http://dbd.game/killswitch
Why was fast tracked not changed?
Comments
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We should wait and see what devs do, trust them sometimes.
If target escape rate will be higher because of that perks they will change it.
This change is not that deep.
Why aren't you people that concerned when it comes to survivior experience?
No one from you guys is talking about the state of nurse, kaneki, blight with such passion
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Bro, 40% escape rate is literally what devs are aiming for.
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"Because of the fast track changes killers will run full gen builds"
Holy! They did long before fast track changes! This argument doesn't really apply now.
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People apparently saw this change coming 4 years in advance and have been preparing their whole career for this moment.
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Literally this.
Surviviors really can't have anything decent.
Everything is post doomed and nerfed into the ground because killers have a lot of conent creators and are much more vocal about everything.
On the other hand you have surviviors that are just leaving the game - for many reasons.
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I wouldnt say dead but these late changes are totaly random and dont make even sence.
Wesker gutted for all his mains and even people that dont main him can witness his clunkiness, trickster changed to picture of his mains but like half of them dont like it and he is deffinitely more harder to play as and grab so I doubt his player base will increase rather it will have opposite effect.
Ghouls hit after vault with leap got called unintencional feature and removed after so many of his nerfs and especialy bug fixes (he feels little harder because his hitbox is smaller but after he vaults I personaly havent seen survivor to walk through my character model and vault back as before it seems you dont injure them if they walk to you but they cant vault through you, can someone varify it). New nice map thats terrible as 110% speed killer or lower tier killer.
Fast track buffed making gens faster and goong against healty gameplay of killer spreading hooks and punishing killer for it and rewarding tunnelers which is totaly out of sence but nothing crazy to get for people that been playing this game fir years. Many strange changes but the wesker one is one of worst there and out of nowhere after 4 years they are nerfing his techs.0 -
9.5.2 bugfix, yet nothing
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Why would there be its not a problem.
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And yet i quit the basic trials, just because any 2nd game i see it.
And almost every 2nd game i got destroyed.
Just because 3 dudes pick this perk and 1 dude was just a guy who sacraficed themself for others escape.
Which looks pretty terrible in my opinion.
I d rather change it to reward the unhookers, rather than just punish killer for hooking.
With lara perk, you have to search chests to get value, for brand new part you have to bring toolbox. For Fast track, nothing?
Literally nothing…-10 -
stop letting letting content creator dictate how you think. Scott jund is a KILLER MAIN. You killers have so much aura reading perks it’s sometimes impossible to be stealth.
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these are 3 seperate matches, the duration gives that way no?
edit: Oh wait no I see it on the date, do you get this from click on the survivors?0 -
Okay, Ryan
I need you to humor me for a second:
Picture a scale of player skill that stretches from novice at the bottom, up to intermediate, then to advanced at the top.
You guys have only been showing consideration for what happens from the intermediate level going down and virtually no consideration for what can happen at the advanced end of the scale. DbD's gameplay would probably be in a less controversial/disagreeable position if you guys started performing consideration and balance from the advanced level going down instead of the intermediate level going down. All players (at varied rates) will inevitably get to advanced territory the more they play the game, so it's probably a good idea to identify and balance elements that can fundamentally break the game in advanced play (ex: Blight, Nurse, Unregulated Generator Speeds, Unregulated Endurance, etc).
The game thrives on chaos, but not when that chaos becomes such a wildfire that it destroys fair play. If Dead by Daylight is only a true contest until advanced play, the apathy and resentment generated from that will continue to hinder long-term profitability (players tend to feel less inclined to buy content and keep playing when they feel that the game isn't much of a game anymore).
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I'm not sure I understand a prevailing sentiment I'm seeing displayed here. On one hand, people are saying 'since it requires being hooked its not that strong', but then equally in turn are suggesting tunneling is bad. It's not that bad, it's just being hooked, right?
End of the day this is mission objective versus mission objective, isn't it?
Killer needs to complete 12 mission objectives (hook states) to 4K.
Survivor needs to complete 5 gens to 4E.
