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Why was fast tracked not changed?

The new fast track si really really strong and I can't believe it wasn't changed.
If 2 people get hooked survivors already have a better brand new part. Now imagine 4 people in a swf running it and it's gong to destroy killers.

Gen speeds are already really fast, so i can't imagine how much worse it's going to be with new fast track

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Comments

  • Wezqu
    Wezqu Member Posts: 1,193
    edited March 17

    Because they most likely want to get some data how it would work in the game with bigger testing. PTB data most likely did not show anything that they would feel need to revert it or their testing feedback did not show reason to either.

  • CautionaryMary
    CautionaryMary Member Posts: 891

    I'm not gonna lie, I was surprised to see that they buffed Fast Track LOL.

    I always used it on Yun Jin (Fast Track, Stake Out, Deja Vu, Sprint Burst). So, I'll have to try it out when you know, I wanna try the build again.

    I think the goal is just to get people to get out of meta. I still to this day have never used Conviction, Last Stand, Hyperfocus, or a lot of the newer perks because they simply do not fit my playstyle.

    And yes, I have never used Hyperfocus as I value more consistency - you lose them if you don't hit greats and I just don't care to do the Hyperfocus builds that you see floating around.

    So, it's nice that Fast Track got love because no one and I mean no one other than myself and Yun Jin adepts used it, lol.

  • Nazzzak
    Nazzzak Member Posts: 7,633

    Not true lol I was a frequent Fast Track user. I haven't tried this new version yet though. I liked just dropping a huge chunk of gen progress with the old version though, it was really satisfying.

  • Reinami
    Reinami Member Posts: 6,779
    edited March 18

    I don't disagree with that, but then that just means this perk is one of those perks that is going to be useless in the hands of the "average" player, but those high level SWFs are going to abuse it to no end. Thus a poorly designed perk that is able to be exploited by a group of players that don't need anymore help, while the ones that do need the help are relegated to it being useless.

  • CautionaryMary
    CautionaryMary Member Posts: 891
    edited March 18

    Yeah, I just used Fast Track with Stake Out and it does eat gens.

    If anything I'd reduce the amount if you're going to have it be permanently applied to the gen. Other than that, the perk needed something for other survivors to opt to choose them.

    People complain about people continually choosing meta, you aren't going to get a great skill check unless you make a build around it. It's on par with Hyperfocus, if anything I'd make it so the two perks cannot interact with each other but I doubt it would become meta for survivor - I do not see that being a thing.

    Edit: I will add this is a catch-up perk if anything, similar to NOED. The reason I used it in the past was simply to eat at the gen, the only difference is permanence.

    I can also see people arguing that perks should be able to be used together and Hyperfocus, Stake Out, Bardic Inspiration (whatever third perk you want in this slot), and Prove Thyself. - to me, this is a sitting duck build and easily a tunneled out survivor, definitely not going to be used in high MMR - people like their DH, Adrenaline, Windows, and other meta perks way too much to switch to this niche build and even I argue that I would not do this.

    You die with Fast Track and the first out survivor, you get no value BTW. I just would not use this build, as I know it's not efficient at all even if in numbers it "sounds" like it.

    Post edited by CautionaryMary on
  • Nazzzak
    Nazzzak Member Posts: 7,633

    I wouldn't use it with Stack Out personally. I think its best value has always been when used strategically, such as to help break a 3 gen or simply getting that last gen done in a close call game. I always avoided hitting greats until I wanted to use it, which was also the original trade off - you'd forego hitting greats (and the subsequent extra progression) throughout the game in order to use it at a critical time. I used the new version in a game earlier, hit the last gen in a 3-gen situation with the 9 stack.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,172

    I havent seen anyone actually pull it off other than customs

  • CautionaryMary
    CautionaryMary Member Posts: 891
    edited March 18

    Yeah, people downvoting you for sharing your experience is actually insane to me.

    I'm glad you were a fellow Fast Track user.

    I honestly only used the build once since the update. I have primarily been playing with the character with Botany Knowledge + Flow State. So, I haven't really seen it much in action nor have I have really wanted to play the build as I prefer Flow State. I genuinely believe it's a great perk and it fits my macro mentality regarding survivor perfectly. 😊 Let me know what you think if and when you actually use it.

