http://dbd.game/killswitch
Fast Track Rework Idea
I think the current setup of the Fast Track perk is very unskillful; furthermore, it punishes the killer for not slugging or tunneling. That can't be right. I came up with a cool rework idea:
,,Each time another Survivor is hooked, gain Tokens based on their Hook State:
1 Token for the first Hook, 2 Tokens for the second, and 4 Tokens for the third, up to a maximum of 10 Tokens.
Tokens are only gained if you are within 16/24/32 meters of the Hook.
While repairing a Generator:
Hitting a Good Skill Check consumes all Tokens. For each Token consumed, the Generator gains 2% permanent progress"
→ This way, killers who tunnel out a player early in the round are punished.
Furthermore, you only get the tokens if you were actually near the hook, not just for doing nothing. So there's a small skill aspect to the perk that can also create further synergies.
And the levels 1, 2, and 3 of perks are also incorporated via the required range, so that unlocking Lee at level 3 is worthwhile. What do you think of my idea?
Comments
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Why are we making a perk much more situational than its prior form?
Like, you are telling me a person who play with old Fast Track that I have to be around the hook to get tokens? No.
Nope, I'd rather have the old form if anything. I am tired of survivor perks being super situational and this is not something that I would agree with. Someone with a gen build can easily be tunneled out and get zero perk value the whole game.
If you choose to tunnel, deal with the repercussions and consequences of your own decisions.
If you decide to juggle hooks, that's on you - I do not see juggling of hooks and if that is your argument that Fast Track is too oppressive (which is what my killer main ex-friend came up with) then tunnel, do whatever you want but do not make a perk make me have to sit around a hook to get tokens. This is the most horrible change I can think of as it's objectively worse than it's previous iteration.
I find it so fascinating that each time a survivor perk gets announced, reworked - killers always wants to make it situational - then you complain that survivors run meta all the time.
You know, where is the backlash for the Hens build? Pentimento, Thrill of the Hunt, Ruin, and Hive Mind? Literally the definition of playing on auto-pilot on your side of the aisle, Thrill of the Hunt is the issue - which compounds itself when tossed on a high mobility killer. When are we going to look at oppressive builds that functionally break the idea of soloq? Right.
Ex-killer friend tells me that Thrill of the Hunt is the issue in the build and then not even an hour later tells me that he wants to see if he can overcome Hens' winstreak. When are we going to hold the other side to their own issues and talk about their issues with the perks that they use, but a catch-up mechanic that can easily be voided if the person is focused on is the issue. Delusional.
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And why i have to repeat myself again?
This perk's problem is Design, not its effect.
From passive for hooks to active for unhooks and only to one person with this perk and make its effect stronger would be good.Sounds terrible.
Tokens are only gained if you are within 16/24/32 meters of the Hook.
This will force you to be around the hook and watch how your teammate get hooked, while you are doing in that moment literally nothing, just to gain tokens///
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No, this is actually the point of my idea:
You arent doing nothing, but you are doing gen progress without being on a gen. Remember the perk "Specialist" from Lara Croft or "Stake Out" from Tapp. You get passive gen progression to compensate for doing something else, like opening chests or being near the killer. This way you would be compensated for trying a flashlight/palett saves or you are trying sabotage or using breakout. Yes, being near the killer is an increased risk, but that's why you are compensated for it with gen progress.
If it's too weak for your taste, you can always increase the values.
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No, but making it punish tunneling instead of encouraging it is better. Just double the numbers and restrict it to tunneling. So you gain like 5 stacks at once, maximum 20 stacks. And you gain stacks if the same survivor is hooked twice in a row. Then do something like "If a survivor is killed before the 6th hook state happens gain the max number of stacks.
It shouldn't have a range requirement.
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