Fast track is 6% perm progress per hook. That's 1.2% of total gen time, per hook completed with no counter-play if a single person runs it. This means that each time the killer attains 1 hook (8.3% of their objective), the survivors are rewarded with 1.2% of an objective with zero possible counter-play, per instance of perk in play. This means that if four individuals run fast track, they gain (1.2*3) 3.6% total objective per hook. Outlandish or not, this is possible but not likely.
This means if a full hook spread (the desirable killer behavior) is performed, the killer will have completed 33.2% of their total objective. The survivors will get a 'free' 14.4% completion. They are getting 43% of the end output of the killers effort. If the killer plays the way you want them to play, the survivors in this scenario get nearly half the benefit the killer does for the killer playing as you'd like. This could be fixed largely by making fast-track a one-per-match kind of perk, or have a match wide limit on 'permanent progress' on a generator.
The problem remains however that even with one perk in play, a survivor is gaining 1.2% of an objective for free, for every 8.3% the killer completes. In absolutely no world of logic is getting 1/8th of your oppositions efforts as a benefit sensible, even with one instance of the perk in play. No one would approve a killer getting 1% permanent haste for each generator completed, by example. This would just lead to people 99'ing gens - just as fast track leads to tunneling.
The only counter-play of Fast Track is undesirable behavior. Whether it's a problem now or not is not relevant in the discussion, as we are putting yet another piece on the table to contribute to the potential of a future snowball. We know a boon that offers permanent completion is on the horizon, and BNP already exists. Whether these tools are being used at large or not is not relevant to whether or not the current state of the perk is healthy. Unhealthy is unhealthy.
To the counter point, if we are expected to see this kind of balance philosophy applied in the future, I'd expect to start seeing similar ratios on the killer. That is to say, killers getting perks that allow killers to gain 1/8th the 'total output' of survivors as a benefit towards their total objective. That would equate into a perk that says something along the lines of 'When the fourth generator is completed, assign a hook state to a random survivor in the match.' Let's call this perk 'Rule of 8.'
This would be the equivalent of the killer gaining 8.3% of their objectives, in exchange of the survivors completing 80% of theirs, roughly equal to the 1/8 ratio from fast track.
Rule of 8 will never be instituted. Everyone present knows this perk will not be instituted. Survivors would loathe this perk, and killers who would want it don't deserve to have it. At face value it's awful, and most killers would downplay it the exact same way that survivors downplay Fast Track, but it amounts to same math. And that math is a free hook on 4th gen, in a gen rushing meta. This perk would see use, even if it cannot be stacked the way fast track can, meaning it is still categorically inferior to Fast Track.
So if we see this design philosophy continuing, I'd imagine we're going to see something like the Rule of 8 instituted. It would be balanced, mathematically, fair, and even weaker than Fast Track is. That seems reasonable, doesn't it?
TL-DR; No. No it does not. It's not reasonable and neither is Fast-Track. It sets a very unhealthy precedence for future perks, add-ons, tools, and kits. No one should gain 1/8th of their oppositions efforts just from a single perk selection. It's madness.-5 -
This isn't quite right though. You're using best case scenario numbers and FT depends on a few things. First, you have to use the tokens before they max out. That can happen fast in a bad match. Second, you need a skill check to generate, and you need to land the great. When I've had tokens with this perk, I often either don't get a skill check, or I miss the great. Sometimes trying to get the great makes me miss entirely and now I've just damaged my gen and had a loud noise event. And third, there are seven gens, not five. If you put the tokens into the wrong gen that never gets finished, they're wasted.
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Certainly, and these are all valid concerns but don't change the shape of the problem we're looking at. A skill check requiring a great is solid, but veteran players regularly nail great checks enough that I don't think it's a meaningful hinderance. This just means high-end players will be more likely to get the benefit from this perk than casual players, which is also questionable in design.
As for their being seven gens, you are absolutely right I am only counting the five. But I'm also not counting for sabo hooks, flashlight saves, etc in the killers 'Effort output.' There are too many variables to account for on both sides and come to an objective reality. You are absolutely correct there. All we can do is model a scenario and go from there.
To dismiss data out of hand because it is not perfect is not sensible either. Perfect is the enemy of good.
