Making Fire Up Viable

Make the fire up stack % count to move speed as well. Or make it only count to move speed, and take away the rest of the benefits.


Dunno about everyone else, but I would take it even if it was just the move speed increase.

Comments

  • Remove the whole ability, as each generator is complete the map goes on fire - more aand more. Soon you are just playing Don't Touch The Lava to get to the last generator

  • @TheButcher said:

    Remove the whole ability, as each generator is complete the map goes on fire - more aand more. Soon you are just playing Don't Touch The Lava to get to the last generator

    Amazing idea.

  • @Swiftblade131 said:

    Make the fire up stack % count to move speed as well. Or make it only count to move speed, and take away the rest of the benefits.

    Dunno about everyone else, but I would take it even if it was just the move speed increase.

    Fire Up is fine, the perk is already OP

  • Yes, that's clearly why everyone uses it, and totally not on gimmick builds.

  • @[Deleted User] said:

    Getting a "free" passive 15% movement speed permanently is insane. That's blood lust 3 levels of speed we're talking about here. Stack that with Play with your food and everyone's going to be moving at 140~145% speed without blood lust.

    That's very, very fast, in case you are wondering. Like nearly, Spirit phasing levels of fast (without add-ons).

    Honestly, I feel like Fire Up would be slightly better if the numbers were tweaked slightly and it gave some benefit right from the start of the game. Right now it's a late game perk that simply does too little for being a late game perk. If it was more of a medium game perk, it would probably be fine. Perhaps half of the benefit right from the beginning of the match and the perk provides the other half of the benefit as it currently does, with tokens gained as each generator is completed.

    Or additionally, just make the max token count 3 instead of 5, and adjust the numbers based on that, so it reaches full power at 3 gens done instead of 5 when the match is basically already over.

    4% increase total though. 1% for each gen, up to stackable 4%


    Unless I a completely reading it wrong. The killer should be 115% - 119% and 110% to 114%, but this is how I am thinking about it. Which is good late game sure, but pretty much useless early.


    If I am reading it wrong, my b in that case.

  • @[Deleted User] said:

    Fire Up is a good perk.

    Its not super strong, but that doesn’t equate to weak.

    Sure it’s weaker at the outset of either Brutal or Bam on their own, but even at 3 stacks a 12% increase to pretty much all base killer abilities is nothing to be laughed at either. It’s still useful.

    You can stack it with brutal or bamboozle for the memes, but at that point you may as well just use both separately and have the power straight off the bat.

    3 stacks means 2 gens left, or potentially less than 80 seconds until the game is done. It's not going to help you much there, and bamboozle's primary power is blocking a god window or the window at jungle gyms / shack / cow tree / etc; not really vaulting it faster.

    I don't see how gaining a 1% movespeed increase per token would be OP; considering NOED gives you both a 1 shot and 4% and realistically won't ever be found anyways.

  • Lol it seems "viable" is the word of the year, folks.

    Fire Up is a very cool perk as it is. You have to have strategies and tile outplays in mind when you put it on. Use it on Doc and never be outplayed at Shack again; you're welcome.

    Fire Up is the fun version of Bamboozle with added action buffs.

  • @Onyx_Blue said:

    Lol it seems "viable" is the word of the year, folks.

    Fire Up is a very cool perk as it is. You have to have strategies and tile outplays in mind when you put it on. Use it on Doc and never be outplayed at Shack again; you're welcome.

    Fire Up is the fun version of Bamboozle with added action buffs.

    Viable simply means capable of working successfully.


    While technically, you can apply this to most matches, at the highest rank of play, it is not "capable of working successfully" in most cases. It is out classed by other perks that are viable or "capable of working successfully".


    It works in gimmicks and in low ranks the best because that is where once tricks shine, but the higher up you get, the less of a success rate you will have. And at peak performance by both sides, it's not even worth considering, for pretty simple reasons.


    I am not sure if my idea for a buff is even all that great, or maybe it is OP as so many people believe. But how will you know without testing it out?


    Answer, you really can't. You can theorize all you wan't, but until there is solid evidence, you cannot conclude, simple as that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462169#Comment_1462169

    “3 stacks means 2 gens left” So?

    All that matters at that point is how many survivors are left alive, which has to do with how well/poorly a killer played, or how well/poorly the survivors played, and has nothing to do with the perk Fire Up.

    1% increase in M/S per stack would be broken. It’s not the first time Peanits has said this. 5 stacks would equal 1 PWYF stack, which we already know makes a significant impact on any chase, let alone 2 or 3 PWYF stacks.

    Imagine a killer stacking Fire Up & PWYF?!

    Even just at 3 Fire Up stacks and 1 PWYF stack that would be entirely OP on most killers. And even worse, NOED’s 4% and 5 Fire Up stacks AND any PWYF tokens.

    The only way Fire Up would be fair if it included m/s buffs if it were micro percentages, like 0.3% or 0.2% per token.

    Anything to shake up this crappy meta TBH, it's so stagnant.


    Nerf the gen perks to hell for all I care, move speed meta let's go!

  • 3/3.5/4% to 4/4.5/5%

    Every 2 tokens you get +1% movement speed.

