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Quick Gambit - I just escaped when I should not have

CountOfTheFog
CountOfTheFog Member Posts: 2,993
edited April 5 in General Discussions

I must have missed the update to this perk!

A SoloQ teammate was using it and I was working on generators while injured using Deja Vu and Resilience (my other two teammates also had Deja Vu and Resilience)

it got us a 4 man out when we were about to be crushed. The last 3 generators popped so fast!

So, every Survivor gains 5% repair speed? Irrespective of their proximity on the map to the Survivor that has the perk equipped?

1000021862.jpg

Edit: Does going from Injured to Deep Wound count as "losing a health state"?

Answers

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606

    Yes, they removed the Range Requirement entirely around 6 months ago with 8.3.0. The Perk is still not really good, which is probably why you did not notice it until now, but at least they removed the stupid part of being next to Survivors on Generators for it to work.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,993

    The only reason I even noticed was because I had the little green buff icon next to my perks. Six months it has been like this?

  • Bodark
    Bodark Member Posts: 283

    I find it funny perks like this exist. Great against weak killers and horrible against strong ones. The perk design team needs an overhaul.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606

    Yes, Patch 8.3.0 was released in September. And as I said, the Perk is still not good so it is not really popular and quite rare. I guess the most time you see it is in Chaos Shuffle.

  • SeriousRain
    SeriousRain Member Posts: 57

    When I pick this perk there is like 80% chance I will get injured within 0-5 seconds of chase starting. Same like Deliverence, so I don't find this to be that good and I don't run this.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 5

    yeah that one is kind of cracked. It’s good if one person has it, if people know what they’re doing, it sucks and laughable when people can’t hold up in chase. I’d probably nerf if you start noticing a bunch of people stacking it in the highest mmr, Sometimes killers like to chase good survivors to get better, and I don’t think they should be punished heavily for learning. For every 1 god tier killer there’s like 5 that won’t break a pallet when they should. I would keep my eye on this one. It is super situational though due to variety.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606
    edited April 5

    Eh, the Perk is really not that good. From BHVRs Data we know that the average Chase Time per Survivor per Match is around 80 seconds or something like that. (for high MMR)

    If we consider that a Survivor gets 3 Chases and cut this time in half (since Quick Gambit deactivates after losing a Health State), the Survivor provides 40 seconds of quick gambit. So if my math is correct, the Survivor with Quick Gambit provides a total reduction of Gen Time of 4,3 seconds per Survivor, so at max. around 13 seconds overall are saved.

    This is not much.

    Post edited by Aven_Fallen on
  • Defnotmeghead
    Defnotmeghead Member Posts: 292

    As a rebuttal, if you like to chase the good survivor to get better, having a perk like this would actually be recommended. You dont wanna be stuck chasing 1 survivor for 8 minutes, and if you do good, you actually get rewarded.

    Chasing the good survivor to get better is basically already somewhat giving up on winning the game. Its an exchange. You cant expect to knowingly make a mistake and not get "punished" for it.

  • HeroLives
    HeroLives Member Posts: 3,233

    ah thanks for breaking down the math for me. I appreciate that! You’re a real one aven. my theorizing is alternate time lines though where someone is in the studio hitting remixes to the point it would dethrone blight and they’re doing it often and causing straight up pitchforks everywhere else. 13 seconds overall, no big deal. Entering catastrophic, pound the alarm. I don’t want to go back. I want to move forward for overall UX(user experience). I’m like like 2-3 moves away practicing string theory, and Murphys law. If something has to take the hit quick gambit straight up. Newer players have trouble with gens and Strat breaking, so I would prefer quick gambit to save the majority from themselves, especially if people are going which one when looking at friendly competition.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 5

    true, I agree, and I imagine you’re exactly right if they are cognizant and choosing their fate. Counter point, Possibly if survivors get too crafty good killers are suffering though, maybe throw an obsession condition on it if that happens that rewards killer more and makes doing things like that riskier on the survivor side so they aren’t beating the brakes off people like myers ?

  • Rudjohns
    Rudjohns Member Posts: 2,814

    "weak killers"
    If they are weak, then why would people play them?

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Well, it's good for people who loop a killer for a long time, especially when it's a 5 gen chase and yet 5 gens don't get done. I don't think it's that weak. Really, no gen speed increase can be.