If I adjusted accordingly with some rough out of head math to factor 7 gens instead of 5, that would put us somewhere around a 1/10 ratio or so instead of 1/8, with Fast Track rewarding the survivor for 10% of the killers total efforts. That doesn't seem like it steps out of the realm of being problematic at all, to me. 10% return for your oppositions efforts is still a great deal.
I do however agree the example is not perfect: I am not aiming for perfect. I'm just trying to reduce the problem to a mathematical one, as there's enough emotional bickering already. 'I feel like X' doesn't seem particularly productive argument wise, so I want to lean on numbers conversationally and find what number would people be happy with.
If Fast Track was nerfed to 1/32, for instance, would players be happy with a killer getting 1/32 the survivor effort on a similar perk, etc etc. Or even a perk that returns a benefit for each instance of the perk on the survivors given the asymetrical nature of it all. It's difficult to quantify but not so far out of reality that it's a lost cause.-6 -
Mathematical possibilities and real life occurrences are different though. BHVR has the proper data. Otherwise, all we have is our own experiences, and I've been desperately seeking real-world value in this perk. Every time I've used it it's been essentially useless. Nothing about the outcome of the match changed, and I ended every match with leftover tokens. Every killer match I lose miserably, I scan the scoreboard and it's never there. In fact, those matches usually have little or no gen progression perks. Good players use chase extenders. The people running FT are almost always on the bottom of the scoreboard, and often have Stake Out and Hyperfocus as well. This is mostly a hype-based desperation grab by solo players to try to be useful. And I just don't see it delivering for them in my matches against them, or delivering for me in my own.
Though I agree, to some extent, about hitting greats, it isn't just about veterans vs new players. I have thousands of hours and still miss them, but I'm on console/controller, along with probably half or more of the players, and we have input lag to deal with.
If "unhealthy" means that killers will tunnel more, I just don't believe that. You can't be sure when this perk is in play, or who is using it. Anyone who blames the perk for their actions was already tunneling. It's toolboxes, it's healing builds, it's flashlights, it's sabos, it's healing under hook. FT is just this week's excuse. If "unhealthy" means unfair, well, that's a whole topic, cause this game isn't fair.
My problem with this conversation is how hypocritical, selective, and hyperbolic it's been when the perk 1) is heavily RNG dependent and situational 2) already did what it currently does (rewards survivors for killers doing their objective) yet we're now suddenly mad about it, and 3) actually sucks. Meanwhile, Corrupt, Lethal, and Deadlock are regularly used by killers and are completely free for the killer. Deadlock also activates from survivors compelling an objective, and not just stops a random player's progress, but puts them on the killer's radar, solely because another survivor was successful at something.
I agree with you about emotion though. Though I think some things in this game are about emotion and should be observed through that lense, this isn't one of them. Hypothetical numbers aren't super useful either though. The perk's practical performance is either overtuned or it isn't, and BHVR is the only one that knows.
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@cogsturning points out a few issues already, but I'm going to jump on some others.
On one hand, people are saying 'since it requires being hooked its not that strong', but then equally in turn are suggesting tunneling is bad. It's not that bad, it's just being hooked, right?Tunneling exists. There was an opportunity to reevaluate how much of a concept it should have in the game, but that's been nixed. Thus when discussing the strength of perks we need to talk about them under how the game can happen - which means if you take gen perks and get tunneled, you are in trouble.
End of the day this is mission objective versus mission objective, isn't it?No.
Very few things in an asym like DbD can be compared directly because the two sides are unique.
Survivors still have the exit gate and, as Cogs mentioned, progress into additional gens isn't relevant.
Also how the killer progresses their objective is very different. A hook is of much higher value if it creates an elimination.
Both sides have ways to regress the other sides objectives (heals, kicks, etc.), both have ways to counter the regression, both sides have risks to their options, and trying to go through all the possibilities would quickly get out of hand.
Trying to create a math argument isn't going to work.
It's why 'does this perk make a healthier game' a far a better discussion.
