Buckle up for the tunnel!
If there's a duo running Buckle Up + For The People, they have no valid reason for whining about killers tunneling. I went up against it for the first time and this is disgustingly overpowered. Luckily I was playing Pyramid Head so I didn't have too much trouble, especially since they were so bad they relied on it.
I was also lucky enough that the other two survivors caught on and didn't take hits to delay the duos inevitable sacrifice. I let them out because I'm not going to punish others for something others do, which I know a lot of killers do. I got name-called for that by the duo, saying I was simping and whatever. It's such a stupidly overpowered combo that it takes me back to prime Dead Hard days. Other survivors shouldn't have to suffer for others abusing this combo. Fix this BHVR. Please.
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They also said it was a meme build which just sealed the deal for me to write this because this wasn't fun in the slightest.
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BU+FTP effect is fine but 2 perks slot is quite cheap for the effect.
I would make BU gains Haste instead. So survivors have to use WGLF to give teammate Endurance and MFT to give themselves Endurance. The perks would not overlap each other, and requires at least 3 or 4 perk slots for it.
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Old Dead Hard did have a counter which was baiting a swing/lunge. The distance wasn't counterable but many people weren't near a pallet to make proper use of that. I mastered the camera flick and it wasn't anything crazy. STBFL isn't a counter. If it was, it would also counter Dead Hard as it is the same problem of both people having endurance. Being injured would not be a counter for a full SWF running it either. They had comms so they knew where they were and were always healed.
It denies more than the first hook. It can deny multiple. If I hit the survivor vaulting into shack and the other duo uses FTP, I can't do anything. I can get them mid-process with my power but that would just be a waste of time and deep wound them. I can't imagine how it feels against an M1 killer. The effect is far from fine.
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I dont think flicking mouse is a skill to call it "mastered", its only survivors afraid and use DH early.
If Im chasing an injured Dwight, while Meg following behind. If Meg success using BU+FTP, it takes at least 2min before able to use it again: 60sec broken, 16 beind healed, and the time to run away and running back for Dwight...Another teammate spend 16sec to heal Meg, all of that time that Meg isnot on Gen... the time wasted is massive for a single hit.
I understand killers mentality to think each 10sec of chase is 30sec of Gen because I also do. But it isnt always the case.
I play Myer nowadays, and I do quite fine against them.
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Flicking a joystick actually. I'm only saying mastered to make fun of how easy it was. It wasn't that they were afraid, you just had to make it look real enough for them to believe it.
And what if that perk interaction extends chase by more than ten seconds? It definitely does that btw unless you're going against baby survivors. Suddenly you go from a hook to nothing at all and all that progress reset. The Meg can just run resilience on a gen until the broken goes away whilst killer is still chasing Dwight. Being broken doesn't mean time off a gen. You can just switch survivors so another person follows Dwight.
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Buckle up FTP is also pressing E, except someone else does it for you. Pretty ironic ngl.
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It depended on the map. Old DH on Lery’s was a nightmare. 😂
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People will whine regardless. I literally had a hack squad furious that I was tunneling out their most problematic hacker. Having 15 seconds of background player speed following me from hook to hook sabotaging. Nope, you're getting tunneled right out of the match. On their stream they said I was such a weird guy that I was actually able to beat them. (Was using unusual tactics I deploy when vs cheaters)
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While very disgusting it's probably not common enough for BHVR to do anything about the way basically everyone ran old DH or old Iron Will.
FtP is the 39th most used perk on Nightlight and Buckle Up is 38th which means you're probably not running into it too often but it feels like complete BS when you do. This is probably compounded by the fact it's mostly SWFs running this combo so it's making the already more challenging games even harder because the fact is most randoms are not giving up a health state for other randoms most of the time.
With this being the case I doubt it gets touched considering how hard it was to get BHVR to finally change OoO and that a much stronger effect for SWFs so with that being said absolutely tunnel the people who use the combo or at the very least keep them injured cuz you're in for a bad time if you don't.
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For the People was a nice perk. Not for competitive, nor for aggressive plays. It was perfect like it was.
Now with the Buckle Up Combo it turned into a tryhard perk. 😑
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I tried tunneling them out, but it turns out they were both running the combo, so while I was focused on one, the other would heal up, and I'd have to deal with the combo all over again. It's pretty disgusting.
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You need to be healthy to use FTP, all you need to do is see and hit the survivor that's following your chase around
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What's crazy is that these perks are not in the roadmap for changes.
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It's funny how certain perks are stronger when in a SWF, isn't it? It's almost like everything is communicated to each other. In solo, people don't know you have the perk, more than likely they will be moving on the ground when you try to even touch them, so in return you get a hit for even attempting to make a save and have to dip off to narnia or get downed as well.
