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Fast Track needs to be killswitched, reverted or reworked

MeduSnake
MeduSnake Member Posts: 19
edited March 23 in General Discussions

Simple Example so everyone understands it. The killer hooked every Survivor 1 Time. That means everyone has 9 stacks (you don't get stacks for getting hooked yourself). Each stack removes 2 charges from a Generator. If one Survivor runs the perk it removes 18 charges / 20% from the generator permanently.

That means a Killer that faces a full Swf Team running this Perk loses the value of 1 complete Generator for hooking 5 times...you know...the thing killers have to do...and that is without any other generator related perks or items...

Imagine it being the other way around. The Killer having a Perk that every time the Survivors complete a generator one random Survivor get's a hookstate. The forum would burn here.

"But for this to work 4 survivors have to all run this perk and all play coordinated" yeah obviously Sherlock but you can say this for everthing in this game but it matters if something like this even exists or not to get abused and right now it get's abused.

I'm not playing this game much but I see this perk getting used almost every single round at least once and every 4-5 games a full team runs it

Comments

  • MeduSnake
    MeduSnake Member Posts: 19
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    My guy I don't know what you are smoking but comparing a 5% speed boost around already finished generators aka the area the Killer is supposed to avoid and get away from as fast as possible with the Survivors getting 20-30% of their main objective for free because the killer is doing his main objective is wild.

  • random1543
    random1543 Member Posts: 634
    edited March 23

    Imagine it being the other way around. The Killer having a Perk that every time the Survivors complete a generator one random Survivor get's a hookstate. The forum would burn here.

    A hookstate is not comparable to what a one stack of fast track does, but there are perks that effect the survivors for doing the objective all tho they are not game breaking just like fast track isn't

    Some perks that punish the survivors for trying to do their objective

    Dragons Grip - Punishes the Survivors for stopping regression on the kicked generator by making them exposed and one shot for 60 seconds with 4 seconds aura reading

    Curel Limits - Whenever a generator is completed all windows are blocked for surviours for 30secs, a negative effect for doing gens

    Machine Learning - When a compromised gen is competed you gain 8% haste and undetectable for 60s, punishing gens getting done

    Terminus - When the last generator is completed, Survivors are unable to heal until the gates have been open for 45s, punishing them for doing gens rather then healing first.

    Deadlock - Blocks the next most progressed generator for 25s after a generator is completed (25 seconds is more then what 3 people with one stack of fast track from a hook is going to do to a gen)

    Rancor - Punishes one survivor for finishing the gens with exposed and mori no matter the hook state that they can not get rid of.


    Fast track is fine as it is.






  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    If everyone is going against "god tier" survivors like they claim to be, then smart survivor play is to run the killer away from gens in progress. So, toward completed gens.

    You're also conveniently ignoring end game, where all gens are completed.

    The only reason I bring up this perk is because it's the closest equivalent: a perk that one side has to bring in the first place, that perk "punishes" the other team for doing their objective. You seem to agree that batteries isn't good, and neither is fast track.

    20% of a gen is 18 seconds for a perkless survivor. So either your chases are less than 18s and you're decimating everyone already, or your chases are longer than that and you're already losing 20% of a gen for each chase (hook).

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 649

    At first this is my opinion:

    I played this weekend quiet a lot of Survivor and used fast track and these are my conclusions.

    Negative ones:

    • Obviously in games where I was tunneld out the perk did nothing for me at all.
    • Games where somone else got tunneld out where mixed at my side, it dependes on the progress made while the last Survivor was tunneld out
    • Sometimes you won´t get a Skillcheck or you are struggling if you should hit the great one or should save your stack but losing the 1% extra progress every time

    Positive ones:

    • Close games with 3 gens or all Survivors on death hook took a heavy comeback. It was kinda scary to get into the game and having 6 gens downstairs in visible range and two people doing the last gen from 0 to 100 in less than 30 seconds cause of two loads of fast track dumped into it.
    • Getting a slightly refund against pain res, because everytime your gen explodes you get 3 tokens.
    • Sick synergies with underused perks like potential energy, dumping both in the last gen is a huge chunk of progress

    To be fair I like this perk, it feels good to use, sadly the times it feels good are games against not tunneling Killers.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,026

    This is my experience as well. I had another evening of running my Gen Build, which includes Fast Track. And again, I have to say that I am not impressed. There are some Gens which were done crazy fast, but I dont think this was overall more helpful than my regular Build. Plus, most of those Gens would have been equally as fast with pre-Buff Fast Track, because there was no difference between charges being removed or if it would have been Progress added like before, because I did those Gens uninterrupted. And if you dont get interrupted, it does not matter if you put "Mini-BNPs" in the Gen or just do it quicker.