Inabsolutely no world of logicis getting 1/8th of your oppositions efforts as a benefit sensible, even with one instance of the perk in play. No one would approve a killer getting 1% permanent haste for each generator completed, by example.NOED gives the killer haste and instant downs when the survivors complete their objective.
Batteries included also does what you are discussing.
This would just lead to people 99'ing gens - just as fast track leads to tunneling.Let's say there was a killer perk that survivors had to 99 gens to play around.
The perk would still be getting a lot of value because 99ing gens creates more risk for the survivors that they can be regressed either by kicks or perks. Survivors have to change up their strategy in response to the perk.
The argument that killers need to 'engage' in tunneling because of fast track is saying killers have to do the thing that was already their best strategy.
That would equate into a perk that says something along the lines of 'When the fourth generator is completed, assign a hook state to a random survivor in the match.' Let's call this perk 'Rule of 8.'People are acting like fast track instantly finishes a gen. If that was what it did, sure. But killers have plenty of perks that speed up their objective, from faster movement speed to exposed effects.
Rule of 8 will never be instituted. Everyone present knows this perk will not be instituted. Survivors would loathe this perk, and killers who would want it don't deserve to have it. At face value it's awful, and most killers would downplay it the exact same way that survivors downplay Fast Track, but it amounts to same math. And that math is a free hook on 4th gen, in a gen rushing meta. This perk would see use, even if it cannot be stacked the way fast track can, meaning it is still categorically inferior to Fast Track.Rancor lets a killer bypass not just the injury states, but bypass the objective progress and go from no hooks to a death based on the survivors completing their objectives.
The types of perks people think would never make it in on the killer side already exist.
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I think a lot of people assume that theoretical scenarios that only happen in a controlled environment are the same as actual scenarios that happen in actual gameplay. I've been running Fast Track in SoloQ a lot since the buff and while it is good and can be a game changer, it hasn't really struck me as this game-breaking META Definer that everyone says it is.
But given that the same thing happened to Shoulder The Burden, Duty of Care, Last Stand, Conviction, etc. I'm not exactly surprised
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Its usually like this people first think something is bad. Then some streamer makes on video where they make some really niche situation to get lot of value from that bad perk and suddenly its the norm when its just showcase of how much value you can get from it in perfect situation.
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Amen to that, and since they absolutely gutted distortion there is no viable way of countering aura reads anymore unless you want to hide in a locker all game.
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Run Self-Preservation it now gives Elusive for 30 seconds every time a survivor gets hooked. It totally counters BBQ and unless you get hit by the killer during that 30 seconds every other killers aura reading abilities or perks too.
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There was nothing hypothetical about the numbers I was presenting, save for the 1/10th at the end. Those numbers are not hypothetical, they are the direct math. I think what you mean is that using the numbers to shape a hypothetical argument isn't super useful, though, and I'll agree there. It is, however, better than just bickering and throwing things at one another verbally. If numbers reflecting the actual values of X do not make for better discussion, then I fear I don't understand the purpose of conversation.
As pointed out the values are not X and X is final, because this is an asymm with a large number of variables. The numbers are nothing but springboards for conversation and adjustment. If discussion cannot take place around the actual values of X against Y, then every step further from that point is a step further from the actual situation. This isn't a stab at you at all Cog, I appreciate your bounce back on it. You also said something critical.
"If "unhealthy" means that killers will tunnel more, I just don't believe that. You can't be sure when this perk is in play, or who is using it. Anyone who blames the perk for their actions was already tunneling. It's toolboxes, it's healing builds, it's flashlights, it's sabos, it's healing under hook. FT is just this week's excuse. If "unhealthy" means unfair, well, that's a whole topic, cause this game isn't fair."
You're right in what you present here - tunneling will happen anyway as the game is unfair anyway. My use of the word 'unhealthy' was indicative of things that encourage or foster tunneling. It doesn't matter if tunneling already exists, I'd like to avoid adding more driving force behind more. Tunneling and slugging are aberrant tactics, and until such a time as a correction for them is isolated, encouraging them does not seem wise to me. Partially because I hate tunneling nd slugging when I play killer, and find it gets in the way of my enjoyment - so there is bias there.
