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Fast track is unfair and bad design

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Comments

  • OrangeBear
    OrangeBear Member Posts: 3,812
    edited March 25

    Im not the killer in this match. Vee got hooked 3 times. And since everyone had fast track. Survivors got 54% perma gen progress for free. And because everyone had it there's nothing the killer could do about that. It's lose-lose

    This is a random solo queue lobby, just putting it out here since there's people in this thread that think nobody is using it.

    And yeah hyperfocus and stake out does a lot but fast track is comfortably supporting this busted combo. But it's also effective on its own

  • BongoBoys
    BongoBoys Member Posts: 1,060

    Its pretty much just " wow these gens are going fast " it must be fast track

  • BongoBoys
    BongoBoys Member Posts: 1,060

    I need to tunnel cause they nerfed pig and I'm not even a pig main. This one's for you piggy

  • grilledmackerel
    grilledmackerel Member Posts: 4

    Gen rushing is a major issue but it doesn't seem to be this way since they continue to release or rework outrageous perks like these.

  • BongoBoys
    BongoBoys Member Posts: 1,060

    Idk I think Fast track is just a Win harder perk? You were pretty much winning with it but you didn't really need it y'know?

  • OrangeBear
    OrangeBear Member Posts: 3,812

    This is live. The perk has been buffed for a week now.

    wdym other things are better than relying on hooks

  • OrangeBear
    OrangeBear Member Posts: 3,812

    No you haven't. I don't remember the last time i said that.

    I've played enough as killer the past couple of days to form an opinion about fast track. I don't care to dig up results.

  • Brimp
    Brimp Member Posts: 3,645
    edited March 25

    Will say it is unhealthy perk design. Getting punished for playing in a healthier way for survivors just is not it. The perk is good to strong when brought solo but downright unmanageable when brought by everyone which I label the exhaustion problem. It's just how long until you start seeing 3-4 fast tracks per game even in soloq? Because free permanent gen progress for existing is inherently powerful. At the very least with hyper focus solo you have to hit the increasing speed of great skill checks.

  • TheMruczek
    TheMruczek Member Posts: 275

    Killer power diversity justifices bad perks? So Stbfl got nerfed cause Nurse exist? Unbound was good then they nerfed it. Too strong on Nurse? Both good chase perks btw which lower tiers use more. So this arguement isn't even consistant with how devs balance the game. We haven't seen a good exposed perk in a while despite the Nurse nerf and no, Friends till the end is not good.

    "Some killers have add-ons that allow them to be played in unique ways". Not every killer has one, you don't have an infinite amount of add-ons and not every single one of these are improvements over the base-kit power. This isn't 2020. We don't have Huntress with 3 Iri hatchetes or Alch ring Blight that can win with one hand and closed eyes (that's a good thing btw just saying).

    Via perks that you can share with every survivor. Putting that aside i don't know why would you change this? If you give survivors even small individual additional boost like vaulting 3% or cleanising 10% faster then you are going to just see the ones with the best effects, and i do not think we need less diversity in DbD.

    What side effect? If a perk is overtuned it means that the perks simply needs a nerf, killer diversity has nothing to do with it. The only side effect is that strong killers make use out of perks better than lower tiers.

    If perk is broken on a stealth killer then it will be probably unfair for the rest and deserves a nerf. Even if you create one that only buffs stealth killers, then maybe it should stay considering it affects such mediocre killer archetype, depending ofc on how good it is.

    Obviously some perks cannot be designed becouse they would work too well on S tier and yet you can just nerf them like they did to Nurse to prevent her from using Starstruck and Awakened Awareness. Still no buff to either despite that.

    It all depends. If you want to goof around or play interesting builds then Killers have bigger pool of interesting perks and builds. If you want to win, Survivors have bigger pool of good and stronger perks.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,030

    Hyperfocus/stakeout, deja Vu, resilience, toolboxes, etc all function at the beginning of the match, when the game pace is most critical for survivors. 

    I think all of the Perks mentioned (or Perk Combination in case of Hyperfocus/Stake Out, since I dont think that Hyperfocus on its own is viable) are better than Fast Track.

    When I tried Fast Track, I also used Hyperfocus/Stake Out. Which was probably a mistake, since I dont know which Perk did the heavy lifting, but it was probably the combo instead of Fast Track. I also want to highlight that Deja Vu is WAY better than Fast Track. Fast Track can save time quickly, but Deja Vu is just more consistent and I would say that the time saved by finding Gens quicker (especially if Corrupt Intervention is involved) is more valuable than the Gen Progression of Fast Track.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,353
    edited March 25

    5 hooks is 90% permanent progress, when all survivors have fast track. I would say that definetly makes that game faster. You really don't need many hooks for this.