    But there have been situations where I am pretty sure that me running a Gen-Build did not lead to better results. E.g. I could do a Gen extremely quickly because I had 9 Stacks of Fast Track on a Gen which was already filled with 3 Stacks before. But I was also 2-Hook in that game because nobody could get me in time since the Killer came back, which would not have been the case if I had my usual Deliverance.

    Also, I think the time I would have saved by running Deja-vu in my regular Build to find Gens would have been more valuable than the time I save on Gens by using a Toolbox (with Built to Last), Hyperfocus/Stake Out and Fast Track.

  • Langweilig
    Langweilig Member Posts: 3,235

    Noed is the perk you are looking for. It gives free kills and rewards the killer when survivors do their objective. We also have fire up and batteries included that also reward the killer when survivors do their objective.

  • MoZo
    MoZo Member Posts: 873

    Fast Track is fine. people are just having recently bias since it’s newly buffed and survivors are wanting to try it out with other (and better) gen perks. in a few months or even few weeks, the perk will fall off and will be used here and there but not every game like a meta perk. from what i’ve seen and heard, the “insanely fast gen speeds” are mainly a toolbox with Hyperfocus + Stake Out issue and not a Fast Track issue.

    I hope the devs wait and collect data over time with this perk before doing further changes rather than doing a panic nerf because Fast Track is the new talk of the town.

  • cogsturning
    cogsturning Member Posts: 3,056

    I also switched it for Deja Vu and felt I was better off with the tiny repair boost and the info rather than a perk I may or may not get any value from. All my matches ended with me still having tokens too, either because I died, everyone died so fast they weren't even worth using, or the killer did so bad i didnt even need to bother and barely had any tokens to use. They can listen to the outcries and nerf it, I really don't care, but it's not amazing unless maybe you're in a 4man and all of you are running it. But I'd have to try that out for myself to know, and I doubt I can get together three people who even want to play survivor anymore.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,026

    Oh, I also dont care about Fast Track itself. The Devs can nerf it because Killers were crying about it, I dont care about the Perk. And I guess most people will not care who played it. What I care about is that it would be another thing which gets changed because Killers complain instead of just waiting a bit. Because once new toy syndrome is gone, Fast Track will be used far less, since it is just not as good as the Meta Perks for Survivor.

    But the brainrot is strong with this one. I have seen a Killer today who complained more about Fast Track on a Survivor than the fact that the Survivor was cheating (a Dwight with Fast Track, Hyperfocus, Built to Last and Deadline). And the best thing is that Fast Track did not even have much impact, since there were only two Hooks by Cheryl and my SWF-Mate and myself were slugged and never hooked. Yet this Killer, even if they knew that Dwight was cheating, complained more about Fast Track than cheating. Complete brainrot with all the complaints about Survivor Perks.

  • cogsturning
    cogsturning Member Posts: 3,056

    I've even playing killer today, about 10 matches so far, and there hasn't been one single Fast Track, so I think people are already realizing the hype isn't real.

    This is a pariculalry interesting case of social media idiocy, and a whole lot of noise over something that's not much. If they nerf it, it's proof that outcry matters more than reality. And only one side's outcry, as Ghoul remains despised.