I also agree that good players use chase extenders, and FT isn't a huge problem - but I do think it contributes towards one. Permanent progression on stages by gradient is (roughly) comparable more directly to permanent injury states however. There's a reason killers do not have access to such things. But seeing things moving into the permanent progress stages direction is concerning because of the carry-on it can create.
Just because FT isn't meta now and we seldom see it in matches now, doesn't mean it won't/can't be. Guns weren't a problem to warfare until they were, by example.Forgive me if I become somewhat more erratic in discussion, as I wasn't prepared for the Eiffel tower. That being said:
"Tunneling exists. There was an opportunity to reevaluate how much of a concept it should have in the game, but that's been nixed. Thus when discussing the strength of perks we need to talk about them under how the game can happen - which means if you take gen perks and get tunneled, you are in trouble."
If you'd like to approach the discussion and math that way I don't mind at all. It is perhaps a bit more honest to simply discuss tunneling as a thing that is in the game rather than discuss it as if it's some fictional thing that could happen.
"Very few things in an asym like DbD can be compared directly because the two sides are unique.Survivors still have the exit gate and, as Cogs mentioned, progress into additional gens isn't relevant.
Also how the killer progresses their objective is very different. A hook is of much higher value if it creates an elimination.
Both sides have ways to regress the other sides objectives (heals, kicks, etc.), both have ways to counter the regression, both sides have risks to their options, and trying to go through all the possibilities would quickly get out of hand.
Trying to create a math argument isn't going to work.
It's why 'does this perk make a healthier game' a far a better discussion."
Saying 'a math argument isn't going to work' is tantamount to saying 'math cannot express this situation' which I find questionable. Yes, the game is asym and yes that does mean objectives are handled differently. The survivors have to open the gate, yes. The survivors have to unhook, heal, etc etc - this isn't to say the killer does not have their own litany of things to do in order to be successful. However the numbers can still inform an argument.
For instance, action economy favors the survivors and we see that in the highest end play - for every one killer the survivors get 4 actions. 4 distinct moving regions of objectives, pressure, and capability. Coupled with communication four will seldom fail to beat one. I do not have a problem with this, to be clear. The problem becomes how much value action economy should express. Do you balance for a 4:1? Absolutely not, that would create a tense, high-stakes situation where the killer always aims for 4k. 2:1 seems around where BHVR aims and that seems sensible. Numbers judge these goals. BHVR Has numbers they use and reflect upon, as you yourself point out.
To say math cannot be present for the conversation when math is present before it and math is present after it is dismissive and frankly dishonest, don't you think? I don't think you're trying to be dishonest in earnest, but when the balancing starts with math, and ends with a math outcome, why are we pretending the middle is a black box? I don't think anyone here is under the impression BHVR doesn't use math in perk creation or kit balancing. At least, I hope no one thinks that.
'Why does this perk make a healthier game' is a fine discussion, but it will be a muddy and blurry one without comparisons and math. I don't find arguing back and forth in emotional bids, flurries up downvotes and us vs them positioning useful. Though, admittedly, that's more most discussions on this topic than your or cogs.
"NOED gives the killer haste and instant downs when the survivors complete their objective.Batteries included also does what you are discussing."
NOED conditionally triggers and has counter play, it's not what I'm talking about. Batteries has conditional triggering as well. What I said was a permanent 1% haste with the insinuation of it stacking. Neither batteries nor NOED do that. For good reason.
"Let's say there was a killer perk that survivors had to 99 gens to play around.The perk would still be getting a lot of value because 99ing gens creates more risk for the survivors that they can be regressed either by kicks or perks. Survivors have to change up their strategy in response to the perk.
The argument that killers need to 'engage' in tunneling because of fast track is saying killers have to do the thing that was already their best strategy."
There already is a killer perk that does that, and you cited it. Batteries. And players can and do 99 gens and take that risk to avoid creating haste zones with it - though granted I only tend to see this from SWF's which makes it a rough example. And I agree it creates value in the 99'ing.