    With each hook you give survivors BNP with 18% permanent progress.

    Thing is hyperfocus+stakeout you kinda need full build around it. Fast track is very good option to use even as single perk.
    I don't think it's broken on level of MFT,CoH,MoM, but it is overtuned and quite an unhealthy design imo.

  • supersonic853
    supersonic853 Member Posts: 5,846
    edited March 25

    I mean pointing out hyperfocus stake out and toolboxes that's a similar problem (like you said). People are quick to jump to "well killers can stack regression why cant we have stacked gen perks with toolboxes?" Well because there's 4 survivors and 1 killer? And most of killers regression perks require either a hook, a kick, or a down vs toolboxes and some gen survivor perks like deja vu that are active immedately. So Fast Track just stacks to a already accelerated game from the survivor end. Sure the S tiers can keep up but throw in a pig,ghostface, or something of that nature. Since any progress is better than none it just gives another tool. Because it can remove charges from the gen while the other stuff is also speeding it up. So it does just seem like a frustration post of a killer who felt they couldnt bring the game back vs all that stacked progression.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    If I play some tonight I'll try it out. Clearly I missed that in the recent patch notes, but I've been playing around with other builds since some of my friends are playing again.

    Deja is certainly more consistent value. I'll try some fast track and FT+deja tonight and see.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129
    edited March 25

    5 hooks is 90% permanent progress, when all survivors have fast track.

    You're completely ignoring anything about gameplay here. This is also a "doom scenario" where everyone is running the perk, but for sake of argument let's assume this is actually the best perk in the game and everyone will run it every match.

    You're basically saying the equivalent of "noed guarantees 4 Downs in end game if all survivors are still alive". It clearly doesn't, and depends on gameplay, right?

    So for fast track, there are tons of ways this isn't guaranteed value:

    • You already did the math to assume the person hooked isn't on a gen.
    • You can die with charges.
    • You can dump charges into a gen that's already almost finished.
    • You can have all 3 final gens with charges added, only one of these actually matters.
    • You can be at cap doing something other than a gen when someone is hooked and those tokens are wasted.

    No one is ever showing video to go with this. Demonstrating a problem. It's just more panic, and panic because, frankly, killers see "you can't regress gens" and lose their minds. That's what I think this really is.

    The way most people complain in these forums they're talking about losing "2-3 gens in their first chase". Now that's not my experience, generally, but if you're at 2 gens with one hook, fast track isn't your problem and isn't going to be the problem.

    If most people aren't losing 2-3 gens in their first chase, then why are we balancing around the few screaming that they do everywhere else in the game?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    Since any progress is better than none it just gives another tool.

    That's the reason I brought up hyperfocus/stakeout in the first place though. If you could simultaneously bring every perk in the game it would be different, but you can't. You have to choose up to 4 perks so fast track is competing for one of those slots. It's not better than deja Vu or hyperfocus/stakeout for overall gen progress, so the only question is if you'd run something like resilience or exhaustion in that spot instead.

    Running 4 gen speeds sounds terrifying, but you are highly at risk of shorter chases, being camped, tunneled, or slugged, and have no altruism bonuses to help others in those situations.

    most of killers regression perks require either a hook, a kick, or a down

    Most popular survivor perks are among the most restricted perks in the game. Deja Vu works right away, but you only get the bonus if you touch one of the 3 specific gens. I don't personally care much for stakeout, but it's because it seems like every time I try to run it I get wraith or something and physically can't get charges. I listed resilience, but you also don't start the match injured.

    The whole point of items is to have limited charges. Killer powers are infinite use (with only a handful of exceptions) or have a cooldown. They tried item cooldown and people demanded they delete it immediately.

    So it does just seem like a frustration post of a killer who felt they couldnt bring the game back vs all that stacked progression

    I'm not seeing how the gameplay plays out where this is an issue. It hasn't been in my games. The biggest frustration for players is that the match is over in the first couple minutes. That's not a fast track problem.

    Survivors having someone dead early is basically game over. The only way to fix that would be having a perk or mechanic like fast track that helps catch back up. So I guess i agree that this might help mitigate a losing scenario for survivors, but I think that's a good and necessary thing for the game. Not that we should be instantly tashing it or blaming every loss in 5 minutes and 2 hooks on the one fast track in the lobby.