  • @Swiftblade131 yeah I know what it means. Not every perk needs to be "viable" in your example of gameplay since not every perk needs to allow for full out sweat mode. And Fire Up works perfectly for what it does. So what that the intended tile outplay may not work repeatedly against the same players in the same match, it works for what it's put on for plus it buffs pick up speed making it easier to manage hooking and reapplying pressure.

    Your idea is to make a killer gain 3%/3.5%/4% to movement speed after each gen is repaired...yeah, that is a busted and lazy perk. "You're losing, so here, have some free speed to regain pressure in every aspect of the match." Nah thanks, you don't need to test that one out to know if it's busted. It clearly already is in theory.

  • Just reverse it. You start with 5 stacks and they decrease per gen done. You get a big boost at the beginning to stop chases sooner and pressure gens but once you start slacking, you lose power.

  • OP? How is fire up in any way shape or form OP?

  • Fire Up still sees a lot of use as it works well in certain builds. There are plenty of other perks that could use a buff more than it.

  • Double the current benefit and give .75% movement speed per token. If they are worried about stacking perks like Bamboozle or Brutal Strength just make it not stack with an other perks, while also boosting it slightly more by including missed weapon cooldown.

    8%/16%/24%/32%/40% off all actions except hit weapon cooldown, and .75%/1.5%/2.25%/3%/3.75% movement speed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462169#Comment_1462169

    “3 stacks means 2 gens left” So?

    All that matters at that point is how many survivors are left alive, which has to do with how well/poorly a killer played, or how well/poorly the survivors played, and has nothing to do with the perk Fire Up.

    1% increase in M/S per stack would be broken. It’s not the first time Peanits has said this. 5 stacks would equal 1 PWYF stack, which we already know makes a significant impact on any chase, let alone 2 or 3 PWYF stacks.

    Imagine a killer stacking Fire Up & PWYF?!

    Even just at 3 Fire Up stacks and 1 PWYF stack that would be entirely OP on most killers. And even worse, NOED’s 4% and 5 Fire Up stacks AND any PWYF tokens.

    The only way Fire Up would be fair if it included m/s buffs if it were micro percentages, like 0.3% or 0.2% per token.

    If there's only 2 survivors left, and 2 gens are left; the game is won. No matter what the killer can get a 3k, unless they are just absolutely potato or there is a key. It really doesn't matter if you can save .2 seconds off a pallet break at that point. Or .1 seconds picking someone up.

    I don't see how getting a 5% movespeed increase by endgame is OP. You can get it at 5 gens left with 1 stack using nemesis + PWYF.

    Stacking PWYF, Nemesis, Fire up, and NOED means you have literally no regression or tracking perks at all; and will more than likely be playing 4-5 minute games. I don't think it would matter if you were flying around by the endgame because that means there's probably 30 seconds left in the match, and you get your one free NOED kill and that's it.

    Killers like wraith/billy can already get to 150% movespeed+ with a NOED one shot. I don't see people ever crying about it on the forums though?

  • I'd say add hooks to the condition, but then remove the hook bonus if a survivor dies to discourage tunneling. So first hook is +4% speed, second hook is +8%, death hook is back to +0%.

    So at 5 gens done, you'd have +20% to Fire Up actions. At 5 gens with all 4 survivors on death hook, you'd have +52% speed, which is crazy, but it requires you to be in the very weak position of having the gates powered with 4 living survivors, plus it pretty much required you to play nice the whole match.

  • @AVoiceOfReason said:

    Just reverse it. You start with 5 stacks and they decrease per gen done. You get a big boost at the beginning to stop chases sooner and pressure gens but once you start slacking, you lose power.

    That kinda ruins the whole point of the perk though.

  • I think it needs a rework to be honest. The idea of getting stronger whilst the game progresses could be great, but the execution just isn't there.

  • @DudeDelicious of course I notice those small speed up is impactful. I do have speed up build (Unrelenting, Brutal strength, SBFL, Enduring)

    Though 15% speed buff on those little thing is too late when 5 Gen is done.


    My idea is keep the stack number the same, but give Killers another 2% for 1min after each Gen done. It will work like this:

    1Gen done: 5% buff for 2min, then goes back to 3%.

    If suddenly 2-3Gen done: it will stack up to 3+5+5 = 13% buff , then goes back to 9% after 2min.

    So last Gen done: Killer has 17% buff for 2min then goes back to 15%

    Those little 2% actives for 10min will help Killer alot in mid game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462410#Comment_1462410

    See my previous comment about my Clown build in red ranks...

    "I'm running an anti-heal build, i'm thinking outside the box"

    I don't think it proves anything. You can go into rank 1 matches perkless and still do fine depending on the map and how boosted the survivors are. There's only a handful of killer perks that are super impactful. BBQ, Spirit fury, NOED, and maybe devour hope? All of which can be realistically countered (except maybe NOED)?

    Everything else is honestly pretty minimal effect unless it's like pop on freddy / IF on oni/billy/nurse etc. Fire up is absolutely terrible, even once you get to 5 stacks. I get brutal strength once the game is basically lost and i've probably had to kick all the good pallets already. Definitely worth a perk slot.