And yes, the best strategy for killers in situations like those presented, mathematically, is to tunnel. It's not against the rules, but is crude and unkind to do. That is rather the point. I'm not saying FT creates tunneling, I'm saying it further encourages it in a clime where we are trying to discourage it. If we're fine with encouraging it, then my position falls apart. If people are just accepting and encouraging tunneling then I can't do anything but throw my hands up.
"People are acting like fast track instantly finishes a gen. If that was what it did, sure. But killers have plenty of perks that speed up their objective, from faster movement speed to exposed effects."
This is the only thing you said that I actually find rude. It has nothing to do with the quoted portion of my statement, and immediately bandies off talking about how people act as if I am not the direct inference. You can just say you think it's how I'm acting - it would be more productive. We're both adults.
But if you feel so inclined - give me the killer perks. Tell me which killer perks create permanent, uncounterable objective progression. Which killer uncounterable perk creates permanent hook states. If your argument is that the math isn't that clear because asym, that's fine, but then you don't have an example that isn't apples to oranges. Exposed is a status that has multiple counter plays and is limited in duration. Speed ups are duration based and adjusted by percentage.
Which killer perks gives permanent, uncounterable objective progression in the same way FT does?
"Rancor lets a killer bypass not just the injury states, but bypass the objective progress and go from no hooks to a death based on the survivors completing their objectives."
Rancor is an excellent example! But it is not the Rule of 8.
Rancor gives the survivor benefits as well, repeatedly, and hallmarks its presence as many killer actions do, giving survivors heads up to counterplay. Additionally it doesn't have objective altering power until the EGC, like NOED. I will say it does inflict permanent exposed, but that's after the survivors have completed their objectives.
This is not uncounterable, and this is permanent from a much later stage in the game than FT. If Rancor triggered earlier, say at gen 3 or 4, it would be comparable. My point isn't that it would be balanced - my point is precisely that it would not be balanced.-1 -
Yh i noticed they were adding very specific counter aura read perks. Tbh I'm not too fussed about countering bbq. I can already counterplay that one with lockers.
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I used to be firmly in the camp that it was broken OP, but now that I am using it, I see it's not. I especially love it in the Blood Moon Event mode.
That said, one of your newest Iridescent Creators has made it his personal mission to get it nerfed by using it exclusively. Is he using a dedicated build? Sure. But when anyone, even a streamer, can get guaranteed 3-4 escape matches in a majority of their matches, and the only counter is to tunnel and slug? Look, I am one (like him) who doesn't care about how you play the game, if you tunnel or slug, we don't care. I personally try my best not to tunnel or slug, as I don't find it fun when I am survivor, but if a killer does it, I don't care. I go on to the next match. But Fast Track actively punishes those killers who try to be fair and not tunnel and slug… I've started using his build, and when I do I get the same results as him and I suck at survivor.
I am reminded of the Star Wars Meme, you were supposed to STOP tunneling and slugging, not make it worse by punishing killers that do not do so…-1 -
To say math cannot be present for the conversation when math is present before it and math is present after it is dismissive and frankly dishonest, don't you think?No.
Or, more accurately, if you wanted to discuss the full range of math the length of the discussion would dwarf what we have so far.
DbD is a game of variables where the right answer is frequently dependent upon numerous factors (as a side note: its why tunneling/gen rush are so hated because they take out large elements of this uniqueness). Its why the game has managed to survive for as long as it has.
So even before we get to comparison basis, on the survivor side we have to look at other possibilities and opportunity costs.
Other possibilities have been covered, so looking into opportunity costs. To determine the perks value we would need to look at what else a survivor might get. What did they give up to take Fast Track? Let's say they gave up Sprint Burst which would have led to them extending their chases by a combined 40 seconds across the match. Better or worse? Or something like Botany Knowledge, which could be nothing more than a time saver on heals, or that time saved could be the difference between getting a heal in before a killer comes back to target the injured survivor.
This can go on and on as we start throwing in the full range of perks, different killers and builds that they may have, and then the overall strategy for how the survivors and killer approach the game.
