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Fast Track and perk activation requirements

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Comments

  • Mr_K
    Mr_K Member Posts: 10,511
    edited April 29

    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?

  • Abbzy
    Abbzy Member Posts: 3,312
    edited April 30

    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.

  • TamaraLatte
    TamaraLatte Member Posts: 81

    For me it's not what the perks do, but the double standard. Neither side should be punished for doing their objectives.

  • AGM
    AGM Member Posts: 907

    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.

  • AGM
    AGM Member Posts: 907

    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.

  • random1543
    random1543 Member Posts: 685

    How many years did it take to get that minor feature added to the game compared to how fast Fast-track was changed?

  • supersonic853
    supersonic853 Member Posts: 5,865
    edited April 30

    I think theres a fairer reason they probably could have gave. The one they did give was not consistent at all with how they operate with perks. The reason they coulda gave (since they alluded to it before) was its value in stacking. They've had this problem with any perk that like stacks with itself (48 meter kindred because 4 open handed) or stacked vigil. In this case it was perma progress so why not bring it if you have a 4 team to quadruple the perks effect for basically free? Each hook was 6% perma progress if I recall correctly so 4 hooks split would be 24 but quadruple that and ya had 96. (Since the person hooked doesnt obviously get a stack). 96 charges is over a gen of perma progress just out there on the gens they choose to put it on. And its not like this insane skill thing its still just hitting a great. And thats only hooking everyone once so you could double that if the killers 8 hooking. Which isn't a problem with the new one because it doesnt go to everyone when a person unhooks just that person that unhooks. Making it unable to stack up to x4.

  • Silk
    Silk Member Posts: 11

    this guys just compared fast track to fire up LMAO I just can’t with the community of this game deadass

  • Abbzy
    Abbzy Member Posts: 3,312
    edited April 30

    I get your worry about coup because unless killer lunges super far and you arent sharp enough to see it nothing will tell you, but fire up? seriously that perk does very little unless its stacked with other chase perks and even then its not huge deal right now with dimishing return.

    Fire up is strong on one gen left and at this point there isnt much time killer will use it and get value from it compare to brutal strenght or bamboozle.

    There are far more bigger double standarts but something that pernamently removes time needed for survivors to do gen and its automiticaly given to them when killer player "nice" or how he should is more worse then deadlock or noed at this point.

    For comparison we talk about effects like of the first ruin where even when you hit good skillchect you get 5% regression and when you hit great you got 0% of gen progress but even then this broken effect had two counters firts was gen taping and second was ability to remove the totem but fast track you cant counter it much only way is hardcore tunneling which is nowdays way harder then before do to many existing perks for antitunnel protection and ds being free so almost every survivor runs some perk to counter tunneling nowdays and as killer you have no other way to counter it no counter build in the perk like ruin has or noed have (even shows you totem aura nowdays up to 24 meters so unless killer hooks near that totem its very possible to break it and counter it). Thats fast track problem unless you play as turnament hungry competive jack and bite through untitunnel protection you have no other counter to it, you play normaly you are against yourself and I had last weeks many teams where fast track with BNP was used and it was very noticiable especialy on few gens left.

    I dont denny deadlock isnt well desinged compare to grim or deadmans switch which reward killer for doinmg objective, but deadlocks effects arent so destructive for survivor side compare to 4 survviors running fast track, sometimes deadlock is even against killer because he doesnt effect when gen gets done that much, compare to old eruption if you remember.

  • TamaraLatte
    TamaraLatte Member Posts: 81

    Fast Track speeds up a survivor's objective, and Fire Up speeds up a killer's objective. What exactly are you missing?

  • solidhex
    solidhex Member Posts: 950
    edited April 30

    I've won more than enough games with NOED, which is by far the biggest "plot twist" perk in the game. Survivor altruism has also won me lots of games during endgame, when i had basically no chance during the main game. I've won games where i had 2 or 3 hook stages before all gens were done. It's not a regular experience anymore since i despise these kinda perks that reward you for playing bad, but yeah.

    Killer is the only role where this is possible. If a killer dominates a team and has his first kill at 5-4 gens left, it's almost impossible for the survs to still win the game if the killer is not deliberately throwing by chasing someone for 3 minutes. Survivors don't have these kinda perks that can turn around a lost game.

