their time getting healed, ready to do it again.
There's the argument about STBFL countering it (?). This perk just shortens the distance gained from the endurance hit. You should still be able to get to a loop with that, even if the killer has eight tokens. If it is meant to counter people from following, it still isn't worth injuring them and giving the other survivor so much time.
If a killer knocks a survivor after they vaulted, the time it'll take for the killer to walk around the structure provides ample time for the other survivor to utilize the perks because exhaustion perks can help immensely getting there. Or, likewise, having to break a pallet to get to the survivor as well. Suddenly, you go from a hook state to two injured survivors running off with ten second endurance whilst you're stuck there helpless unsure of who to wound. That endurance easily gets them to a loop and basically one half of your chase is reset, you're back at it chasing a injured and broken survivor whilst the other one is getting healed. If the other one is broken, they can just sit on a generator with resilience. Being broken for a minute doesn't justify the huge effect in the slightest. These duos are good at looping and the extension of the chase will throw away the entire game for little risk to the survivors.
For the People used to be a high risk high reward perk that helped prevent tunneling at a different survivor's expense. There is no expense anymore, apart from the killer's fun.
Comments
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You're the 2nd guy apart from myself in 2 days to complain about them. I made a thread about it and offered a fix here https://forums.bhvr.com/dead-by-daylight/discussion/399794/remove-buckle-up-for-the-people-exploit#latest
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The more the merrier!
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