Survivors are going to get value out of the perk, they should, but how much value are they going to get on a balance discussion would need to be compared to other perks. DbD has a general design philosophy - perks fall on a range from low, consistent value (BK, Deja) to perks that give massive value, but are situational and might not come up (anti-tunnel, Reassurance). Fast Track probably falls more towards the consistent side, but is a little stronger than those perks when it comes into play because if the survivor is tunneled they get no value out of it.
The scenario discussion is also just academic at this point. BHVR has the data on how the perk is actually performing - the conclusion already exists we just don't have access to it. (which answers your next lines:
I don't think you're trying to be dishonest in earnest, but when the balancing starts with math, and ends with a math outcome, why are we pretending the middle is a black box? I don't think anyone here is under the impression BHVR doesn't use math in perk creation or kit balancing. At least, I hope no one thinks that.)-
NOED conditionally triggers and has counter play, it's not what I'm talking about. Batteries has conditional triggering as well.Why aren't they what you are talking about?
Fast Track also has conditional triggering. Its more frequent and easier to access than NOED, but not nearly as significant as NOED. You can't separate the 'frequency' and 'power' arguments to accurately evaluate the perk.
I'm saying it further encourages it in a clime where we are trying todiscourageit. If we're fine withencouragingit, then my position falls apart. If people are justaccepting and encouraging tunnelingthen I can't do anything but throw my hands up.If 'we' is BHVR - I see no evidence that this is in anyway their philosophy. They seem pretty clearly to be leaving it up to the players on whether they want to play in a certain way,
If 'we' is the community - it will lead to tunneling has been said about so many things its lost meaning.
A perk is inconsequential to just the base kit values of not removing someone (e.g. the fact that an alive survivor is still doing gens/healing etc). If they have Fast Track and the killer spreads hooks, sure they are getting value from the perk, but the value they will get from just doing gens is going to exceed that.
Or put another way, the only way to ultimately counter any survivor perk is by removing them from the game.
This is the only thing you said that I actually find rude.Other than lumping your argument with how others have done it, I don't see how. It certainly wasn't my intention.
But when we get to -
Which killer perks gives permanent, uncounterable objective progression in the same way FT does?Show me the survivor equivalent to a Huntress hatch.
Show me the equivalent to Corrupt Intervention - start of game, gen based, immediate value, that survivors can't do anything about.
We're right back to asym territory. The survivors and killers are different. Their perks do different things because killers have powers, survivors have teammates, and they both have different objectives and playstyles.
I and others have already shown you similar perks that exist on the killer side. Having a discussion that you stipulate around these exact specifics, all of them but nothing more, is overly limiting when the discussion should either or both be about:
-Balance in terms of overall value
-Game design based on enjoyability for all players
Additionally it doesn't have objective altering power until the EGC, like NOED. I will say it does inflict permanent exposed, but that's after the survivors have completed their objectives.This is not uncounterable, and this is permanent from a much later stage in the game than FT. If Rancor triggered earlier, say at gen 3 or 4, it would be comparableThe fact that it triggers late isn't relevant. To win, survivors MUST get to that stage of the game. If it doesn't happen that's because the killer already won.
It would be like arguing that the survivors might not get value out of FT because maybe the killer won't ever get a hook. Which, yeah, could happen, but doesn't seem really the focus. But if its going to be, let's have it be the focus on both sides.
This kind of goes back to the math discussion - it needs to be taken in overall context of the game. Once you focus too much on numbers comparison and lose actual game context the numbers lose their relevancy.
Then when we get to counterable, not if we look at the overall perk. Every time the survivors complete a gen, they will scream and give a loud notification. In turn, the obsession gains something, but from the perspective of the other three survivors they don't.
As for end game counterability, only to the extent of 'you need to avoid the killer'. Which means the survivor is frequently taken out of normal end game activities. So even when countering the perk, the killer is still getting value by the survivor having to alter up their play.
And in terms of adjusting their play, killers can adjust their play to Fast Track in the same way they adjust their play to any gen rush, though whether Fast Track has a significant enough effect to warrant it is another question.
We can go back and forth with this on all the perks. Very few, if any, perks, are going to line up to have an exact copy and many of them can't be 'countered' as in avoiding the value entirely. The ultimate 'counter' to any perk on either side is overall outplaying the opponents.
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