http://dbd.game/killswitch
Perk Review: Fire Up
Link to Brutal Strength perk review: https://www.reddit.com/r/deadbydaylight/comments/1j9gls1/perk_review_brutal_strength/
Link to PWYF + Nemesis perk review: https://www.reddit.com/r/deadbydaylight/comments/1jda8i6/perk_review_nemesis_play_with_your_food/
I should preface this by stating that I have a bias against endgame perks. I'd rather use perks that make me strong before the game reaches that point because endgame tends to finish too quickly to get meaningful value out of most end game perks (except for No Way Out, that one is actually well designed and I like it, but it's the only endgame perk that I'm okay with conceptually.)
Fire Up, however, is unique. It's not so much an *endgame* perk as it is a *late-game scaling* perk. In fact, its highest value is in its ability to help you hold down a three gen by letting you end chases much faster with the 24% kick speed and vault speed.
But therein lies the problem with the perk.
At 6% per stack, it is ONLY 4% better than Brutal Strength (an already bad perk, click the link to my review to see the explanation as to why it's bad) but at the cost of losing FOUR GENS over it. (I'm not talking about its full 5-stack power because the game is already over, preventing you from gaining the full five stack value unless you're using a No Way Out build.)
In pretty much *any* situation you'd want to run Fire Up, whether it's to hold a 3-gen or to chase, perks like Bamboozle and Brutal Strength are 10x better because you don't need to lose gens to power them up and Fire Up doesn't gain enough power per stack to be worth the cost of scaling.
Can you believe the stacks used to be *worse*? It used to give only 4% instead of 6%. And it's STILL bad. You *could* use it on a full-on, maximum aggression chase build with zero gen defense, but even then there are builds that facilitate this strategy much more efficiently. One example being Bamboozle + Brutal Strength + Enduring + Spirit Fury. You *could* argue that you could save a perk slot between Brutal Strength and Bamboozle by taking Fire Up instead since it's guaranteed to acquire some value due to no gen defense, but this comes with the downside of neutering your ability to play around pallets and windows until the game is leaning towards the Survivors. The early game is too important for the Killer to throw it away for late game scaling, especially since Fire Up's stacks lack so much value.
Suggestion for making the perk actually viable: Further increase stack value from 6% per token to 8%. This means that it only takes two gens being done to be *almost* as good as Brutal Strength, while also vaulting 1% faster than Bamboozle (at the cost of not blocking the window.) At three gens done, it provides the same value (24%) as four gens being done, giving you late-game scaling much earlier, while still ONLY being BARELY better than Brutal Strength and somewhat better than Bamboozle in time-saving during a straight-line chase (still worse than Bamboozle overall due to not blocking the window.) At four gens done, ideally as the Killer you'd be holding a three-gen, and you'd be vaulting 32% faster and breaking pallets 32% faster, making the perk have actual value for the tradeoff of being useless for 3-4 gens.
Discuss
Comments
-
What's your opinion on the upcoming perk Forever Entwined?
Would we presume that a majority of the approach and philosophy you used for Fire Up can be at least marginally applied to this similar perk? Or is Forever Entwined better than Fire Up? Or worse? What would a meme-y build that runs them together look like?
0 -
It's a diet version of Fire Up which is already bad. At least it can scale much faster and without risk since it's not tied to generator completion, but what it provides just isn't worth the perk slot. Killers would need one or two more perk slots to afford being able to slot in these luxury/"just for fun" perks. Gens are too fast and most loops are too safe so you're always better off with 2 chase perks and 2 regression perks or some combination of the two.
The game's current balance doesn't really allow for the kind of weak output (especially lategame oriented output) that perks like Forever Entwined and Fire Up provide. Their numbers need to either be much higher, or the base game needs to be much more balanced before perks like these can be taken in only four perk slots.
1 -
There is this one person on the forums, @Jtflorencio , that is pretty vocal about Fire Up, Brutal Strength and the new Forever Entwined being pretty mid.
In short, they believe that Fire Up should already start with 1 token, with the max. being 6. The numbers would be the same.
And I agree with this take.
2 -
FIRE UP Rework/Buffs:
Start with 1 token:
6 — 12/18/24/30/36% ← (Best choice?)
8% for Token:
8/16/24/32/40%
——————————2 -
Run Brutal and Fire up together, it'll change your mind. Pallets get shredded, fire up gives you good window vault down the line as well as other benefits
-2 -
This is FAKE @AetherBytes Brutal Streght + Fire Up (5tokens) doesn't break as fast as it says
2 -
Problem with FIRE UP that will never be a perk for End Game is completely useless
Fire Up must be started with 1 token, survi can make 3 GEN AT SAME TIME ((YOU NEVER GIVE A GOOD USE OF THIS PERK!!! ))
Fire Up Rework: Start with 1 token
6% / 12% / 18% / 24% / 30% / 36% ( <-- Buff Brutal Streght 25%/30% ) // ( <-- Buff Dark arrogance 30% ) // ( <-- Buff Anatomy Superior 50%) (Best option for me)Option 2: Start with 1 token 5% for token (small buff but still very weak, option 1 is better)
5% / 10% / 15% / 20% / 25% / 30%0 -
Isn't the value from this perk that it affects multiple things, I'd understand the arguement if it was just break actions, but it's not.
The perks in a decent place now can be used as a hybrid chase perk to supplement dedicated chase builds for window vaulting or pallet breaking.
Usually my early game has up to 3 gens finishing but the last 2 gens always go the slowest, so usually I'm at 3ish stacks for the majority of the match, so that's 12 percent I tend to get the most out of it.
which isn't bad at all since it shaves time off multiple actions, wouldn't you agree that tends to add up?-1 -
I agree Fire Up is mid and a buff would be welcome, but I swear to the spidergod almighty that I have turned 0K games into 4K games with Fire Up.
People focus on comparing the break speed to Brutal Strength because that's seen as the most impactful effect, but the whole thing genuinely does add up over the course of a match. Pickup speed, as people are discovering via Forever Entwined, can save your butt from Survivor altruism (and only needs to do so once to have justified a perk slot- and unlike lightborn, pickup speed can save you from pallets too), and vault speed/break speed both can make the difference between a hit and a much longer chase. I do genuinely believe Fire Up gives value most matches you use it in, even if it's true that it's generally not enough value compared to other Perks.
One random buff suggestion: I personally like the idea of compressing it down to 4 stacks instead of 5, so you can use it at full power while you still have a 3-gen left.
2 -
The problem with Fire Up is that it doesn't start active at the start of the game. It's a very bad perk to be considered End Game. Remember that the Survivors can GEN you 3 times at the same time, it's horrible.
Current Fire Up
6% / 12% / 18% / 24% / 30% ( max 5 token )Fire Up Buff: (With this, Brutal Strength buff at 25% // Dark Arrogance 30% // Superior Anatomy 50%)
6% / 12% / 18% / 24% / 30% / 36% ( max 6 token )
Without buffing other perks:
Fire Up: option 2
5% / 10% / 15% / 20% / 25% / 30% ( max 6 token )0 -
What buffs would you make to Fire Up and Forever Entwined? @Leon_Loves_Cheryl
Post edited by Jtflorencio on0 -
You mean aside from the ones I already suggested?
What's the point of this question?
0