    When we get things like ghoul or clown, it's "wait 6 months to gather data and see", but I can't even convince people to wait 2 weeks and let people decide for themselves. Again, people see "gen progress", specifically "you can't regress this" and freak out. That's what this is, imo.

  • Hexonthebeach
    Hexonthebeach Member Posts: 629

    To be fair, I have not played it since buff.

    Buffing it would make sense if the snyergy with stake out will get a nerf.

    I think it was already strong and not rarely seen. Why the change?

  • KerJuice
    KerJuice Member Posts: 2,115

    I used Fast Track on a meme build before the buff; it didn't need it. It was fine as is. I fear now that the community is complaining about it, it will get nerfed/or changed to something worse than it's original release. Then it becomes a useless perk, and we already have enough of those.

    It would have been better to address Red Herring and give it a buff/change. That perk is terrible and only two people in the entire DBD community use it.

  • Mortimer
    Mortimer Member Posts: 7

    I’m pretty sure this is just yet another case of overreaction.

    Any excuse will do to bring up the argument that ‘now killers are forced to tunnel because of this perk/item etc…’, as if they hadn’t been doing it since the dawn of time – it doesn’t hold water anymore, in my view.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,353

    "noed guarantees 4 Downs in end game if all survivors are still alive"

    equivalent would be NOED gives you at least an easy down in endgame

    I said exactly the value that Fast track gives to survivors, I didn't say they will 4 escape because of it.

    Regarding your "issues"

    You already did the math to assume the person hooked isn't on a gen.

    I did math for 3 survivors, on the screenshot all 4 survivors had fast track. So someone would need to not be on gen while 4 other survivors get hooked to lose the value of Fast track.

    You can die with charges.

    With 3 charges? sure. Otherwise if you get tunneled, you are not getting charges. If you die with 9 charges you screwed it.

    You can dump charges into a gen that's already almost finished.

    I will tell you a secret. You can choose to not hit great skill check.

    You can have all 3 final gens with charges added, only one of these actually matters.

    True, but one of them will still get done faster because of fast track.
    You can choose to put all of them into one gen too…

    You can be at cap doing something other than a gen when someone is hooked and those tokens are wasted.

    You were not working on single gen while other 4 survivors were hooked? Yeah, not even Fast track can save this level of useless.

  • Rickprado
    Rickprado Member Posts: 1,046
    edited March 25

    But there are more bad survivors and killers playing than there are good survivors and players. People can maintain very high killrates with weaker killers if they are experienced and they adversaries don't but the moment they get someone half good the scenario change. Most of my game with the Knight was during the old MFT era and i still had some high killrate, which doesn't mean Knight was strong or MFT was fair, it was just that people were so bad that even with a advantage they would still fall. As Sadako, Pig and Legion have very high killrates and they are considered by the majority of the community very weak killers.

    Recently i was playing Dredge just for fun and having a plenty of good matches, most of them ending in 4k (many of those matches because people don't understand Dredge's power and how nightfall works). Then i went against a comp team of my region i couldn't make 3 hooks the whole match. If i was playing Dracula i probably could keep up with them, as i did in other times.

    I REALLY would like to watch some of your matches, since you say you have a very easy time playing killer in the most survivor friendly way.

    I understand saying survivor has issues - although we can disagree what are those issues - but saying killer has no issues currently is absurd, specially when we consider the big difference in power between the lower and the higher tier of killers in this game.

    About the topic, Fast Track should get stacks differently. It punishes the killer for progressing the game and can generate a immense value for almost nothing, specially if the whole team is stacked.

  • crogers271
    crogers271 Member Posts: 3,457

    Killer power diversity justifices bad perks?

    Here's what I'm responding to: Killer perk diversity is underwhelming compared to survivor

    Why bad perks exist is different topic and one that its pretty easy to look at both sides on, especially if you want to just go perk by perk.

    So Stbfl got nerfed cause Nurse exist? Unbound was good then they nerfed it. Too strong on Nurse?

    Good thing I explained it as a general issue and gave more examples outside Nurse.

    "Some killers have add-ons that allow them to be played in unique ways". Not every killer has one,

    That's why I said 'some' and not 'all'.

    not every single one of these are improvements over the base-kit power.

    Do you want diversity, or do you want the most powerful thing every time? Because at a certain point saying 'I want a wide variety of unique killers, them to have a wide variety of perks they can use, and them to have addons to play them in unique ways - and for all of them to be equally strong' eventually becomes unrealistic.

