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Fast Track, what were you thinking with this perk?

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Comments

  • hiki
    hiki Member Posts: 7

    Isn't it a fundamental problem that a single perk can negate all efforts? It is completely unreasonable for a killer's hard work to vanish in a second just because of a mechanic that undoes the damaged state of the game

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,007

    Holy overexaggeration. You act as if the Killer hooks a person, the Killer dies immediatly.

  • crogers271
    crogers271 Member Posts: 3,452

    Yes, and now we are getting punished for it. That is the problem that I and many others have with the new Fast Track. Why is that so hard to understand?

    This is true for any perk in the game. Fast track isn't different, the math is just more obvious.

    If a survivor chase perk gets buffed/new perk introduced that increases the average chase time by 5 seconds, and the killer elects to not tunnel and ends up doing 8 chases before an elimination instead of 3, the buff to the chase perk has given the survivors 25 seconds of extra time, which could be 75 seconds of gen progress.

    Or another example, a buff to any gen perk is a 'punishment' for not tunneling, because the longer the survivors are in play, the more they can get out of the perk.

    Fast Track is more straightforward, we don't have to get into averages or potential, but that doesn't mean those concepts don't apply. It's why a lot of people are pointing out how the perk is weaker than the alternatives, because its easier to access but not by any means stronger.

    Basically, anytime a player (on either side) plays in a non-optimal way, any boost to the other side will just be more exacerbated for the non-optimal way of play (and sadly the strategy element of DbD has been tending in the 'obvious' direction).

    Also why is is it that its okay for a survivor to "want to win" meaning escape, but it's not okay for a killer to "want to win" which means kill? Why do survivors get to play to win but killers are not allowed to?

    There's two different ways people in the community approach this.

    1: Players should play fair. Most people who I've seen argue this make it a both sides issue. Killers shouldn't engage in broken stuff and SWFs shouldn't stack broken builds either (i.e. play with something like comp rules on the survivor side).

    The differences is that for ~85-90% of the survivor player base they have an inherent factor that limits their ability to engage in optimal play, some element of soloq. It doesn't make the issue of 'fair play' different, it just makes it a more frequent and easier to abuse thing on the killer side.

    2: Designing around 'good intentions' shouldn't even be part of the discussion. So trying to 'encourage' killers to not tunnel is a bad way to do game development (or survivors to not gen rush). People should play to win, designers should make a game that is healthy for both sides based around players trying to win.

    Fast Track would seem to fall into this argument, except the concept shouldn't be killers playing 'nice' by not tunneling. It should just be one of the pros/cons of possible play styles.

    I'm more in this camp, but the argument went out the window with the utter death of the anti-tunnel approach they had.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,953

    Oh some of us did, especially many long time Myers mains hate his rework.

  • bull_s1v1
    bull_s1v1 Member Posts: 5

    It's a easy way to fix this. Make it adrenaline perks where you have to pick one generation perk at a time just like people used to run sprint burst balance landed at the same time easy fix you have to pick one gen rush be a peak fix

  • ChaosWam
    ChaosWam Member Posts: 2,138
    edited March 27

    The problem is none of the perks you mentioned are permanent for doing your objective. New Fast Track would be more akin to killer getting permanent charges on each gen every time they get a hook, or permanent hindered for every down.

    Edit: MOST of the perks you mentioned aren't permanent. And even still, only Fire Up is afaik and let's be real, anyone who thinks Fire Up = Fast Track, you need to play more killer.

    Post edited by ChaosWam on
  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,114

    Batteries included and fire up are literally exactly what you said: killer brings the perk, and gains some permanent bonus when the survivors progress their objective.

  • ChaosWam
    ChaosWam Member Posts: 2,138
    edited March 27

    I didn't see those two listed, that's fine, but you CANNOT claim those two perks are as strong.

    Heck, Batteries Included has a range. Fire Up is…. Well, Fire Up.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303
    edited March 27

    Gurl are we just going to pretend we don't have perks like deadlock? LMAO

    For the record I have no issue with Deadlock! I just don't understand why we are acting like either side can't have these perks.

    I think it's more unhealthy we give huge rewards when objectives are done if anything (Pain res, pop etc) coz that encourages a snowball, but again I don't have issues with these perks, I have issues that they have been meta for years though, it's boring.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,953
  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303
    edited March 27

    Neither does Fast Track, optimally it only reduces like what 6 or so seconds per hook?

