http://dbd.game/killswitch
Fast Track and perk activation requirements
Comments
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That's your choice to make to run the perk or not. If you find no value in it then don't use it. At some point the Dev's may increase the tokens for that one survivor. But the way that it was before was clearly a punishment to the killer for hooking in the first place. I believe the survivor side doesn't like to be slugged, so why promote it?
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Deadlock is 4x25 seconds, fast track is at max 18% of gen progress pernamently which is 16,2 seconds x4 which is less but its pernament progress meaning nothing will put it back and only thing that did that before and needed nerfs was BNP which gives now 10% so fast track on all survivors gives then all togeather 64,8 seconds of pernament progress on gen thats more then 66% of one gen and combining it with BNP each is 25,2 x4 which is 100,8 seconds pernament progress which is like 1 minute and 40,8 seconds so thats not small time and its pernament.
Bare in mind that deadlock doesnt effect all survivors just the ones that are on most progressed gen right after other gen was done but this pernament progress effects killer a lot especialy the more he hooks the worse his fates gets because of single perks.
I had teams like this where fast track and toolbox with BNP of each survivor was common thing and these games were one of fastest in my life around 5-6 minutes even when I played good without huge mistakes so it changes the game alot only cheaters made my games faster.
Not to mention deadlock bloks that gen but other perks cant damage it.
For record pain res causes 20% damage 4 times per unique hook, its 18 seconds of gen damage per stack and it makes the killer go out of his way and spread hooks so even when its very strong perk it actualy pushes killer to play more nice and healty to earn this perks rewards. But fast track gave survivors passively stacks when killer hooked someone which is against this healthy playstyle of spreading hooks everyone wants to have instead of tunnel vision and on top survivor doesnt get 18% of gen progress but 18% of pernament gen progress so its makes that gen take less time to do even when its regressed to 0%.
Healthy perk indeed.
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For me it's not what the perks do, but the double standard. Neither side should be punished for doing their objectives.
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Of course you're allowed to feel what you feel, but there's so much nuance lost here. "Punishment" is very vague.
Imo, as long as a perk has realistic counterplay I'm personally okay with it activating upon the other side completing part of their objective.
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How do we counter fire up or coup?
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Fire Up doesn't need any extra counterplay due to the opportunity cost of bringing the perk. It was pretty bad on its own pre 9.6.0 but now it's even worse because of diminishing returns if you try to stack it with something else.
If a killer has Coup stacks, they can't lunge without wasting a stack. Force them to lunge as best you can to waste their stacks.
This ain't rocket science. You're obviously just being obtuse to try to fit your black and white thinking onto nuanced situations.
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