    Via perks that you can share with every survivor. Putting that aside i don't know why would you change this? If you give survivors even small individual additional boost like vaulting 3% or cleanising 10% faster then you are going to just see the ones with the best effects, and i do not think we need less diversity in DbD.

    You wouldn't. It's an asym. Both sides are going to be unique.

    It all depends. If you want to goof around or play interesting builds then Killers have bigger pool of interesting perks and builds. If you want to win, Survivors have bigger pool of good and stronger perks.

    And again, killers have a pool of good and stronger base kit killers to choose from. Every survivor is the same. It's much easier to design and balance something when you are only looking at one set of variables and not 42 and ever increasing.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    equivalent would be NOED gives you at least an easy down in endgame

    I said exactly the value that Fast track gives to survivors, I didn't say they will 4 escape because of it.

    No, you are assuming maximum value out of the perk. That's not always feasible or correct, especially when we talk about how matches play out. Noed getting 4 downs in end game is maximum value, but you, and I, and everyone else understands that you aren't going to maximize the value every time. (This is also, coincidentally, a perk that "punishes survivors for doing gens").

    The real question with all of your "objections" here, is what actually changed about how this perk works? Because, honestly, every single one of your "issues" with the perk are the exact same thing it did before: on hook, survivors get gen progress. In fact, in the past, it was more advantageous to just use the tokens as you got them, since you were finishing the gen anyway. Especially when you just have 90 seconds free to complete the gen in its entirety.

    Now though? Best use is to save it for a particularly challenging or difficult gen. Like the last 3, or what I refer to as the "screw you" gen that one side or the other has decided to throw the match to defend. Because the only difference in the perk is that now instead of raw progress, it gives unregressable progress. That's completely useless if you're given 90 seconds to finish a gen in peace, which is the majority of your objections.

    Tactically, you want to save to max stacks and tackle a more challenging gen, whether that's the last one or two, or map/rng specific (like a single person gen or lobby of RPD or something). Because, the way the perk works, the only thing that even comes into play now is completely dependent on the killer kicking or regressing that gen. If the killer doesn't do that, then there's functionally no difference in how Fast Track works now, compared to before. (Everyone agrees it wasn't good before also).

    I feel like that's the disconnect between how I'm viewing this and how you're arguing. In comparison, it's a bit like Potential Energy: like, sure, you could save up progress and then dump it immediately on the same gen you're currently working on, but if you have the time and freedom to just finish the gen anyway, you're almost always better off saving the ability charge/tokens for later in a place that it might actually have an impact. For PE, you're absolutely better, and for Fast Track you're arguable better as well. (As you said, "or you could just not hit great skill checks"… which is saving it for later)

    It's a resource. And it's sometimes the right call to use it immediately, but it's also sometimes the right call to save it for the unknown of "later". That's why the specifics of how the match plays out is pretty important to this discussion. But for all of the hand wringing and pearl clutching, all we have is a screenshot of a game the killer lost (or threw) and no one is even bringing "in my game tonight" to the table. I haven't noticed an issue with the perk in my games, but I guess I'll have to pay attention and keep track of the nothing tonight.

  • OrangeBear
    OrangeBear Member Posts: 3,812

    1 survivor hooked isn't winning. Assuming that survivors are positioned correctly, that's one survivor you need to find and chase, one to go for the unhook and one that's completely free to do gens. Winning is 2 survivors incapcitated or 1 survivor dead.

    Laughable that you would say that considering you obviously barely play the game and have a strong survivor bias

  • It is a serious problem. I mean I live using it but it is busted

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 282

    You're also missing that in order to actually get the targeted benefit of it, you need to be intentionally skipping great checks earlier in the match so as to not 'waste' the tokens.

  • cogsturning
    cogsturning Member Posts: 3,065

    This is the big problem I see with this conversation. Many killers don't spare a thought for how unfair all these wins they get against both weaker and stronger people are—they just win and move on—but then get upset when exceptional players beat them.

    Both the comeback ability and snowball potential are part of the problem too, yeah, and it only exists on one side. I can loose three gens with no hooks as killer and still win if my momentum gets going. Such momentum is basically unstoppable. Meanwhile, that momentum the survivor side had with those three gens can disappear in a poof.

    For all of us who aren't one of the top comp squads in the world, from someone's point of view you are in the 'bad at the game' category.