    Also, edit: I like to use it with Stake Out for pure efficiency reasons. I've seen people genuinely in the old version get 20+ stacks and never use them due to either skill checks not occurring or not hitting greats.

    Before someone tells me that I should be hitting greats and not using Stake Out, which is designed to hit greats - you do not play the same game I do, that's fine if you prefer different perks but I play how I play, you play how I play - respect is given. I did not mind hitting greats because any progress to me is macro progress in the game. I do not care to withhold my stacks, I let the stacks go, and I get the gens done regardless.

  • SadakoSlay
    SadakoSlay Member Posts: 83

    I'm sorry, but this perk literally punishes killers for spreading hooks. That's bad design in my opinion. The only counter to this perk is to either slug everyone or to tunnel the people with fast track out as fast as possible.

    I don't know what you're talking about, but fast track is efficient in every scenario. I'm not just talking about the few scenarios where survivors are removing half an generator (though the fact that a perk can do that is WILD), I;m talking about general use. Giving the survivors passive brand new parts because their teammate is being hooked is awful design. Survivors can now just work on gens, heal, etc and then get on a generator and pop fats track. That is way too strong. This perk will guarantee value every match since most killers will hook atleast one person in a match. That is a guaranteed more than half as strong bnp every match if only ONE person runs itt. Four people runnign it means you get a stronger bnp for hooking ONE person.

    Killers have been talking about generator speeds being too fast for awhile now and instead of looking at that those complains get ignored and survivors get one fot he best perks to do gens faster. I don't get it. Hyperfocus stakeout is still in the game, that hasn't been changed event hough it's literally destroying generators.

  • ConsAnthroid
    ConsAnthroid Member Posts: 40

    It is the worst design of a perk at the moment.

    They push going for as many hooks without camping, tunneling and slugging for years. They destroyed perks which helped with slugging (Deerstalker and Knockout now do something completely else). You can't really camp or survivor will get away for free with all the second chances without even having perks for those.
    Anti slug perks are way stronger than anti camp/tunnel ever were.

    So they kind of succeeded. Going for as many hooks is lowkey the only viable strategy if survivors are not baby Megheads.

    So what do they do? Not only they not nerf perks which destroy killers playing nice (We'll make it is way too strong for example, it was acceptable, because it countered just one playstyle, but now you will get sick value out of it every single time. Same with Kindred which was the best perk in the game since day one and only got buffed with time) they are buffing them.
    FastTrack literally gives survivors Brand New Part effect for free - and they get more of it the better the killer is doing.
    This is the biggest middle finger in history. Survivors don't even have to do anything to activate it (no going into lockers like with some perks, no interaction with something specific… nothing!), just hit 1 skillcheck.

    I am not advocating for this, but I would not be surprised if killers started to simply not hook.

  • SadakoSlay
    SadakoSlay Member Posts: 83

    I'm sorry, but this perk literally punishes killers for spreading hooks. That's bad design in my opinion. The only counter to this perk is to either slug everyone or to tunnel the people with fast track out as fast as possible.

    I don't know what you're talking about, but fast track is efficient in every scenario. I'm not just talking about the few scenarios where survivors are removing half an generator (though the fact that a perk can do that is WILD), I;m talking about general use. Giving the survivors passive brand new parts because their teammate is being hooked is awful design. Survivors can now just work on gens, heal, etc and then get on a generator and pop fats track. That is way too strong. This perk will guarantee value every match since most killers will hook atleast one person in a match. That is a guaranteed more than half as strong bnp every match if only ONE person runs itt. Four people runnign it means you get a stronger bnp for hooking ONE person.

    Killers have been talking about generator speeds being too fast for awhile now and instead of looking at that those complains get ignored and survivors get one fot he best perks to do gens faster. I don't get it. Hyperfocus stakeout is still in the game, that hasn't been changed event hough it's literally destroying generators.

  • ConsAnthroid
    ConsAnthroid Member Posts: 40

    It is the worst design of a perk at the moment.

