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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.


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Comments

  • Member Posts: 102

    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?

  • Member Posts: 133
    edited March 21

    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.

  • Member Posts: 2,120

    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.

  • Member Posts: 123
    edited March 21

    FIRE UP Rework/Buffs:

    Start with 1 token:
    6 — 12/18/24/30/36% ← (Best choice?)

    8% for Token:
    8/16/24/32/40%

    ——————————

  • Member, Alpha Surveyor Posts: 3,131

    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

  • Member Posts: 123

    This is FAKE @AetherBytes Brutal Streght + Fire Up (5tokens) doesn't break as fast as it says

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