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I'm going to be sick!
So meta perks now seem insignificant, compared to the new perk Fast track. Fast track is a perk from a glance quite rubbish right, wrong.
If I'm correct and this perk stacks, this game is now just been destroyed for good.
Perk description:
whenever another survivor is hooked, you main 3 tokens. You consume all tokens after a great skill check on a generator. Each token consumed grants a 1% bonus progression for great skill checks when repairing a generator.
Seems bad right, what if you put this in a team
3 Token x 3 survivors (1 on hook) = 9 tokens.
The max amount of hooks is 11, so 9 tokens x 11 is 99 tokens. so 99% of a gen, I am stupid right, this can't be true...
Comments
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While what you say is true in theory, this still requires at the very least four people coincidentally running it or a SWF. In your normal run of the mill solo queue match it isn't the best perk to bring.
Also it would be 3 stacks per up to 9 hooks which is 27 tokens so only 27% per person using the perk.
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It also means 3 survivors out of the 4 are dead, and that the killer isn't running regression and that you have all those stacks saved.
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except you cant work on a gen and perform a great skill check while going for a save or are on a hook or are being chased. things that happen in every match. and when they get a hook, sure you got an extra 1%, but then Pop just set you back 25%.
the perk is absolute garbage.
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This weren't a smart idea but let's put into practice, 8 hooks instead.
So if every swf member is nearly dead (second hook) and they saved there tokens, that would be 88% of 1 gen or 44% on 2 gens.
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At that point you better hope you are down to your final gen or that match is most likely already over lol.
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Is there any situation where being the last person and getting one more gen done would ever be a broken thing? If hatch is open you are going for hatch, if hatch is closed you HAVE to go for a door. Doing gens with 11 hooks makes no sense? And a 99% increase is essentially double speed, which granted is a lot, but eh, the point still stands? Overcharge could creep back into meta if its that bad tho, forces all skill checks to be great
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But it isn't only deaths, it's per hook.
As a solo, if 3 are on death hook which is normally the case, that's 18 tokens. 18% of a gen is actually pretty good, it saves 14.4 seconds. (65.6 second gen).
Not to mention there's toolboxes, resilience and prove thyself.
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If 4 people have it and they are all hooked twice, that's 74% of a generator done. Get outplayed killer, should've camped or at least forced struggle.
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It's removed as soon as a gen is touched, so in that scenario nobody would be doing gens until everyone had been hooked multiple times. They already lost.
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Not denying that it makes a slight impact but there are just far better perks you could use, I personally wouldn't ever use one of my perk slots for it unless I was coordinating with other people.
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If one perk was going to "Kill the whole game" that would have happened back when something like Mettle of Man was added and you basically had to do what would be best described as the equivalent of hooking them 4 times to kill them because they got it off like 2 - 4 times a game each and everyone ran it.
It didn't, because it was addressed when it was a problem.
Honestly, if this perk proves to be a problem they can just...change it's numbers....It's not a hard fix so everything will be fine cool your jets lol.
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No decent Survivor is going to be saving their tokens, that would be stupid.
It's a terrible perk that grants 3% of a gen per hook state.
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*Laughs in Pyramid head*
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Everyone on death hook... that's 9 stacks of pop goes the weasel, that's 225% regression, gg survivors get outplayed should've just not been hooked and forced a gen.
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I don't like the idea of this perk. I just watched an Otz video and he did like 15% of a gen with a single skill check. I think this perk could be problematic in the future. Won't really know until it gets here and we can play around with it. Maybe put a cap on how many stacks you can have.
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To be fair, the killer has to find, chase, down, and hook a survivor to get pop active. Then they have to know where a gen is with at least 25% progress to get that full 25%, walk there and kick it. Then the time it takes to leave that area to go to other survivors has to be accounted for.
I don't think either perk is that strong.
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I don't think this perk will be a problem even though I already despise the gen rush meta from a stand point of me running nothing for gens other than corrupt. I don't really see it being used often. Maybe in the rare occasion where you can get the full swf's with BNP toolboxes resilience, spine chill, prove thyself, and they might get value out of the perk, but I don't really see it happening to be honest besides the rare occasions.
