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Fast Track is basically a Commodious Toolbox

gatsby
gatsby Member Posts: 2,533

A Commodious Toolbox saves 10.7 seconds of repair time, which is the most of any of the toolboxes.

Fast Track saves 12 seconds of repair time with five teammate hooks, which is the realistic average amount of value you will get from it during a match, even though its technically possible to get nine teammate hooks and save 21.6 seconds.

So yeah, Fast Track might seem sort of underpowered or overpowered depending on how you felt when you first read the perk description. But its mostly just trading a perk slot for a free commodious toolbox, which is pretty good but balanced in my eyes.

Comments

  • gendoss
    gendoss Member Posts: 2,270

    It kind of reminds me of Pharmacy when you describe it like that. A free green medkit. I think Pharmacy is a very underrated perk but is also really balanced.

  • Bjario
    Bjario Member Posts: 313

    I just used Fast Track in a match, brought a commodious toolbox with a brand new part aswell, I used 15 tokens and brand new part at the same time. Let me just say the gen was zooming

  • Phasmamain
    Phasmamain Member Posts: 11,531

    It’s actually better than I thought tbh. Not OP or anything but decent enough

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,809

    Except that a Commodious is an item, and Fast Track is a perk, which makes a world of difference. Items don't need you to use a perk slot, and allow you to keep using DS/UB/SG/DH with one person on the team using PT, whilst Fast Track would need you to remove one of those perks.

    So, imo, it's perfectly balanced, if slightly underpowered for the effect it grants/

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    Its trash perk. a single co-op of a generator from prove thyself saves 7 seconds. a 3 man generator saves 9 seconds, it alone already beats Fast Track on single generator and it can be used multiple times. Also in my opinion, survivors that let killers get more than <5 hooks are bad considering the game lasts about 5-6 minutes at red ranks.

    Most of the killers that I face if i have even a semi-competent solo-queue team lose in <6 hooks unless they're playing absolute best killers. The only time this is not the case is when some dude decides that he hates X killer(I.E Spirit) and disconnects early. those games are either over instantly from chain disconnects or are black pip survivor games.

  • Mat_Sella
    Mat_Sella Member Posts: 3,557

    it is unless you get on a gen and don't have a skillcheck for 40 seconds.

  • gatsby
    gatsby Member Posts: 2,533
    edited April 2021

    A. Prove Thyself saves 6 seconds not 7 with two people.

    B. At high ranks, grouping up on gens is a liability until the end of the game with the final gen and maybe the penultimate one.

    C. Good Killers at Red Ranks usually get a decent amount of hooks unless they’re slugging with Infectious or something, which only happens maybe 1 in 15 games or so (I’m Rank 1 and play SWF a lot. I have a lot of experience with good Killers). The real skill is evenly distributing the hooks so the Killer can’t get an early kill.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    My bad, I forgot that its 40.92 instead of 40 since the 10->15% change. Still, the fact that prove thyself can be used multiple times means it can hold more average value in a match.

    I do not agree with point B. A lot of the games of survivor are decided by which generator you complete based on the chase time that either you or your teammate produce in a given a match. I think this is common survivor myth that doing generator is about speed which is not true. It is about whether you get interrupt or not. I still think prove thyself is massively under utilized and I believe that it is 3rd best survivor perk in the game.

    I have 3 reasons why I believe this:

    1) It reduces the survivor's requirement to loop to complete a generator & is excellent catalyst for producing bad early games for killer.

    2) It allows survivors to push critical generators that either dangerous by nature of their position or generators that killer often attempt to use for 3 generator strategies.

    3) It allows you to break 3 gens more easily if they manifest in the game.

    Just to add little bit more to my first point, killers are often forced to hook survivors but what a lot survivors fail realize that hooking survivors is very time consuming. For example, if you have 25 second chase and killer takes 2 second pick a up survivor and they are unlucky to get a far hook, it can take up 10 seconds for killer to hook that survivor. if you add this up, it takes 37 seconds for them to complete their objective in this instance. There is a lot of cases for survivor where a generator is like 80% complete but the survivor who was getting chased went down 10 seconds too early and sometimes, these 6 seconds are difference between the killer getting the hook and pop goes weaseling a generator and a survivor completing the generator. I have feeling that dev know this perk super powerful because it just so happens that it has similar artwork to killer perk BBQ, So I imagine that Prove thyself is BBQ equivalent for survivor unlike popular belief of We're gonna live forever.

    I disagree point C) as well. Survivors have all pallet resources in the world and large majority of them are insanely safe beyond belief against M1 killers. One of the reasons why I love Michael Myers as killer is because he is ultimate ######### test for survivors. Good survivors are able to beat Myers 10/10 times because they're good at looping m1 killers and Myer is ultimate M1 killer. Most players that play survivor are terrible at looping which is why they struggle to beat the most basic killers and fail to demolish most of the killer cast with ease.

    Weak killers are not suppose to many hooks, no matter how skilled they are. Good survivors will not allow it, They make way too few loop errors for anything less than 3 gen loss start on a first chase and loops too favorable for survivor. Its not to say that survivors are meant to be flawless at loops, they will make some mistakes and end up getting hooked but not very much. Less than 6 hooks should global average in current balance of DBD for high-MMR for survivor-play and anything more than that is just bad survivor looping mixed with bad gen efficiency.

    I do dream of DBD that is more balanced for all killers at high-level but its not there yet.

  • OmegaXII
    OmegaXII Member Posts: 2,216

    That perk is unhealthy. It basically punishes killers for not tunnelling.

  • swager21
    swager21 Member Posts: 1,019

    the perk isnt even that powerful. its like a 2 out of 5.

  • swager21
    swager21 Member Posts: 1,019

    i like the idea of the perk. its like a compensation for your teammates not being able to survive in chases. the perk itself isnt something id run but its not that bad to not be worth a perk slot

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,276

    Trading a Perk Slot for a Commodious Toolbox is pretty good? Not at all, Perk Slots are more valuable than Item Slots. It would be decent with an old Toolbox, but not with the bad new ones.

    Fast Track is hot garbage.

  • Seoul
    Seoul Member Posts: 54

    Fast Track is amazing. The highest amount of stacks I’ve had so far is 22 and it helped me to get the last generator fixed. XD

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I’ve been using it with Stake Out. It’s nice seeing the sudden jump in repair progress.

  • OmegaXII
    OmegaXII Member Posts: 2,216

    Although it’s not strong, it is still unhealthy. Just like old legion, weak and unhealthy.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited April 2021

    It'll be trash solo, but if a team of 3 or 4 all take this perk it could actually be worryingly strong. Especially if the players are already hitting 4/5 great skill checks.