    I've met my fair share of insanely good people that are at the top of stats and performance and think the game should be balanced around their 10k+ hour experience. They're totally blind to the reality of the game for 95% of the players. Everyone's limited view is a big part of the problem when it comes to discussing this game. It doesn't help that the popular CCs everyone watches are likely in that top 5% and don't reflect anything normal or average.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,957

    The problem we have with this perk is that if killers are going to tunnel and slug, they are going to tunnel and slug… but for those few of us that do not… those of us that want a fair and balanced game and to spread out the hooks, we are getting punished. Am I going to start tunneling and slugging more? No, not any more than I already do (which is usually not, unless you have Boil Over. Call it old RPD Library PTSD) but I have already noticed a few lobbies where because I didn't tunnel, gens were flying and at least one survivor had Fast Track.

  • hermitkermit
    hermitkermit Member Posts: 1,059

    I get what you’re saying, if you’re choosing not to tunnel and you feel like you’re getting punished, that’s frustrating. But where I push back is the framingThe “this perk leads to tunneling/slugging” argument isn’t new, it’s just the latest version of something people have been saying for  years. The justification changes, but the behavior doesn’t.

    Even in your example, the logic kind of reinforces that. Saying “because I didn’t tunnel, gens flew and I lost” naturally implies that tunneling would’ve made you win. And that’s exactly the kind of reasoning people have used long before this perk ever existed. So it’s hard for me to see this as something the perk is causing, rather than just another situation where tunneling is being framed as the optimal response, its kind of like a boogeyman that’s used as a looming threat. Tunneling before this perk would be just as successful as tunneling after it. 

    Even if we said that the perk just incentivizes tunneling, I feel that gets tricky, because the incentive already exists at a baseline level, regardless of perks. I said this previously but if the game had no perks in it whatsoever, tunneling would still be strong (stronger probably) and popualr, because its efficiency and impact is not dependent upon perks. So if tunneling is still going to happen before the perk, during the perk, and after the perk, then the perk itself isn’t really the root issue there. And that’s kind of my main point. If argument is just that the perk might be too strong, that’s completely fair. If it’s overtuned, it should be adjusted. But that should be based on actual impact like escape rates, usage, overall data, not tied to a behavior that’s been a constant in the game no matter what.

  • cogsturning
    cogsturning Member Posts: 3,065

    One person can only touch so many gens, and can only benefit if they're the one not being hooked. One perk isn't making gens fly. This is how it's going for me when one or two people bring this perk:

    19d241d777c70-screenshotUrl.jpg 19d241db3bf89-screenshotUrl.jpg 19d241dd71718-screenshotUrl.jpg 19d241e159192-screenshotUrl.jpg 19d29395a8380-screenshotUrl.jpg 19d2ac2a01647-screenshotUrl.jpg 19d2ac269db54-screenshotUrl.jpg 19d2939b89214-screenshotUrl.jpg 19d2939294478-screenshotUrl.jpg 19d241e64d382-screenshotUrl.jpg 19d241e3a6d44-screenshotUrl.jpg

    This is every match I've seen this perk in for the last cpuole days with the exception of a server DC that I had as killer. I was going to win that one too though. So all survivor losses accept the last one. Killer got two hooks before a bunch of end game trades boosted his score. But he lost because he was bad, not because of perks. Fast Track's success rate in my matches has been so insanely bad I'd honestly dodge if I could see people running it in my survivor lobbies.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,957

    I don't take screenshots of every single one of my matches like you do (not to mention the new bug where the scoreboard totally glitches out and you can't see the final match results at all sometimes) but if I did, I could show you just as many cases of 3-4 escapes where I was the only one running Fast Track. is it just Fast Track alone? No, but it's the combination of other perks that it has made much, much worse. Now, they could nerf everything else, but none of those were a huge problem until Fast Track came along.

    But okay, you are right lets say. So then I won't feel guilty at all with my build that lets me personally finish 2-3 generators in less than the time other survivors finish the rest. Unless the killer tunnels someone, every game I've been in today has been at least 3 of us out. Last one vs. an Iridescent Hatchets Huntress on Dead Dawg was a 4-escape and that's one where I did 3 generators (the 3 non-Blood generators, other survivors were doing the Blood generators, I ignored them) by myself because of how she spread out the hooks like a good little killer.

  • cogsturning
    cogsturning Member Posts: 3,065

    I don't take screenshots of all my matches. I've specifically taken ones of the FT ones in the last couple days because of how absurd this has all been. The difference is that I'm showing you can very easily win with this perk in play becquse it's not OP. Showing you lost with it in play doesn't mean you lost to that one out of 16 perks.