    What's your point, can you read perk tooltips?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,114

    I never claimed strength. You said none of them were permanent, and I added fire up, since they did mention batteries.

    Although, I didn't make the rules here, and 3% move speed was determined to break every loop in the game. So 5% move speed, permanently, should surely break the fabric of space time.

    Now, i would argue that no matter where you stand on this, batteries and fast track are equivalently powerful. Personally I think they're both somewhere between "not great" and "decent", and they both suffer from RNG (either map and gen placement, or skill checks and who is found/tunneled first).

    But for those who screamed about MFT being "giga broken" and fast track being "insane", it would also be consistent to say that batteries and fast track are overpowered. But I'm not seeing that personally, nor am I seeing anyone agree with the batteries part.

  • jesterkind
    jesterkind Member Posts: 9,771

    There are a couple permanent ones, but what I'm more interested in is further down where you say none of the other perks are as strong as Fast Track.

    Now, I can't play at the moment so I have no opinion on the strength of new Fast Track, but if it's too strong… that's the issue. It's not that its design punishes spreading hooks (because plenty of perks activate based on objective progression and they aren't deemed problematic in that way), the perk is just generally too good at what it does.

  • Firellius
    Firellius Member Posts: 5,552

    But a healthy way for this perk would be that you get the tokens by the amount of Survivors sacrificed not for each hook.

    Not healthy at all, because the perk would need to weighted so heavily that killers would complain about that, too. A perk requiring a teammate to be sacrificed would practically require an instant gen completion to be worth running and that's never going to fly.

    High investment, high reward perks simply won't be accepted by the community.

  • cogsturning
    cogsturning Member Posts: 3,022

    You can run two exhaustion perks, you just can only use one at a time. But sure, one gen progress perk per person, and one gen regress for the killer.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 281

    Can you imagine if Sole Survivor came out today?

    "Oh, so now every survivor is going to run it because it GUARANTEES a win for them. Why am I being punished for killing survivors and closing the hatch? They get almost double gen speed and can open gates in seconds. It's going to be impossible ever get a 4K ever again and kill rates are going to drop by around 25% instantly."

  • ChaosWam
    ChaosWam Member Posts: 2,138

    Yeah, no, not having this debate about MFT not being a problem before and that batteries is equal to this.

    Batteries is not, it has a radius, and MFT was a massive issue which led to it's nerf.

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,953
    edited March 28

    My point is, that Deadlock and Fast Track are not comparable. Deadlock only blocks generators for a short time, whereas Fast Track, no matter how much or how little time it removes, is PERMANENT PROGRESS. Once Fast Track has been used on a generator, there is NOTHING a killer can do beyond a certain point. Deadlock? Hide near the generator for a bit until it unlocks or go cleanse a hex totem or something.

    However, I no longer care. I am now using and loving Fast Track, especially in the Blood Moon Event, and I know that's going to make some survivors foam at the mouth, but I I know how to use it to my advantage and the killer's disadvantage, even in the Blood Moon Event.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303
    edited March 28

    But they are comparable, I literally just compared them. So no lol

    They both give a benefit to an enemies objective being complete, that's the comparison

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,114

    Apparently you're also not willing to debate batteries being effectively equivalent to fast track.

    Which was my point, that you have chosen to ignore twice now. And that I said was true regardless of how you viewed balance in the past.

  • ChaosWam
    ChaosWam Member Posts: 2,138
  • ChaosWam
    ChaosWam Member Posts: 2,138

    Thank you for making sense of this. This is what I keep saying, the perk is far too punishing for spreading hooks, something I THOUGHT everyone here wanted.

    But clearly the votes are wrong, we don't want spreading hooks?

  • jesterkind
    jesterkind Member Posts: 9,771

    For the record, I do not agree that the perk is too punishing "for spreading hooks". I think that last part is at best unnecessary/redundant phrasing, and at worst can form mindsets that are deeply unhelpful + push the discourse away from anything constructive while building up an "us vs them" victim mentality.

    If the perk is too strong, it's just too strong. "Spreading hooks" shouldn't come into it.

  • ChaosWam
    ChaosWam Member Posts: 2,138

    That's the entire reason it's too strong.

    Again, the perk design itself is the issue. I even agree with people that this could easily be retooled to be an anti-tunnel perk, but you get the max value due to spreading hooks.