    A Decisive Strike during a critical time in a good spot can prolong a chase for sure, which can win the survs the game, but it's not something that will make you win a game that is already lost.

  • Abbzy
    Abbzy Member Posts: 3,312

    So fire up speeds up what?

    • Increases the Action speeds for the following interactions by a stack-able 4/5/6 % per Token, up to a maximum of 20/25/30 %:
      • Picking up and dropping Survivors.
      • breaking pallets and walls and vaulting
      • kicking gen

    Survivors objective is to survive and do gens, killers is win chases and hook or kill survivors.

    This perk works more in late game and its not winning chases that fast as fast track reduces gen time, fire up isnt even top tier perk which cant be said about fast track before its last nerf.

    I see your logic but you comparing car vs bike here (in terms of exsample both speed up your travel speed from just walking or running), thats how accurate your exsample is here.

  • TamaraLatte
    TamaraLatte Member Posts: 81
    edited May 1

    My point originally was that neither side should be punished for doing their objectives. Fast Track and Fire Up both punish (or punished in the case of Fast Track) the other side just for doing their objectives. I'm not and never have been a Fast Track user, so I don't care about the perk. It's the activation of the perk and the double standards that bother me.

    Post edited by TamaraLatte on
  • jesterkind
    jesterkind Member Posts: 9,817

    I don't think there's much of a double standard here, BHVR were pretty plainly speaking about Fast Track specifically and not making an overall point about perk design.

    Their argument in that quote isn't "survivors shouldn't get benefits for their opponent progressing the objective", it's that "a passive activation condition was too strong for permanent gen progress". Personally I never really saw an issue with Fast Track at all, but that isn't really what's being evaluated here, just thought I'd mention it.

    Your list of killer perks that activate on generator progress is definitely the start of a good comparison, but you also have to include the opposing side.
    Sure, BHVR made the judgement call that the killer getting a hook wasn't an appropriate activation condition for Fast Track, but they've yet to make that decision for perks like Kindred, Desperate Measures, Do No Harm, Low Profile, and Self Preservation. These are just the perks that activate based on other people being hooked with no other action required on your part, to be clear, zooming out to just being based around the opponent's objective progression gives far more examples.

    Rather than it being fine when a perk is unpopular, I think the constructive takeaway from this regarding BHVR's mindset is that activating upon your teammates being hooked is seen as a variable that must inform other parts of the perk, and permanent objective progress was deemed to be too far over the line relative to the accessibility of that activation condition.
    EG, the other perks are fine because they provide bonuses that aren't generator progress, meaning their contribution towards winning the game is more indirect and more up to skill/gameplay.

    Whether you agree with that or not, it's how I interpret BHVR's comments here.

  • Abbzy
    Abbzy Member Posts: 3,312

    I shouldnt problem is that this narrative is there since 2016 and then it depends on what this perk does like fire up is mid perk at best and totaly dimished by dimishing returns feature, coup degre is lost pretty fast because killer must lunge almost every time to get hit with m1 and even when it gives higher chance to give killer hit it still isnt lasting long and 10 lunges thats like 5 downs if we exclude bodyblocks and endurence effects from perks so 5 downs isnt going to win the game for the killer especialy when he is getting 2 tokes per gen which is through all game.

    Fast track interacts with gen speed which is problem since beginning in this game and on top its totaly inacive passive perk that gives gen progress but unremoveable one like BNP so you get more powerfull effect from single perk then from iri addon and if you combine these two then its lot of saved time for sngle gen pernamently. So its execution is way more problematic than any exsample you threw here.

    I get your logic but perks like this came since 2016 and theres lot of them in the game today, perks that reward you passively without doing anything or loosing or doing just your objective, what more matters is what they do because at this point I dont think they all will change.

    Fast track is (prenerfed) to killer like perk that regresses gen and adds time to it so its base time is more than 90 seconds after it was hit by this perk, or perk that reduces survivors time on hook by every down killer gets something stupid like this shouldnt exist for both sides things like prenerfed fast track or og ruin, og noed.

  • AGM
    AGM Member Posts: 907

    I suspect that the only people still following this thread are irrationally angry at the Fast Track nerf and are downvoting completely rational takes. If there's no good faith discussion to be had then why is this thread even open?