    They push going for as many hooks without camping, tunneling and slugging for years. They destroyed perks which helped with slugging (Deerstalker and Knockout now do something completely else). You can't really camp or survivor will get away for free with all the second chances without even having perks for those.
    Anti slug perks are way stronger than anti camp/tunnel ever were.

    So they kind of succeeded. Going for as many hooks is lowkey the only viable strategy if survivors are not baby Megheads.

    So what do they do? Not only they not nerf perks which destroy killers playing nice (We'll make it is way too strong for example, it was acceptable, because it countered just one playstyle, but now you will get sick value out of it every single time. Same with Kindred which was the best perk in the game since day one and only got buffed with time) they are buffing them.
    FastTrack literally gives survivors Brand New Part effect for free - and they get more of it the better the killer is doing.
    This is the biggest middle finger in history. Survivors don't even have to do anything to activate it (no going into lockers like with some perks, no interaction with something specific… nothing!), just hit 1 skillcheck.

    I am not advocating for this, but I would not be surprised if killers started to simply not hook.

  • HolyDarky
    HolyDarky Member Posts: 1,429
    edited March 19

    Up to this date, I cannot understand why you often act like this. In a different topic about Ghoul, Mandy said that Ghoul is fine because the stats are fine. But if you play at least 10 games against Ghoul, your experience will tell you that Ghoul is not fine. Same goes for Fast Track: This perk punishes the killer the most when they are spreading hooks but the least when slugging or tunnelling. A few months ago, you tried to reduce tunnelling and slugging but now you introduce a new perk on top of Resurgence, Deliverance, or Wicked that encourage the killer to slug and tunnel because that's the best way to outplay these perks. Your gameplay experience should tell you that a perk hurts the killer the most when spreading hooks is noth healthy - calling out something is healthy or not, is something that stats cannot call out. Another example are your "SoloQ vs SWF" stats. You use them to pretent that both are fine but in reality there is a big difference if a SWF loses a match due to joking or SoloQ loses due to missing information of perks or general lack of team-info. Again, if you would use your gameplay experience more, you would notice these differences and maybe change stuff instead of saying "no action needed because stats are fine".

    You also often say that you keep an eye on "hot topic" things but Vigil, Resurgence, Deliverance, commodious toolboxes, Blight, Ghoul, and Nurse haven't changed yet despite being not fine gameplay experience-wise - proably because of fine stats but - again - the experience is a different one and that is something you should focus on, especially when you would take more feedback from your consultent program or your old Fog Whisperer.

    Post edited by HolyDarky on
  • supersonic853
    supersonic853 Member Posts: 5,818
    edited March 18

    Yeah watching the new spooknjukes one I kinda like he didnt do that he showed how strong it can be solo i guess lol. Because if you bring weaving spiders that removes 10 perm charges. Normally someones hooked by the time you finish. Your injured now so you have resilence and deja for 15% faster gen. Then fast track for its per hook thing lol. You can end up chewing through gen progress. Bnp also if you wanna tank that progress off a gen too. The most he pushed it two was a duo doing it and it was pretty good. I can see the stacking potential will have to see how it turns out.

  • crashout5150
    crashout5150 Member Posts: 6

    Coming from a survivor main i completely agree. Its crazy how its still like that. I been running it with no other gen perks (bc i can hit great skill checks fine) and the difference it has made even with only a few hooks is insane. Imagine a whole team running it with other gen perks 😂 & before people say oh it wastes spots.. it really doesnt. If you're good at looping you could play with 0 perks and still be fine. Ill never take resurgence or well make it off tho🙏

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,066

    You know what's better than all of that?

    Doing 60 seconds (plus travel time) right away on the gen you start on instead of any of that.

    Because in roughly that same amount of time you could basically finish one entire gen by yourself, not throw half of your chases in the trash, and not be a sandbag to your team at the most critical part of the match (the beginning).

    Because, finishing one gen right away is... 90 charges of unregressable, permanent gen progress. And that completely dwarfs any potential later on that also requires you u to throw the match yourself and allow the killer to get momentum for something not worth it.