    Until recently, I was running BtL, Deja Vu, and a stacked Commodius. I tore through gens. Did two or three by myself in many matches. Still died. Notice how I'm the only escape in those survivor matches. I'm still sitting on gens, but now I'm untrackable too. And I'm getting more team outs in solo than ever because I waste the killlers time after they injure me and can't find me.

    Also notice in my killer matches that not only is FT present but so is Stake Out and Hyperfocus. I'm running no slowdowns. I've yet to lose a single match with someone running this perk. It's being used by people who are desperately trying to squeeze a victory out of their matches with the thing everyone's talking about. The matches I'm losing are agaisnt good people with DH, DS, Vigil, MfT, WGLF, etc, as it always is. The meta remains intact.

    How much set up time goes into your fast gens? And how many hooks do your teammates need to get for you to get real value? Yet somehow they still live with all those hooks going to everyone but you? FT gets its value from everyone else on the team doing badly while you sit on a gen. I too was doing gens faster than everyone else with my build, but it didn't depend on teammates doing poorly, nor did it need set up time with Stake Out. Resi, deja vu, BtL, and a meta Commodius are still better options.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,957

    News flash. You still get stacks of Fast Track even when you are on hook. So just because others are giving me stacks does not mean that I am just sitting on generators. Also, even if I don't finish a generator all by myself, that's 18% or more progress that the killer CANNOT REGRESS. This makes it quicker for other survivors to finish those generators, even If I do not. I can't comment on YOUR games, I can only comment on my own, and in my experience, with the new Fast Track I am getting way more escapes than I used to and seeing more of my solo queue teammates getting out too… and this is coming from a Killer main. You'd think I wouldn't be as good as a survivor (I mean, I am not usually. I always make the joke that if someone is getting tunneled in a match, it's me. Though I am getting somewhat better in chase, I still am terrible.)

  • cogsturning
    cogsturning Member Posts: 3,065

    I'm aware, but you don't benefit from your own hooking, only from teammates. So if you do get tunneled a lot, you're bringing a useless perk, instead of one that might have helped you not get tunneled.

    If you're benefiting, good on you. I've yet to see any value from this perk, even in the few matches I tried it myself. I always had tokens left when the match ended, one way or another. The only way I see that happening is with a coordinated 4man all running it, and I sadly haven't landed one. In most of my screenshots, the people with FT are the lowest on the board.

    I'm actively waiting for a match where I think this perk did something useful. I'd really like to see it.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,957
    edited March 27

    If you get tunneled, it doesn't matter what perks you brought, they are all useless. Even second chance perks as they just delay the inevitable. Especially in solo queue.

    Yea, like I said. I am agreeing with ya'll now. The perk isn't broken, I just know how to use it in a way most others apparently don't. As long as it remains only awesome players like myself and JG_Darhk that can make it work consistently, it's all good.

  • cogsturning
    cogsturning Member Posts: 3,065

    I'm not a fan of the "just bring perks" crew in regards to tunneling, I'd much rather have in-game solutions, but using Iron Will and Lucky Break has not just kept me from getting tunneled, it's made me pretty much unhookable. I'm going many matches without hooks, and still doing gens and wasting the killer's time. If the tunnel becomes too hard, they either stop or they lose. To each their own, but there are ways to deal with cheese without becoming a God looper.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,957

    I mean, if you are a god looper then yea the killer likely isn't going to tunnel you. But the point is that if the killer is intent on tunneling you personally, none of those perks will make much difference, not even Iron Will and Lucky Break vs. a killer that knows what they're doing.

    However, I think part of the problem with all of this is we all have nothing but anecdotal evidence of anything we say about a PvP game's balance. Even big name content creators only can say what they see and have the video to showcase. It's still all anecdotal.

  • cogsturning
    cogsturning Member Posts: 3,065

    I mean, the big name CCs are probably the worst example of any normal experience, being paid performers playing at a high level. Anecdotal evidence is all we ever have aside from the smidgens of data BHVR let's us see. But none of us know our MMR (despite all the assuming that goes on), how much it even matters, how many hours or years of experience others commenters have, definitive indictators of when you're playing against/with solos or a party. Assumptions and our own games are all we can go on. I'm at the point where I think BHVR should mostly go off numbers and not feedback unless they improve how they intake said feedback, because it's currently anonymous people screaming on the internet, many of whom are probably exaggerating, if not outright lying to get their way.