Buckle Up+FTP biggest BS in the game at themoment
Got a down? Sorry it doesn't count. No counterplay whatsoever. Both survivors invinsible for 10 seconds, they can both reach a pallet most likely. Guess I'll try again...
4 times this happened to me in one game robbing me of 4 hook states including once at an exit gate area where they got to run out scott free with no input from me whatsoever.
Even Dead Hard in all its versions had a tiny bit of counterplay (unless used for distance to a pallet or window.) Luckily I run into this combo somewhat rarely but wow is it lame as hell when you do.
Comments
-
I injure the FTP + BU survivor.
2 -
If it happened to you four times in a game, at some point, you kinda need to hit the guy that's chasing you. It's like getting flashlight saved four times, at a certain point, it's on you.
Also, them using it in the gate is inconsequential. Heal tech gets them out as well.
5 -
It was at the door of the exit gate, not at the threshold where heal tech would work. However what you said about hitting the buckle up user. 2 survivors had the combo and they were both using the same Feng skin, swfing together lol.
4 -
Endurance is such a excuse in this game. They need to outright delete this status effect. Get rid of Endurance.
6 -
Hit the guy that's chasing you.
If there's two people chasing, there's one dude on gens.
1 -
For the 18th time ive said it I still think buckle up and wglf should swap endurance effects
(buckle up only gives endurance to the picked up survivor since it has no condition to activate and wglf gives endurance to both survivors since you need to activate it)
same combos just more conditions and counterplay for the easier to use combo
3 -
I was actually able to get a free escape at end game due to my teammate having this.
Felt wrong.
6 -
Laughs in tombstone
1 -
Why? Go play pyramid head then.
0 -
Was it vs a Myers??? Because if so that was probably against me.
0 -
Combo should stay. Really helps against killers who hard tunneling/camping from 5 gens because corrupt, deadlock, nowayout, NOED etc can carry them to a minimum 2k every game against anything less than a 3/4 swf.
1 -
Not every killer hard tunnels at 5 gens and not every killer uses that build so that's a rather dumb argument for a lame and strong as hell perk combo to stay.
3 -
What do you think happens more often? Tunneling/camping or someone running ftp/buckle up? As someone who plays both sides, I can tell you one of the answers is not even close.
4 -
What happens more often? Tunneling or gens being done in under 6 minutes. You know why a lot killers tunnel?? I'll let you guess.
6 -
If the person/people following you are injured, then just listen for them, sure. That's not how the combo works, is it?
You can't always know if healthy survivors are following, especially with the current prevalence of 'Calm Spirit.'
Let's say three gens go quickly at the start (which is common), one gen operator starts laying into the fourth gen while the other two shift to rescuing the runner with ftp + buckle up combo. The killer is instantly robbed of vital pressure while the first rescuer or initial runner rotates out (covered by invincibility) to continue repairs while the second rescuer remains to rob the killer again, instantly eliminating even more pressure that the killer worked for.
The gens are completed, the killer has a single hook, you do the math on the odds of a 4-out.
And you're going up to bat to defend this nonsense?
1 -
I generally assume that Killers have eyes and some general game sense.
It usually doesn't take much to figure out if someone is setting it up. I've been hit by it, impactfully, once.
2 -
They tunnel because it's easy. It is the easiest and most reliable way to win with the least amount of effort.
Full stop. End of story.
4 -
There are 2 types of tunneling. The jack@ss i want to ruin the game for other people at 5 gens tunneling. And the other is hey I only have 2 hooks and they are almost down to 1 gen left after 5 minutes into the game, so you tunnel to reduce the survivor efficiency and maybe get the team to get altruistic and come off gens. Sometimes it works sometimes it doesn't. But its better then trying to go for separate hooks with 1 gen left because if you do that forget it you have no chance your just giving them a free win.
Like we've literally all been there. Made some mistakes in chase. Accidently got blindsided by a flashlight save or a hook sabo'd or you're an Oni on The Game map and can't get anything going and you fall way behind. So you try to get someone out asap. I really can't stand that all tunneling gets generalized into 1 category because that's not how it is. Some people do it to have an easy mode game and some people only implement it when it's desperation mode to mount a come back.
1 -
Differentiation is fine, but I don't think my definition is incorrect.
People tunnel, ultimately, because it gives them the best shot at winning with the least amount of effort required. This can be used in a dick way or in a desperate way, certainly.
2 -
I challenge you to do an experiment. Play 10 games and time all of them. Let’s see how many 6 minute games you are really having.
1 -
If the game is at the stage where three gens are done and four survivors are still alive and uninjured, you're going to lose that one no matter what perks the survivors have.
Three survivors being involved in the chase is actually a huge benefit to the killer in your scenario. It's probably your only chance to snowball and salvage the game.
1 -
The only change i would do its make buckle up to only protect the downed surv not the other one
0 -
Put them in the mend state in the meantime. That'll give you time and adds more pressure unless you're in the EG, then you're just screwed.
0