  • Abbzy
    Abbzy Member Posts: 3,312

    It look more so, its like og ruin or imaginig pain res that gives each gen not only regression but makes it base time longer by these 15% thats what was fast track for killer only thing is pain res requires down and fresh hook to get value from so its not tunnelers perk and then theres rng factor of dealing with having scourge hooks in one corner or bs like that so even if pain res was same as today and just add base time to gens it would require more effort from killer to use and it would be more base game healhty then prenerfed fast track which game survivor stacks just for being hooked and only skill there was hitting skill check requirement and that was it.

    If some simulary broken killer perk existed I wouldnt be for it to exist in that form like eruption from gen kick meta that made survivor unable to do gens and regress them so in total they had like 40 seconds of regression time and this was stupid to deal with just from single perk not to mention srong nature of other simular perks at that time.

  • Abbzy
    Abbzy Member Posts: 3,312

    So its stupid to use this

    I see your logic but you comparing car vs bike here (in terms of exsample both speed up your travel speed from just walking or running), thats how accurate your exsample is here.

    when comparing prenerfed fast track to coup degre or mostly fire up, which are arguments people make here a lot and it has only one thing simular to fast track and thats how the perks power is obtained but in terms of power crep these two are nowhere near.

    Sorry but pernament gen progress is very strong thing that isnt wise to just throw around like devs did on prenerfed fast track especialy when BNP is 10% or sables perk does same, on all gens but same % number but 18% like thats different especialy when its so easily aquireable and every survivor can run this.

    Other part is many acknowledge (even when some people said this since 2020 I believe or 22 trutalent said this before he was kicked from fog whisperer program) over time that spreading hooks is way they want to killers objective go instead of tunneling or slugging but this perk is gutting this playstyle and pushes others into play like tunneling isnt so friendly nowdays because theres lot of perks to make it way harder so builds like this came into light

    so deffinitely good perk desing indeed. One thing is requirement for unlocking perks effect, other is the power of its effect (the main one obviously) so even when some perks are quite passively unlocked like fire up their power is mid at best and they arent problematic but gen speed is problematic thing by itself which anyone whos been around for few years should know that and messing with it isnt good idea, same with gen regression but that has been nerfed quite lot past years and mayn strong perks that did damage to gens from total base progress meaning 15% form 90 seconds were switched to current gen progress.

  • ChaosWam
    ChaosWam Member Posts: 2,150

    You counter coup by pre-throwing pallets, playing loops safer, and finding ways to make them waste a lunge and a token.

    You counter Fire Up much the same, but at an even lesser extent since Fire Up's bonuses are negligent without additional perks to pair with it like Bamboozle, Forever Entwined, and Brutal Strength. And if the killer is running those, they ain't running gen defense and you just plow gens while they're being ran.

    On a side note, I cannot believe we're comparing permanent gen progression around 6-18% a gen per survivor running it to FIRE UP of all things.

  • jesterkind
    jesterkind Member Posts: 9,817

    Well, that's my point - the problem isn't any of those things, at least not according to BHVR's wording in the screenshot you shared.

    What they're saying there is the problem, at least as I interpret it, is the combination of activating on any hook action and providing permanent objective progress.

    Now, again, personally, I don't really agree that was a problem, but we're evaluating BHVR's position here and that's the part they're saying is an issue, not any of the examples you gave there.
    That's why the other perks are relevant. They share the activation condition, but they don't share the effect, so evidently they're fine - or at least aren't being weighed in on yet. Similarly, other things provide permanent generator progress, but they have different activation conditions, so it can be inferred that BHVR have decided permanent progress needs a less passive activation condition.

    Whether you agree or disagree with it, I think it's always important to evaluate what is actually being said about any given change.

  • LordGlint
    LordGlint Member Posts: 9,793

    Because the survivor would die if hes not unhooked? Unhooking your teammate isn't some extra step you would normally neglect doing. You ALSO shouldn't be running across the map to unhook your teammate, then running BACK across the map anyway, perk or not. You'd be better off either letting a teammate who's actually close to the hook get it, or pick a gen to hop on after getting the unhook.

  • AGM
    AGM Member Posts: 907

    I think you're right: people need to do more listening and less speculating, because when it comes to perk balance, BHVR doesn't have a lot of incentive to lie about their reasons. It's a very low stakes situation despite how passionately people can feel.

