Fast Track Rework Suggestion – Create Rare High-Stakes Moments
Hi Behaviour team,
I would love for you guys to consider reworking fast track to make it a more exciting end game strategy for survivors. Current Fast Track was over corrected and it’s currently one of the most disappointing perks in the game. The reward is simply too low for the risk and opportunity cost. Most of the time the optimal play is to ignore the hook and stay on your generator. That’s not interesting design or altruistic . It feels like a wasted perk slot.
I’d love to propose a rework that keeps the altruism identity but finally gives the perk an exciting high risk high reward payoff:
Proposed Fast Track:
• Whenever you unhook another Survivor → gain 1 Token
• Maximum of 6 Tokens
• Hitting a Great Skill Check on a generator spends all Tokens:
• 1–5 Tokens → 6% permanent progress each
• Exactly 6 Tokens →exciting Bonus of 50% permanent progress
Why this version is special:
• Getting all 6 tokens is genuinely difficult. Other survivors will take saves, you can get hooked yourself, the killer can force you off, etc. It won’t happen every game and that’s the point.
• When someone does pull it off, it creates a true “holy #########” moment. Half a generator that can never be regressed is the kind of swing that makes both sides be on the edge of their seat. It’s the survivor equivalent of NOED.
• Regular value (6% per successful unhook) is strong enough that leaving your Gen actually feels worth considering for end game potential.
• It rewards the player who commits to being the team’s unhook machine and creates real decisions throughout the match. It’s more fun!
Right now Fast Track is boring. This version would turn it into something players actively try to achieve, the kind of rare, high-stakes, skill-and-commitment payoff that makes Dead by Daylight memorable.
I truly believe this is better game design. It keeps the perk’s original fantasy (sacrificing for the team) while finally giving it a reward worth chasing.
Thank you for reading.
Looking forward to seeing what you think.
Comments
I liked your idea at first, but it gets so much worse the more you think about it from the killer's perspective. This hypothetical fast track rework is not survivor's noed, because it would break the game for 2 main reasons. (Any mention of survivors will be regarding swfs)
1. Survivors are able to spread out their pressure while the killer can only be one place at a time. Noed is balanced because it can not only be cleansed, but it an also be seen by survivors affect by its status. The killer cannot prevent survivors from progressing through end game and keep the expose debuff on them at the same time. They can only stall via hex defense perks like undying and <10.2 thrill of the hunt. and end game perks like no way out and remember me.
2. Just like shoulder the burden and the second most recent fast track rework, this fast track rework's existence encourages unhealthy killer playstyles like tunneling, slugging, or proxy camping a hook to prevent potentially getting crazy value.
breadistheguy, I get where you’re coming from, but I think those two points actually overstate the problem.
1. “Survivors can spread pressure while the killer can only be one place” is true for almost every strong survivor perk in the game. Prove Thyself, Hyperfocus + Stake Out, toolboxes, Brand New Parts, etc. all benefit from the fact that four people can work different objectives. That alone doesn’t make a perk broken.
The key difference with this Fast Track version is the high risk of leaving a Gen for saves. Getting to 6 tokens means one specific survivor has to successfully take six unhooks. In a real match (even in SWF) that is extremely hard. Other people will take saves, the unhooker can get punished, gens get done while they’re running around, etc. It’s not free map-wide pressure — it’s pressure that requires a player to repeatedly leave gens and risk dying. That’s a much higher bar than just “four people exist.”
NOED comparison still holds in design. Yes NOED can be cleansed and is visible. But this version is hard to earn in the first place.
2. On encouraging tunneling/slugging/proxy: every strong unhook-related perk in the history of the game has faced this argument (Borrowed Time, We’ll Make It, Deliverance, Shoulder the Burden, old Fast Track, etc.). The solution has never been “make the perk so weak that no one runs it.” If a perk is strong enough that killers feel pressured to play more aggressively around hooks, that usually means the perk is doing its job of creating meaningful decisions. The answer is better anti-camp tools and basekit changes (which Behaviour has been working on), not gutting every altruism perk until they’re irrelevant.
The current Fast Track is so weak that the optimal play is usually to ignore the hook entirely. That’s not healthy either. A version that actually rewards the player who commits to saves creates more interesting games than one that nobody wants to equip.
I’m not saying 50% is necessarily the perfect final number, but the core idea (meaningful reward for high investment) is way better design than what we have right now.
It'd be better than the nothing it is now.