    I've been constantly running this perk, and the only time I haven't won is when I get tunneled. That's not a coincidence.

  • jesterkind
    jesterkind Member Posts: 9,771

    The reason I personally do not like this framing is because if we're talking about a game of DBD, we should assume the killer is spreading hooks. If they aren't spreading hooks, what they're doing is its own balance problem that needs its own discussions and solutions.

    If a perk is too strong when spreading hooks, that just means the perk is reasonably guaranteed to be too strong. It's a basic fundamental part of the game to spread pressure around by keeping multiple survivors occupied, any discussion about perks should assume that the killer is playing the game properly, at least in my opinion.

    Plus, as I've said before, many perks share this design and they don't get this discourse because the design isn't the problem. Perks that activate based on your opponent's objective progression have been in the game for years and most are regarded as weak, not punishing and problematic.

  • cluelessclaudette
    cluelessclaudette Member Posts: 134

    fast track is overrated. It's capped at 9 and you're not guaranteed to proc the great skill check when you need to. If your team is being turbo killed and you're somehow not using them, doesn't matter then.

    i play both roles 50/50

  • ChaosWam
    ChaosWam Member Posts: 2,138
    edited March 28

    Well if you're assuming all killers are spreading hooks, we're not playing the same game.

    Second, no perk shaves gen progress permanently for playing in a way the community wants without some form of drawback or counter. That's why this perk is problematic. I gen constant BNP value multiple times a match by me running it alone. If others run it, it's even worse.

    I actually don't see a reason NOT to run it if you can get GSC's consistently, or with stake out. I even dropped hyperfocus for sprint burst and it's even more consistently getting me wins.

  • jesterkind
    jesterkind Member Posts: 9,771

    I'm not assuming killers are spreading hooks. I'm saying that when we discuss perk strength + balance, then we should assume killers are spreading hooks for the purposes of that discussion.

    It's not that we want killers to spread hooks, it's that spreading hooks is the video game and ways of avoiding it are balance problems. It at best just muddies the conversation to bring up things like tunnelling here, it's not undesirable gameplay we're trying to encourage players away from, it's a balance problem that needs to be fixed.

    As for the last part, fair enough. I consider that part of the perk's specific strength and implementation over the general design, but that's clearly personal preference so fair dos.

  • ChaosWam
    ChaosWam Member Posts: 2,138

    Except the main issue is we need to discuss how the perk effects both spreading hooks and tunneling.

    If you spread hooks, you have players like me who slap a gen for up to 18% un-regressable progress per full stacks. Even at 2 hooks, I'm doing 12%. BNP is 9% for clarity's sake. And this can happen multiple times a match with just this one perk in the game.

    If I get tunneled out, the killer has to hope I run into deadzones or play tiles wrong because the others can do gens as normal, or risk someone else having this perk as well since survivors can run 4 of these at max between all of them. So, on the off chance all 4 have the perk and I get tunneled, that's still 6% per survivor, per hook.

    And the only activation is a great skill check. Which is not hard to get at all.


    As for other perks that share a similar concept:

    Batteries Included: Sure, it activates when a gen is done and gives haste, but only near a gen within 16m. That's the drawback.

    Fire Up: I really hope I don't have to ever compare fire up to Fast Track. If I do, I'll do it on request.

    Desperate Measures: A good perk that gets better the more survivors that are injured, but not game breaking because it's healing isn't the best when it's by itself, it's only much better with things like Botony. It's not shaving the overall speed of the game, just healing which is another touchy subject when it comes to healing speed.

    And the only other survivor perk I can think of with a similar concept is Autodidact, and even then that's stretching it because it's only comparison is token gains, so it's hardly even comparable but I'm lacking any other survivor side perk like these. And let's be real, Autodidact players are based and nobody should have a problem with that perk.


    Now, that said, I still believe this perk could be fine if it had a max cap of 10 tokens and you gain 5 tokens every time the killer hooks someone consecutively. There may need to be a grace period in case a survivor is attempting to throw, but if we're talking about balancing the game away from tunneling, this would be something to consider.

  • jesterkind
    jesterkind Member Posts: 9,771

    The problem with discussing how it affects tunnelling is that it can lead to the road of going "well if survivors have [x] I'll just tunnel", which isn't exactly helpful or constructive.