    In regards to the stated reasons for the change, even older devs realized how bad of a design that was when dealing with original Hex: Ruin. In spite of Ruin's ability to be cleansed, Killers were getting a great deal of passive slowdown without interacting with other players just for equipping the perk, which was bad game design, so they changed it, giving nearly the same justification as these devs did now for Fast Track.

    On a separate note: now that there are at least 4 separate ways to reduce a generator's maximum charges, it'd be a nice quality of life base kit feature for killers to have some way to see if a generator has had its maximum charges reduced.

  • LordGlint
    LordGlint Member Posts: 9,793

    I feel like if they're gonna keep adding this effect to perks, they might wanna consider capping how much the maximum charges can be reduced.

  • LordGlint
    LordGlint Member Posts: 9,793

    How about the crazy niche scenario where you unhook someone at a point where it makes sense to do so instead of assuming you HAVE to go for all 6 times your 3 teammates need unhooking.

  • crogers271
    crogers271 Member Posts: 3,479
    edited May 1

    What they're saying there is the problem, at least as I interpret it,

    I don't know, maybe I'm just way past the point of giving BHVR any benefit of the doubt, but the message reads to me like its just a litany of the killer arguments about this perk that are divorced from any overall view of the game.

    The 'period of observation and assessment' - if they think the perk is overperforming after having it live, just say that. If they think the perk is a bad design, then having a period to assess it isn't really relevant unless they are seeing it be used in some way they didn't predict.

    The 'too great a source of permanent progress' - if this is true, it calls for a nerf, not a rework. Less progress and/or removing the permanent nature.

    The 'responsibility' portion - is this meant to be unique to survivors (and I can live with that if its BHVR's perspective, I don't think both sides needed to be treated the same, but as gets pointed out there's lots of perks like this)? Because if the concept is that perks need to be earned by the player equipping them, there's a lot of perks that need to be reworked.

    The 'incentivize' portion - well, this is just a bad argument. It creates an incentive to have a dedicated unhooker, which is much easier to do as a SWF, when many of the complaints about old Fast Track where its abusability by SWFs, but we've made it worse (presuming the perk is even worth running, possibly its just another dead perk).

    And none of this helps that it comes off a PTB where we didn't even get the perk change for discussion given the seeming rushed nature that BHVR took to address this.

  • jesterkind
    jesterkind Member Posts: 9,817

    To respond to a couple of those-

    I don't think we want to dissuade BHVR away from actually monitoring perks before making decisions, I think completely divorced from this conversation about Fast Track there are plenty of reasons to monitor and assess how something is actually performing in the live environment, not just providing too-good results.
    Again, I don't personally think Fast Track was a huge problem, but I do think the process of monitoring how and when a perk is used once it hits live is important.

    For the second part, again, I think it's not just that it provided too much permanent progress in a vacuum, I think it provided too much permanent progress for the activation condition it had, in BHVR's eyes. Compare it to something like Specialist or Weaving Spiders, those perks take a lot more than Fast Track did.
    They could've taken it back to non-permanent progress…. but that version of the perk was bad, so some rework is probably more appropriate even if you don't feel this one hits the mark.

    Same reasoning for the "responsibility" portion, they're talking about what you put in for what you get, not that EVERY perk should require you to earn their effects. THIS perk should, in their eyes, BECAUSE it gives you permanent progress.
    Remember, BHVR are just talking about one perk here, what they're saying is just about that one perk.

    The incentive part is a little wishful, though, that I won't argue with.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,508

    the problem with fast track was that it was basically 2v8 catchup mechanic added as a perk. playing around that creates for some unfun counterplay

    perks activating on a losing contingency has never been a bad thing.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 291

    BHVR has A LOT of incentive to lie about their reasons, or to be more accurate, to not be truthful, since lying implies a deliberate attempt to deceive. They want to keep the loudest, whiniest, pettiest portion of the playerbase happy. It's not about balance, game design, or the player experience. There are a million other problems fifty times more egregious that have been festering in the game that nobody would complain about them addressing.