  • CautionaryMary
    CautionaryMary Member Posts: 802

    Yeah, once they made it so you lose the perk when you get hit - I've not been a huge fan of the perk.

    Eventually you will get hit, the perk goes on a long cooldown - it should just be entirely when you go down especially with so many anti-loop and mobility characters Behavior seems keen on making.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606

    Usually I dont react to you, but if the Killer gets run around for 5 Gens Quick Gambit is the least of their problem.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,606

    I mean, Quick Gambit stops being active once you are down anyway, since you are not chased anymore. I am also not really sure about the removal of the Cooldown. It would probably still not be good enough to be used very often, but it would punish bad Killer Characters more than it would punish strong Killer Characters. A Trapper would be more affected by it than a Nurse, even if both are really good players, simply because Nurse is so much stronger and therefore has shorter chases.

    I think it is really difficult to balance the Perk, because something which might be alright against the Top Killers will be too good against the weaker Killers. And on the other hand, something which is held in place enough so that weak Killers dont have a huge problem with it is way worse against strong Killers. Just something which comes with DBD, the huge variety in Killers strength makes balancing difficult.

  • Langweilig
    Langweilig Member Posts: 3,135

    I don’t think you purely escaped because of this perk. 5 % doesn’t make a pig enough distance especially if you don’t have it over a longer period of time. Quick gambit always deactivates by the first hit and therefore is not active much. It safes like 5 seconds if survivors work on a generator for full 100 seconds chase time and multiplies up to four if those survivors were on a generator the whole time.

  • CautionaryMary
    CautionaryMary Member Posts: 802
    edited April 5

    Yeah, true - I agree.

    I think the initial hit is what weakens the perk for me, as Behavior has nerfed jungle gyms and more generalized changes in the game.

    I think more perks are better than it in general as it's like you said ^ situational to other killers depending on what the killer is. What I mean is that it should just lose effect when you're down entirely, rather than when you lose a health state. I think the previous iteration was like that, but I could be wrong as they did change it prior.

  • HeroLives
    HeroLives Member Posts: 3,233

    Survivor that just wasted 5 gens of resources while the team didn’t touch gens :

    image.jpeg
  • Bodark
    Bodark Member Posts: 283

    This is gonna sound crazy but stick with me. People like the power and find it fun! Trapper is weak. That’s a fact. He is awful. But people find placing traps fun.

  • Defnotmeghead
    Defnotmeghead Member Posts: 292

    I mean, for it to be super beneficial, everyone would need to sit on seperate gens and the chased survivors should be chased the entire time. You can literally counter the perk by walking backwards towards them, or by mindgaming them once early in chase. The cooldown once they get hit is 60 seconds. Most hits happen within the first 15 seconds of chase and 5% really isnt much.

    As an example, a 90 second gen with 5% would take 86 seconds if uninterrupted. A single generator kick, no other perks applied, adds 4.5 seconds.
    So, lets assume you get in chase with someone who has quick gambit, but they dont know where their teammates are and pass all their gens. You, due to their looping angles, are capable to kick all gens at least once without losing any significant distance.
    Congrats, now Quick Gambit literally has had 0 impact if you end up chasing the same survivor for the full 90 second duration without hitting them.

    It's really not that impactful. You often need 2-3 gen progression perks if you want to counter the impact of 1 killer regression perk. You would need the best 16 generator progression perks + commodius toolboxes to counter the strongest 4 killer slowdown meta perks.

    Quick Gambit is considered a bottom half perk. It doesnt need a buff, it's fine at what it does, but it is far from a good perk.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    So people play weaker killer for fun, sure. Then why are they caring about losing the game to a perk?

    So MFT needs a nerf because it's great against weak killers, so survivors should never have a good perk afterall. All perks should be capped to clash with the weakest killer in a fair trade and leave stronger killers even stronger. Don't you think that mindset is a bit entitled?

  • HeroLives
    HeroLives Member Posts: 3,233

    ah okay thank you for breaking it down for me. If that’s the case yeah no need to touch it or any survivor gen stuff since it takes all that to counter full regression. Didn’t even realize that’s how powerful full gen regression is. Like I knew it was good, but I didn’t realize it was THAT good in comparison.