    Fast track, if you are literally the last person standing with perfect hooks, no wasted charges at all, and spending them absolutely perfectly in peace with hooks would be up to 66%. Finishing a gen (100%) is always the better choice, and doesn't rely on you losing 3 other players on your team to get that far either.

    There's a reason that Fast Track was #70 most used perk, below diversion and alert. It's not good.

    This entire post is just more panic from people who see "you can't regress gens" and can't imagine how to function if the "damage generator" button isn't going to win them the match. This isn't even that dire, but "all gens always at zero or no deal" has been the mentality for years now.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,872

    This perk is absurd. It might be on par with other gen perks individually, but stack it with all of the other gen perks that have been gradually buffed or introduced to the game and it's straight up untenable for Killers.

    Something being uncommon or requiring setup to pull off doesn't make the matches that it happens in any less ruined for the Killer involved.

  • Dinadin
    Dinadin Member Posts: 238

    Ah, thats why its hardly used at all right now. Why do killer players always doom posting on at least one perk every update?

  • ChaosWam
    ChaosWam Member Posts: 2,110

    Just wait until all 4 survivors start running it in a general sense. Why bother making a setup when all 4 survivors can contribute to 18 reduced charges per hook on any given gen?

  • supersonic853
    supersonic853 Member Posts: 5,818

    I think in another case though theres also the argument of "who is this perk trying to punish" if you perfectly split hook the perk gets the most value at 3% per hook or whatever. So a 4 split hook gives at least one person 9% progress. Which is something I guess but make that a full split hook game the perk adds up. Vs just taking someone out in 3 hooks then you only have to worry about the 9% but someones dead i guess lol. Its relying on the split over the tunnel which I know they cant make every perk balanced around splitting but its what killers probably would like to do because it keeps everyone in the game longer.

  • ChaosWam
    ChaosWam Member Posts: 2,110

    I'm the person running hyperfocus/stakeout.

    I added this perk to that combo.

    It's not healthy.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,872

    I present to you, 3 Survivors in my latest match:

    image.png image.png image.png

    Just because you're not seeing it, doesn't mean the rest of us aren't. Hyperfocus has absolutely surged in popularity recently. It's the 29th most used Survivor perk in the game as per Nightlight. It also boasts one of the highest escape rates of any perk. If you filter by escape rate and then discount perks with low sample sizes (I discounted anything less than 100, but even that is generous), Hyperfocus sits at #14.

    I don't understand the preoccupation this forum has with downplaying how strong certain Survivor perks are.

  • Brimp
    Brimp Member Posts: 3,632

    Yeah idk. I don't think this perk needed a buff like this. Sure in terms of raw speed its around the same as other single gen progression perks… but unlike hyperfocus you only need to exist in the trial where someone gets hooked and hit a great skill check ONCE compared to the faster rotation of hyper focus making it harder to hit. Like this as a solo perk easily outclasses hyperfocus. Not to mention in 3 gen scenarios its WAY better than hyper focus as it reduces the amount of regression perks affect it iirc. So Pop would deal less regression to that gen than a full generator meaning less time added to the gen from the killer.

    I fear the day people actually notice this perk and Baby Sitter.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,066

    I think that looking at everything as though it's a punishment is not a good approach. If that were the case, then things like conspicuous actions, or DS/OTR disabling in end game wouldn't exist since those are literally "punishing survivors for completing their objective". And, for the record, those are good things that should exist.

    Why does this victim mentality only seem to come up when a survivor perk might be useful, sometimes, even or especially in very narrow circumstances?

    Why not worry about batteries included? Or Fire up? Or even Hex:Wretched Fate? Why does this "clutching your pearls in horror" reaction only ever apply to survivor perks instead? Surely all of these also belong to the category of "punishing you for doing your objective, even if the perk pick rate is nearly zero". Where's the outrage? (It's unfounded, because getting bent out of shape about it isn't a valid reaction, even for fast track. That's the answer.)

  • SadakoSlay
    SadakoSlay Member Posts: 83
    edited March 19

    Why on earth are you comparing fast track to any of those perks??

