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How would you change fire up to make it not be a waste of a slot? Plus my rework idea

EvieSimpsForCrowLady
EvieSimpsForCrowLady Member Posts: 225
edited August 2022 in Feedback and Suggestions

Fire up is one of those perks that's just isn't good. The effect are minor and considering you have to lose gens to gain them the perk is laughable.

An easy solution would be maybe buffing the percentage from 4% to 5% or 6%, for a total of 25 or 30 percent to breaking and vaulting speeds.

Personally find that solution boring so how instead we rework it to be similar to devour hope?

My rework idea(breaking it down below):

The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

Each time a Generator is completed, Fire Up grows in power.

  • Gain a token each time a generator is completed:
  • 1 token: increases pickup and hooking speed by 25%
  • 2 tokens: increases window vaulting speed by 15%
  • 3 tokens: increases pallet and wall breaking speed by 20%. Does not stack with other perks.
  • 4 tokens: increases gen breaking speed by 25%, additionally, the gen loses 4.5% of progress(7% in total)
  • 5 tokens: deacreses successive attack cooldown by 25%. This effects do not stack with other perks.

Shall we break it down?

First token gives a somewhat minor at first glance effect, however it is rather powerful if you think about it. Base pick up speed is around 2 seconds, with this effect it would be 1.5 seconds, a difference between a hook and a sabo/flashlight save. Hooking speed is just to save time when hooking(or try to punish survivor who tried to sabo/take hits.

Second token is mini bamboozle, minus the window block. Can be useful in chase or with other perks.

Third token is basically brutal strength, however the perk wouldn't be overshadowed as for this effect to kick in you need to lose 3!!! whole gens. Does not stack to make it so you can't break pallets nigh instantly if you run brutal.

Fourth token is the strongest effect by far. If you secured a 3gen the additional 4.5% of progress each time you kick a gen can be the difference between a 4k and a 0k. Base gen regression after a kick is 2.5% which brings it to 7% with fire up for a total of 6.3 seconds of regression each time you kick a gen. Consider the base regression and other regression perks if you think it's useless! 25% increased speed is a just a tiny time saver.

Fifth and last, the mini stbfl. 5 stbfl tokens are a powerful tool in the right hands. This can force an exchange if you have a hooked survivor when gates are powered(ofc if you play right), get a hook on a healthy survivor who would barely open the gate and get out, help catch a person before they get to the hatch etc. Basically an effect that might get you a kill or two if you play your cards right. Not something to be overlooked.

Thoughts? Maybe you have any changes on your mind? Or your own fire up rework?

Post edited by EvieSimpsForCrowLady on

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