    But those million other problems aren't the flavor of the month that a bunch of pissy people are complaining about NOW. And nothing else matter but them. BHVR is not paying attention to anybody but them. That's why BHVR uses the same language that they do. That's why BHVR validates and reassures them. Everyone else is told "we hear your concerns" and ignored.

    BHVR doesn't need to LIE. They simply need to only listen to a certain group, and communicate to that group that their complaints will always be the only thing that matters, and will always be swiftly acted on while everyone else is left at their mercy of their whims.

  • crogers271
    crogers271 Member Posts: 3,479

    They could've taken it back to non-permanent progress…. but that version of the perk was bad, so some rework is probably more appropriate even if you don't feel this one hits the mark.

    I think there's a lot of middle ground they could have tried. 1%, but its permanent. 2% but its not permanent. Lower token maxes so it can't be stacked as easily and then applied to a 3 gen. If its just a power issue, lots of ways to adjust it.

    That carries over to the other parts. If the perk was performing too well (very easily possible), why wasn't it just nerfed? But given the statement here, and Mandy's earlier forum comment, on top of what the focus of lots of complaints had been (their reference to the community which is always problematic because we have no idea who they are listening to), they seem to be viewing the activation requirement itself as a problem. Which naturally brings up the question of 'well, what about all the similar perks on the killer side?'

    Basically - given the rush, what they've said, what they seem to be responding to, and their past actions, it feels extremely selective.

  • jesterkind
    jesterkind Member Posts: 9,817

    I know I'm repeating myself here, but it's not JUST the activation requirement they're talking about here. It's the activation requirement FOR THAT EFFECT.

    There are not just similar perks on the killer side, there are similar survivor perks too. I gave a list a little further back - Kindred, Do No Harm, Low Profile, Desperate Measures, and Self Preservation all have close enough to the same activation requirement to be compared in this context, and none of those seem to be on the chopping block.
    Similarly, there are survivor perks which have the same EFFECT, and they all require more from the player: Specialist requires chest searching and Weaving Spiders requires doing an Invocation.

    I obviously can't speak for BHVR's internal conversations but what they've said to us is fairly logically consistent. Fast Track gave permanent generator progress, and required nothing but the opponent to be playing the game for it. Other perks that give permanent progress require more, and other perks that require just the opponent playing the game give less, or at least less direct benefits.
    That's why it wasn't just nerfed. They're talking about the effect and activation combined.

  • Firellius
    Firellius Member Posts: 5,585

    Other perks that give permanent progress require more, and other perks that require just the opponent playing the game give less, or at least less direct benefits.

    That doesn't go for Rancor, though, which permanently auto-completes up to two hookstates for the obsession and is done by survivors completing their objective.

    Again, the much more likely explanation is that they just copied the complaint verbatim, put no thought into it, and just nerfhammered as demanded.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 528

    At what point does it make sense to run a perk that has a 1/3 chance of being able to get 5% on a gen when you can just use a toolbox, prove, hyper focus/stakeout, deja vu etc and guarantee consistent value?

  • crogers271
    crogers271 Member Posts: 3,479

    I know I'm repeating myself here, but it's not JUST the activation requirement they're talking about here. It's the activation requirement FOR THAT EFFECT.

    We probably both feel like we're repeating ourselves, but here goes.

    Yes, for that effect, but they didn't modify the effect. Old, old Fast Track at 1% per token was too weak, let's presume BHVR thinks old Fast Track at 2% permanent per token was too strong, well then they should test out a middle ground. But they didn't change the 'effect', they changed the activation.

    There are not just similar perks on the killer side, there are similar survivor perks too.

    I don't think anyone disagrees with that, it's just the way the discussions have gone that tend to turn this into a 'this would never exist on the killer side' that leads to a focus on the killer perks. Yes, its a pretty normal game element.

    Other perks that give permanent progress require more, and other perks that require just the opponent playing the game give less, or at least less direct benefits.

    That's why it wasn't just nerfed. They're talking about the effect and activation combined.

    I don't think that follows. One of the easy ways they could have nerfed it was by removing the permanent effect. Its not like there was a rule that the perk had to be permanent progress.

    There are other ways that the perk could have been nerfed to make the reward more commiserate for what the survivors were doing, but they went in a different direction. Which again, by itself wouldn't really be an issue, except how they've phrased things here and before really seems like they are knee jerk responding instead of making an informed decision.