    Fire up gives killer a small buff, nothing major. If it was a haste increase per hook it could be an issue, but it's a small increase to random actions. Survivors now even have a perk that works like with Flow state so what's the issue?

    Also Hex Wretched fate is as the name suggests a hex. A hex has counterplay because hexes can be cleansed. Fast Track can't be cleansed. Hope this helps.

    Edit: I forgot you mentioned batteries. Batteries is not strong. Not only is it just a small amount of haste, it also has a small radius around the gen, and again, it has counterplay. If survivors notice batteries in play they can just, idk, not run to completed gens and loop the killer somewhere else.

    Post edited by SadakoSlay on
  • SadakoSlay
    SadakoSlay Member Posts: 83

    You literally answered your own question. People didn't complain because it had counterplay. The progress could be regressed so killers could do something about it. Now that's it's permanent there's no counter play besides tunneling and slugging.

  • SadakoSlay
    SadakoSlay Member Posts: 83

    Hyperfocus is literally an issue right now with lots of people talking about it. Hyperfocus stakeout is busted. Both of these perk have a 40% winrate on nightlight. Not only that cheaters are literally using hyperfocus stakeout as a defense for their cheats to make people think they aren't cheating.

  • SadakoSlay
    SadakoSlay Member Posts: 83
    edited March 19

    I edited to include batteries but I'll say it again. Batteries isn't strong. It's haste bonus is really small and it only works for a small area around gens. And guess what, batteries has counterplay. Survivors can just run away from completed gens and loop somewhere else. Done. Guess what doesn't have counterplay? Fast Track. Again please think before bringing up random perks that aren't a part of the conversation nor add anything to it. These perks are completely different form Fats Track. If you don't think they're an issue then don't bring them up and dilute the conversation with nonsense please.

    Also you clearly aren't reading what people are telling you so allow me. Fast track is bad for the game because it punishes killers doing their objective and because it punishes killers playing nice. That last part is most important. If a killer doesn't tunnel or slug they get hit by fast track way harder than if they do. Fast track punishes killers for playing nice and hooking survivors as many times as they can before sacrificing someone. That is unhealthy perk design. People (not saying you since idk how you feel about it and I'm not assuming anything) want less slugging and tunneling, and yet they also want more perks that encourage that exact playstyle.

    Edit: also stop putting words in people's mouth please. I didn't say haste was great nor did I ever say that batteries was overtuned. Learn to not assume things please when you're talking to someone okay? I specifically said that if fire up gave haste it would be an issue. Obviously it depends on the percentage. What I meant was that if it gave the same amount of haste as it does the other buffs then it would be an issue. Also I edited my earlier comment to say could because that's what I meant, it would depend on values though I personally think that any permanent haste everywhere around the map would be problematic. Personally I think fire up giving permanent haste for every gen would be highly problematic since it would be permanent haste everywhere on the map WHICH IS VASTLY DIFFERENT FROM BATTERIES INCLUDED.

    Post edited by SadakoSlay on
  • JohnNemesisMan
    JohnNemesisMan Member Posts: 105

    Coincidentally, fast track isn't strong either. I think people really aren't considering that gaining charges on hooks is really, literally, a losing battle.

    This just isn't true. Until a survivor is removed from the match, the survivor team is still at full force, doesn't matter if they have two hook states or none. It doesn't help perks like Do No Harm or Dead Hard just make survivor even stronger for being hooked, or even just removing hook states entirely with Shoulder the Burden. Fast Track at its strongest would be against killer who spread hook and its now down to its final gens that are about to get absolutely blasted by a maxed Fast Track from other survivors, it doesn't even need to be a SWF, just enough survivors running the perk at the same time.

  • TheTom20
    TheTom20 Member Posts: 699

    SpooknJulkes did a video covering it if anyone is wondering about it

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,872

    You even agree this is a recent trend.

    Well, yeah. The perk flew under the radar for the last couple of years. Don't see how that makes any material difference now though.

    People panicked about this perk when it hit the PTB in July 2022. That was 3.5 years ago. There have been years of panic over this perk that have been absolutely unfounded and unjustified.