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Yeah hit the survivor and let them both go to a safe loop whilst I gained practically nothing as one will heal and get right back over to the chase. 👍
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Genuinely crazy. Can't believe some people are defending it as well. But, then again, people defended Chess Merchant so it's just the same cycle.
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You gained the time the survivors weren't working on gens, and the time the survivors will continue to not work on gens
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16 seconds does not equate to how long the extended chase will now last. Simply holding W will give you that much time.
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I can't even imagine. I had them seperated across the map so I was a bit luckier.
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For The People was a solid anti-tunneling perk that had high risk high reward. Now there's no risk involved.
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Real shame to be honest. Just devours any hope of having fun on killer. If teammates help out the people getting tunneled then it becomes such a struggle.
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Don't hate the player, hate the game.
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Most people whine because they hate it when you still win even when they have such an advantage.
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BHVR and their silly E...
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it was a terrible anti tunneling perk before this tho. I wouldn't call it high risk high reward at all. You would for the people someone and the killer would already be back on them with little to no protection
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Never said it was good at it, just said it was most commonly used to counter tunneling. It was high risk (you'd get downed due to losing a health state and having no endurance like you do now) for high reward (tunneled survivor now has an extra health state to last longer in chase).
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people were defending mft, chess gameplay, eruption and old old dh so this isn't surprising in the slightest to me. i've never seen more delusional community than dbd's to think what's fun for them is fun for others as well, or they just don't care about other side's fun at all.
play both sides y'all and then you will have valid opinions.
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i mean i do agree that the combo is too powerful as it is, but on the other hand I don't feel like discussing things with someone who thinks that following a chase, getting hit, running off to a corner and either self healing or getting healed by a third survivor wastes only 16 seconds of survivor time, so have a nice day
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Too much work apparently. I play both sides naturally because I get bored of playing one role too often and it helped me realize stuff like MfT having a huge effect on M1 killers and then a tiny effect on other killers which survivors focused their justifications on.
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No, you just can't form a coherent argument to justify it. Sure it doesn't take 16 seconds. Doesn't take a whole minute though. So, let's discuss now that we've got that out of the way.
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none of their justifications made sense defending that abomination honestly. everyone knew it destroyed m1s and did almost nothing to already top tier killers but they didn't care. they were having their fun looping wraiths and docs for 3 gens.
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Ok. I think the combo is somewhat overpowered. However, there are things you can do to counter it (such as injuring the person who is chasing you around and leaving them temporarily with teo dead perks) contrary what you have said earlier in this thread.
It's not that I don't have a coherent response to what you have to say, it's that you're deliberately lying about the impact your counterplay has.
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Most people whine because they hate it when you still win even when they have such an advantage.You're the one who won that game, but you're on here complaining about it.
FTP+Buckle Up isn't as strong as a flashlight or a pallet save.
There are situations where it can get a lot of value, but usually it results in survivors chasing each other around instead of doing gens.
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Assume you're chasing Dwight and Meg follow.
- Dont you count the time Meg follow behind you waiting for Dwight to down?
- Dont you count the time Meg gets 60sec of Broken from FTP?
- Dont you count the time Meg runs around finding Clau or Jake to heal?
- Dont you count the time Meg gets healed by Clau or Jake?
- Dont you count the time Clau or Jake spending time to heal Meg?
- Dont you count the time Meg running around looking for Dwight again?
Or you think right after Meg pick Dwight up with FTP, Meg stands right under your feet healing with a Medkit that you count 16sec?
Or you think Meg Syringe to get healed up then doing Gen and following Dwight at the same time?
So where did you get that 16 number?
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that only good if 1 survivor already dead.
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Yup this combo is totally BS. Have you had it used on you at an exit gate yet? Freaking infuriating. You get a down right before someone escapes they use this broken ######### and they're both invinsible and escape scott free. Garbage.
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"old dead hard did have a counter but the survivor had to use the perk wrong". M1 killers didn't have counterplay vs old dh and the GOD VALIDATION that it had was absurd. Blight was the only killer with true counterplay to old dh and man did the survivors look like a deer in headlights as you brushed past them.
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Knowing there are multiple survivors not working on gens is always good actually
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Yes, before I was fine with insta heal the carry or tunneled survivor.
And I need to sacrifice myself or need to play safe. Thats why its called: For the People.
Now it's just: Run to your mate for instantheal and you both get endurance.