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 27

    heres a difference though. most killers in this game that are already strong dont need batteries to get value. and in most cases keeping the survivors in areas youre protecting (normally not places with done gens) isnt a good idea. and only more of the weaker/slower killers can manage to get some value SOMETIMES from this perk. and it can be pretty good, thats because the perk specifically is self aware of its state. it rewards the killer for losing, so in trade it gives little to nothing in return besides the potential to make a play off the little bit of extra haste you have. and even then, if the survivor is smart they can still manage to counterplay the haste as long as its not overwhelmingly stacked. and if it IS, that means the killer is trading OFF slowdown and perk diversity for a niche build unless its like two killers. and batteries is specifically a perk that doesnt benefit many killers in general. either it does nothing for them, does very little, or some other haste perk would be better. its a weak perk. its a equivalent to OLD fast track. it CAN do something but since it rewards you for losing it doesnt do too much and thats fine.

    thats the trade off. and NOW, only 5 generators can give this bonus since they removed it turning all gens on in endgame. its a situational perk that only helps some killers and doesnt help the stronger ones. thats why its not game changing by any means.

    the difference between this and fast track is what the counterplay between these two encourages. fast track encourages the killer to tunnel someone out to not benefit the others. even if you can argue fast track isnt a good perk, if a killer knows its in use theyll just tunnel harder to make it so its a wasted slot. batteries has counterplay in the sense of just not going to completed areas if possible. and if you notice a killer is moving really fast you can attempt to drain out the haste by playing close loops and pre-dropping till its over. and batteries normally doesnt do enough on its own to make a difference. thats THE difference here. batteries is inconsitency that can lead to basically no value or some decent value. fast track is a perk that either isnt needed because the killer isnt getting hooks and theyre losing OR it comes into play to help you the most when youre losing. and batteries needs a build around it to have consistency, meaning you lose things in trade. whilst fast track doesnt really need a build around it for value. you just need multiple people to bring it.

    also the point of fast track is the more people who have it the more value you get. a killer only getting two hooks is enough to get a lot of value from it alone and give the team value. and yes survivors DO a lot of progress without fast track. but the point is the more free, consistent value you get the more effective something is. its why exhaustion perks are so good because you dont need to do anything skillful to utilize them well and get value from them. having a perk that is literally the embodiment of "reclaim 1/3 the time a killer spent chasing a survivor and put it into a gen depending on if youre a swf" is INCREDIBLY useful and im tired of people pretending thats a good design. itll either be super busted or useless because rewarding people considerably for losing is bad perk design for every role in this game. hell, even i use batteries a fair bit on my main and i would sell it immediately if perks like fast track were removed.

    this is a side note but i genuinely hate how obviously free survivor perks are in comparison. obviously the best perks on both sides are the ones that reward you for losing or reward you for existing. survivor perks are literally ALL primarily this for the meta builds. i really want someone to tell me there is not one single survivor meta build that doesnt compromise primarily around at least 3 free perks that reward you passively.

    and although killer perks that are free do exist, theyre either not very good because if they were it would be a problem (like batteries, which is designed to be inconsistent) or they were left alone forever with a band-aid fix like NOED and it was called a day. this doesnt make it fine for survivor or killer but theres still a considerable double standard. i want both NOED and perks like fast track out of the game. this perk design is horrible horrible stuff and i hate the concept of a reward for losing. compromised gens are a bad design, most exhaustion perks are a bad design. noed, bam, a lot of those perks are bad design. fast track is a bad design. these perks arent healthy designs. they all reward you for losing or passively reward you for existing and im sick of them. this aint even about specifically one side in general i just think this kind of perk design is horrible.


    Post edited by SandMan212 on
  • SandMan212
    SandMan212 Member Posts: 20
    edited March 27
  • SandMan212
    SandMan212 Member Posts: 20
    edited March 27
  • SandMan212
    SandMan212 Member Posts: 20

    this is subjective and requires multiple opinions. cant call people idiots based on your experience alone

  • cogsturning
    cogsturning Member Posts: 3,056

    BHVR doesn't actually need anyone's opinon on this one. This is a data question. They alone know how much this perk is being used, and how successful it's been. Those number are either high or low. A perk's success doesn't need a vibe check. This is just something people have decided to blow up.

    I'm not calling people idiots because I'm only using my experience. I'm calling them idiots for using CC views instead of their experience. I play everyday and have seen low use and low success for FT. Meanwhile, people who've openly said they're either not playing or are barely playing are weighing in, and there's nothing to base those views on but CCs and other people's views. Does that seem smart to you?