    But… they were right? The recent boom in Hyperfocus has vindicated exactly what these people were saying 3.5 years ago. Their concerns were hardly "unfounded and unjustified" if the perk is, as predicted, wreaking havoc on the game's balance. The fact it took so long for the majority of players to catch on and start running it doesn't change that. Hyperfocus makes generator speeds so extreme and volatile that hackers regularly equip it to give plausible deniability to their cheated action speeds. Being able to complete a Generator solo in 30 seconds is just absurd, no matter what angle you look at it from.

    99% of the time forum doomsayers are wrong, but you've picked like the one example of them being correct about something here lol. If you'd went with Any Means Necessary or any of the other perks that people claimed would "break the game" at the time of its release, I'd agree with you. But the Hyperfocus antis were correct — it just took some time for it to come to fruition.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 762

    After just one day of playing, I could already tell that this perk is disrupting the game balance—for better or worse. By the late stages of the game, spreading hooks—and by extension, hooking survivors—has become a major risk for Gen’s defense. Just like DS and DH, it looms as a constant threat that must be watched for, even if you don’t know whether the survivor has the perk equipped.

  • maipace
    maipace Member Posts: 51
    image.png

    There are many opinions saying that this only matters against 4-man parties, and I do not know how things are in North America or Europe, but in the Chinese-speaking region, as shown in the data released in February, a little over 30% of matches involve 4-man parties.
    And those of us playing on the same Asian servers are forced to match against 4-man parties at a very high rate.

    Until this update was implemented, full parties running the “DS + Shoulder the Burden” setup, which you probably do not see very often in your region, were running rampant.

    Against those kinds of full parties, I see no reason not to bring this new perk, since it lets you permanently reduce the maximum number of generators simply by hooking them.

    You can say that a single perk is strong or weak, and you can say that there is no problem if you only look at the North American and European environments, but please pay attention to the state of the game in other regions as well.

    Playing DBD where you keep getting matched against military-like full parties is exhausting. I have not played for about two weeks because of it, and more and more players feel the same way.

  • BongoBoys
    BongoBoys Member Posts: 854

    Tried it myself and it's really nothing game breaking you gotta have a super specific coordinated attempt at it to reduce a gen majorly

  • random1543
    random1543 Member Posts: 543
    edited March 19

    I genuinely don't know people are so pressed about this perk. Sure it COULD punish individual hooks. big whoop so does just doing the gens normally and people are already tunneling fast track will not cause more.

    Ill do gens faster with a commodious and deja vu as someone takes a multiple gen long chase because we are all cranking separate gens.

    if a swf team wants to bully you or gen rush there are plenty of more useful perks then fast track that requires the team to get hooked. as Nazzak pointed out its the opposite of hyperfoucs more experienced players wont find use in it in normal gameplay.

    Edit: i see people saying they will have to counter with tunneling and slugging. I feel like this is on the same level as people who still 99 the gate because they are scared of blood warden. you are doing something for a small percent chance fast track is in play.

  • vol4r
    vol4r Member Posts: 995

    This perk feels interesting tbh.

    I like how perk might now really give a lot of value to swfs, because those good survivior teams won't let killers have many hooks anyway.

    On the other hand… solo queue does have a little easier time and some possibility to fight back a killer.

  • Abbzy
    Abbzy Member Posts: 3,012
    edited March 20

    Easy counter just tunnel or choose less targets like going only for two survivors and rest just injure,slug or hook only once to activate perk values like pain res,grim embrace or other token base perks bound on hooks.

    Many will downvote it but this is best way to play, like it or not and best way to counter this.

    The swf teams might have tools to hold you or slow you down in this strat but but if you play good you can still 2k but you need to get downs on these chosen targets and hook them which strong swf can make hard especialy against weaker killers like ghostface but its still better than playing regulary and spreading hooks because with these weaker killers your hook number will be same and the outcome in kills will be different (better results on target/tunnel gameplay than on spreading hooks gameplay).

    In this case as in many others the line chycky says even in game is how it usualy ends “good guys finish last” no more mr. Good guy.

    Now let witness downvote shower from those which cant handle the truth in facts.