FTP is not counting for healing challenges. But it's working with Buckle Up? 🤨
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Indeed. If someone picks a downed survivor up with Buckle Up + For the People, my general MO is to drop everything else I am doing and throwing the game in order to down and hook that combo user. I then usually face camp them and slap them on the hook till they unhook themselves, then slap them out of BT and tunnel them as hard as I am physically able. That perk combo is so busted and sucks the fun out of my games, so I just take it as a given that the fun part of this trial is over, once the combo is used.
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Note to self: start using Buckle Up FTP to guarantee I get a bunch of fun chases in
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"There's the argument that two people will be off generators as the perks require it. That could be the case sometimes, but people seem to forget about communication. It's very easy to predict when you'll go down to killers based on their skill and distance. Three people can work on generators, one person will just have to be near the chase doing a generator. This isn't difficult to achieve if someone's looping at shack and you're doing a generator nearby. As long as you're in the area and ready for the call, you have a opportunity to use it. Obviously that can't always be the case for zoning killers, but it's definitely possible. Two people on generators constantly is also more than enough to win games. [...] There's the argument about injuring the person following the chase. This is more easily said than done. With communication, it is very easy to get knocked in a designated area where a teammate is hiding. They don't always follow the chase, the other survivor brings the chase to them. If they do follow very blatantly, taking a hit means you lose all your progress on the injured survivor in exchange for a injure on a different survivor that will waste a mere 16 seconds of their time getting healed, ready to do it again." - my new discussion.
The power of communication answers that one.
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Reminds me of the Chess Merchant situation: I'll play her so I can get a bunch of 'fun' wins. Complete disregard for the other side.
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I was a iridescent one Trapper main at the time of prime Dead Hard. Obviously grades don't matter at all but it was tough with all the de-pipping back then. There was counterplay which was harder to achieve the more skilled the opponent was. Usually swinging immediately up close would surprise them and get you a hit to be honest by how paranoid they were of you waiting it out. Just have to read the player. I didn't struggle when it came to that, others did. There was counterplay though, just not to the distance gained. Validation was a bit yucky but that just depended on servers, luckily mine were perfect most of the time, now they fluctuate real bad. I still bait Dead Hard out of habit and I've still got it in me.
Blight part is true though, I had fun with him for some time.
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"For Us"
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Haven't had the pleasure. Yet.
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"There's the argument that two people will be off generators as the perks require it. That could be the case sometimes, but people seem to forget about communication. It's very easy to predict when you'll go down to killers based on their skill and distance. Three people can work on generators, one person will just have to be near the chase doing a generator. This isn't difficult to achieve if someone's looping at shack and you're doing a generator nearby. As long as you're in the area and ready for the call, you have a opportunity to use it. Obviously that can't always be the case for zoning killers, but it's definitely possible. Two people on generators constantly is also more than enough to win games. [...] There's the argument about injuring the person following the chase. This is more easily said than done. With communication, it is very easy to get knocked in a designated area where a teammate is hiding. They don't always follow the chase, the other survivor brings the chase to them. If they do follow very blatantly, taking a hit means you lose all your progress on the injured survivor in exchange for a injure on a different survivor that will waste a mere 16 seconds of their time getting healed, ready to do it again." - my new discussion.
I didn't win. I only 'won' because the survivors didn't help them carry on with their nonsense and I admit that I would've lost. Flashlight saves and pallet saves are counterable. If you cannot use your headphones/headset to hear survivors nearby or turn to face against a wall, that's all on you.
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Deliberately lying? Not my intent at all. Simply just highlighting how you exaggerate the amount of time it takes to heal up a injured survivor in a coordinated SWF to make your argument look credible. Sure, I underexaggerated the numbers, but its not far up north from there.
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All of this is true for pallet saves/flashlights.
If you cannot use your headphones/headset to hear survivors nearby or turn to face against a wall, that's all on you.This doesn't make sense. An organized team can go down on a pallet or in the open. The pallet / flashlight survivor has to be just as near to the chased target as buckle up + ftp. If you replace buckle up + ftp with background player, they don't even have to be in the vicinity. On top of that, the pallet /flashlight saver doesn't have to waste a health state to pull off the rescue and can do it again really soon as there's no cooldown.
Basically: if you can spot the person going for the pallet or flashlight save, you should be able to do the same thing for someone using buckle up + ftp.
Realistically, the only advantage buckle up + ftp have over other save methods is that you don't have to be in communication to use it. It's actually somewhat usable as a soloq because you don't have to rely on the other survivor to play in certain way.
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A - "if you dare to use this perk combo on me I'll tunnel you out of the game because I think you'd dislike that"
B - "actually i'd quite enjoy it maybe I should do it so you do the thing I'd enjoy"
A - "noo how dare you do something I dislike"
really makes you 🤔
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