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That perk is trash. You'd get better value out of Resilience.
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At that EvilJoshy is a solo, are people really going to keep saying "the perk is trash, it needs a buff". If this perk got buffed, a really powerful solo and swf perk.
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I understand that but 1 hook for fast track is 3% where as one hook for pop is 25%, you get like 8x the benefit for killer and POP than you do as a survivor with Fast Track, and the numbers in this post only reflect all survivors having the perk.
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But that's removing all the time required for the killer to get pop to work. The equivalent of pop is let's say that fast track does instantly repair 25% of a single gen but only if all survivors not on the hook become unable to progress the game for 7-20 seconds. That's only including the time it took for the killer to walk to and kick a gen with at least 25% progression and walk away since technically the killer would've had to chase and hook the survivor anyway.
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My guy you really need to rethink this post and use a little common sense. Not hating on you but come on man really is this what you truly came up with after seeing this perk?
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At 11 hooks, the last Survivor would have 33% with a great skill check. If the other Survivors are dead, they won't be getting any great skill checks on a generator.
For a solo Survivor, it's not a great perk.
For more than one Survivor, however, the perk becomes much better. 4 Survivors left, 8 hooks, which is 24 tokens, would be 24% per Survivor. That's 72% of a gen done if all of them can use the perk on the last gen. To deal with pop, work on the gen without landing a great skill check and bait out a pop from the Killer. Remember that pop has a timer, and you can either make them use it or lose it. As soon as the Killer uses pop to get value from it, jump the gen. The first person to use the Perk then plays decoy and runs out to keep the Killer away from the gen while the others get their use out of it.
Yes, the perk can be used very effectively and can be extremely punishing to the Killer. It just depends on the coordination of the team and how the trial is going.
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......
There is a cap on how many stacks you can have, genius.
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You get 8 pgtw uses with everyone on death hook. And what does exactly survivor needs to do to earn stack?
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another survivor needs to be hooked - that's 9 hook states maximum not 11
3 tokens x 3 hook states = 9 tokens
9 tokens x 3 survivors = 27 tokens
You can barely get a quarter gen done. Not to mention you're probably not going to have all those tokens saved up and you would have to be the last survivor standing to even get that extra 27%. If you're the last survivor standing you probably aren't working on generators. So your math is actually wrong.
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Not be dead? Be able to sit on a gen with a killer hooking someone and then they hit their great skill check, get their.... whopping 3% bonus progress just to have the killer come and kick it down 25%?
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It is really easy to avoid the killer all game. And is it really so hard for survivor to hold m1 on a gen while killer is applying pressure somewhere else? For pop to be active killer needs to down and hook a survivor, then spend time to walk to a gen and kick it. If 3 survivors are on gens with that perk that's 9% off generators pretty much for free. Meanwhile killer actually spends time applying regression and earning it. In fact this is how most of the survivor's perks work, they don't have to do anything for the them to be active. They just get these "passives".
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There's always one mediocre or situational survivor perk every chapter that is predicted to be the new insane and game breaking thing that you'll see 4/4 players running every match
Remember when it was breakout?
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No it was any means necessary.
And for the people.
And soul guard
And built to last
And Power Struggle
And-
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Ahah yeah power struggle was a good one too
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When? After everyone has been hooked 3 times? I have a feeling repairing a gen for over 20% with a single sc is going to cause problems.
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I don't think there actually is, it doesn't say a cap
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Your right but you do understand how this perk works. I'm a survivor main and this perk annoys me. Doesn't matter how toxic you are, everyone must understand that this perk is active when the killer trying to win (hooks), it isn't an extremely strong perk but it's an OP concept.