    It also can lead to asking why the devs would design a perk that encourages tunnelling, which has happened a few times in this thread. This is a misread - the devs designed a perk around the entire game, not around one specific balance problem they've actively been trying to fix - that comes from including tunnelling in the conversation when it doesn't really have a place there.

    It's just redundant to say that the massively unbalanced issue of tunnelling is less affected by Fast Track, or any perk for that matter. Of course it is, it's massively unbalanced. That doesn't mean tunnelling is actually relevant to this specific perk more than any other, though, there's nothing to be gained from including it in the discussion beyond acknowledging that, like with many other scenarios, tunnelling also excels here.

  • ChaosWam
    ChaosWam Member Posts: 2,138

    It's kinda hard not to say that when the perk is at it's strongest when you DO spread hooks. Plenty of people pointed that out in the PTB.

    It's not redundant at all when it's the reason I'm getting so much value in my matches. Again, a majority of my losses using this perk is because I get tunneled out before I can get value. It's strongest is when I'm left alone and the killer spreads hooks.

    It's not saying the devs intentionally made it this way, at least that's not what I'm implying, I'm saying it's an oversight in perk design and should have been considered.

  • jesterkind
    jesterkind Member Posts: 9,771

    It's not that the perk is at its strongest when you spread hooks, though.

    It's that the perk is weaker when the killer employs the game's biggest balance problem against it.

    Framing it like that is I think helpful because it illustrates how redundant this is— of course tunnelling beats it, tunnelling is a huge problem. Tunnelling beats most things. There are completely legitimate and healthy tools that are beaten by tunnelling, that are also at their strongest when the killer spreads hooks by extension, which don't get talked about in this way.

    The issue isn't that Fast Track is at its strongest when the killer isn't doing one specific thing, the issue would be that the perk is just too strong at its strongest. That's why comparing it to things like Fire Up and Batteries Included is important- the major important distinction between them is that Fire Up and Batteries Included aren't particularly incredible, and Fast Track is (as far as I can tell) a lot stronger.

    Stronger than it should be for its activation requirement, maybe. That seems like a fair discussion to have, I think, but it isn't relevant to that discussion that it's weaker when the killer tunnels. At least in my opinion, anyway.

  • ChaosWam
    ChaosWam Member Posts: 2,138

    It's not that the perk is at its strongest when you spread hooks, though.

    Sorry I can't get past this claim. It's absolutely at it's strongest with spreading hooks.

    At least with tunneling, there's a slim chance of removing it from the game if only one person brings it. If multiple bring it, then your claim is a bit more believable. And even then, with 2 in play, you want to try and remove those two ASAP. And killer can't really guess who has it at any given time unless they see a gen jump in progress visually.

    I mean heck, even at it's weakest, permanent gen repair is FAR more valuable than haste and vault/hook speed because those also rely on map RNG.

  • jesterkind
    jesterkind Member Posts: 9,771

    Those two sentences are linked. I think it's the wrong way around to say it's strongest when spreading hooks.

    I think phrasing it that it's weaker when the killer tunnels is more appropriate. That puts it in line with most survivor perks, which is appropriate because it correctly identifies tunnelling as the source of the difference. Tunnelling is a problem, and part of how that problem manifests is that it invalidates or harshly weakens a lot of survivor options.

    What's relevant to Fast Track in particular is how strong that stronger situation is, not that tunnelling weakens it. Tunnelling weakens most things.

  • ChaosWam
    ChaosWam Member Posts: 2,138

    Isn't that a bit like the 'cup is half full/half empty' analogy?

    Yes, the perk is weaker when tunneled. It's also at it's strongest when spreading hooks. Both are true.

    The main issue is we as a community DON'T want tunneling to be the clear answer to any problem. Perks like this do make the community slowly decide to do that.

    A good example is old Dead Hard. Remember killers would always fake an M1 to bait it out because it was so meta? Fast Track was just recently changed, and once people realize how non-committal it is for a big reward, it's going to spread. And killers will slowly decide to tunnel or slug, since those are a tried and true counter to most things already. I'm also not saying it's changing killers who already do that, what I'm saying is it's incentivizing killers who try to play fair to also start slugging/tunneling in response.

    Heck, imagine somehow tunneling is removed, doesn't matter how, it's now removed. Would this perk be stronger or weaker then? The obvious answer is it'd be much stronger.