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a swf with prove thyself would be more threatening
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A solo with prove thyself is threatening enough lol
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Not how the math adds up because dead people are getting tokens in your math
max tokens across 4 players is 18 tokens each or 72% of a gen
max tokens across 3 players is 21 tokens each or 63% of a gen
max tokens across 2 players is 24 tokens each or 48% of a gen
max tokens across 1 player is 27 tokens each or 27% of a gen
Total tokens becomes 18+21+24+27 for giving up 4 entire perks slot to hopefully get 90% of a generator done in 4 bursts
problem, this means as you get tokens you entire team is getting slaughtered and you don't get great skillchecks on gens while saving your tokens to get value from 1 perk, effectively you have up to a bnp for an entire perk slot but it takes a while to gain the most value in a single moment and even then it might be too late into the game to save more than yourself
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It's just not that good. Having a perk that doesn't do anything until your team starts getting wrecked, and even then doesn't do a ton, just isnt good. Basically you get a spare part if your team gets hooked a bunch. It's a losing perk that is only effective when you are losing by a lot but at that point you likely aren't worrying about gens as much if your team has been hooked 9 times. It's very bad
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This perk has meta potential for good Survivors. Usually, you get 2-3 gens done for the first chase, and the real game starts from there. If you screw a bit with the Killer and give them 2-3 Hooks, you can almost instantly do the last gen with several people. It´s kinda nutty, propably going to get nerfed once enough chapters have been sold. Same with the window block hex, I´d bet good money it will get at least the same CD that Blood Favor has.
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You just said it yourself, it isn't an extremely strong perk, im not sure why this bothers you so much.
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How is it an OP concept, it's terrible.
In order to get a one time 27% bonus other Survivors are getting hooked while you're either A - not doing generators at all or B - purposely not hitting great skill checks.
Which is stupid, anyone using this perk is taking the 3% bonus almost immediately after they get it.
If they aren't, the game is already over.
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It says it right in the perk description.
You can get a max of three tokens.
Unless you mean total, rather than per hook. In which case... the max you can get is 27. But then you're by alone and good job, I guess? Enjoy death.
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yeah and lets not forget that while you can get 27% gen progress at once with 9 individual hooks on your team (= 3 people dead), the killer can instantly take down 25% of a gen with Pop on a SINGLE hook.
its really not that bad.
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Yea I mean per hook / total. It's a pocket brand new part lol :)
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Again, at the cost of 9 hooks tho. That... is a very, very expensive brand new part. And one survivor(s) will have to hold unto until that point. When it's completely useless.
I mean, maybe, just maybe, a full 4-SWF squad could get some value out of it? But look at the bright side, if they're doing that - which is still a debatable choice in my book - they have to give up something else. If you want the meta to change, some perks are going to have offer something better than exhaustion perk/ds/unbreakable/whatever perk people hate these days (is it spin chill still? or borrowed time? or iron will? You get my point).
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I've been telling people this but they keep telling me "Killer has to do way more to get their PGTW while survivors don't have to do anything"
HOOKING IS LITERALLY WHAT KILLERS HAVE TO DO TO PROGRESS LIKE PGTW STACKS ARE FREE BC IT'S YOUR OBJECTIVE GIVING THEM TO YOU.
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Comparing it to a Brand New Part should show you that it is not worth a Perk Slot at all.
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cross your heart, the reason for this is very likely because the overly simple yet broken gameplay that doesn't really encourage running anything but a handful of perks in combination.
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It just has wayyy too many downsides
1. Gives essentially the same progress as brandnew part at max but brand new part doesn't take out a perk slot and can be used instantly.
2. You must hit great skill checks to use it
3. If you are playing a slugging killer the perk is useless
4. You can only get max potential if all of your teammates are hooked 3 times, which they will all be dead and you don't need gens anymore.
5. Tokens reduce its effectiveness so once you use the tokens it's a dead perk slot
Honestly in my top 10 worst survivor perks imo
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IMO the only way to use it really effective would be if 4 people have it and save it until Endgame. This would give each of them 18 Tokens (6 Hooks x 3), so 72 Tokens in total, meaning 72%. Using this for the last Gen could be strong, because the longer the game goes on, the stronger the Killer will be.
However, this would mean that:
- all of them are on Death Hook
- all of them are still alive
- Neither of them is being chased
- they all meet up on the same Gen
Also, if doing it that way, the overall efficiency would be a little bit smaller, since they cannot hit Great Skill Checks on Gens up to this point. So the total benefit will be less than 72%.
I would not say it is one of the worst Survivor Perks, but not worth running at all. But people see Bonus Progression on Gens and instantly freak out.
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