Nerf Ftp+Buckle Up

All it needs is to remove their synergy. On their own the perks have a useful effect that's fair, but together they become unfair and offer no counter play since you can get up a survivor and run off with 10 seconds of endurance before the killer weapon cooldown animation is done.

I hope we won't have to wait around much longer for this nerf to happen.

Comments

  • It took me -many- trials to make peace with that combo as a killer player. It's absolutely infuriating.

    On the other hand, hook-denial (aka bully) squads are still more fun than a gen-efficient pre-run team. But they are too easily countered by tactical slugging. I can live with them being more well-rounded.

  • @LapisInfernalis said:

    Stbfl: exists.

    Ah yes, just make stbfl a permanent part of my loadout and make sure to always have enough stacks lol.

    Now I have the perk, but some people don't want/can't buy myers for it, or haven't been around when it was in the shrine.

    I'm sorry bro, but this is some clown advice.

  • @LapisInfernalis said:

    Stbfl: exists.

    "Just use [perk], duh"

    not like stbfl takes 8 stacks to reach max or anything. or that many killers dont down with m1 and thus dont have access to stbfl to counter ftp+bu. Any killer that downs with their power will wont have any method of counterplay. Not to mention "just use [perk]" should never be the only option.

  • @elderwitcher96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575889#Comment_3575889

    Ah yes, just make stbfl a permanent part of my loadout and make sure to always have enough stacks lol.

    Now I have the perk, but some people don't want/can't buy myers for it, or haven't been around when it was in the shrine.

    I'm sorry bro, but this is some clown advice.

    Other question: do you want to see more SB, UB, Adre etc?

    If the answer is no, then you should leave that combo alone. It already takes 2 slots.


  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575903#Comment_3575903

    Other question: do you want to see more SB, UB, Adre etc?

    If the answer is no, then you should leave that combo alone. It already takes 2 slots.

    Answer is yes, I would rather see that. Are you a killer main who thinks sprint burst and adrenaline are magical perks giving wins to survivors? Because if you lose to them often, that's a skill issue and lack of game sense.

  • Just make FTP not be considered a healing action, easy fix

  • I’m torn. I would rather the game have more perks that synergize together than less – otherwise, we just continue to have weak perks that make a minor difference. This combo is problematic, but I feel like if you outright remove the interaction, you in part reduce the efficiency of buckle-up. For the people is always going to be powerful, the trade of one health state can come in clutch, endurance or no. But giving a downed (and their savior) survivor endurance on its own would become an incredibly niche thing. Sure you could run other healing perks to increase the speed of the heals, but at what point do we draw the line on requiring an entire 2-3 perks to get value out of 1 perk?

    My solution: Just increase the amount of time required for the FTP prompt to trigger. It gives the killer more time to interrupt the action, but it also still allows survivors to pull off an impactful play if the killer spends too long dallying around (breaking pallets or checking for flashlight saves). 

  • @HandsomeJack_049 said:

    I’m torn. I would rather the game have more perks that synergize together than less – otherwise, we just continue to have weak perks that make a minor difference. This combo is problematic, but I feel like if you outright remove the interaction, you in part reduce the efficiency of buckle-up. For the people is always going to be powerful, the trade of one health state can come in clutch, endurance or no. But giving a downed (and their savior) survivor endurance on its own would become an incredibly niche thing. Sure you could run other healing perks to increase the speed of the heals, but at what point do we draw the line on requiring an entire 2-3 perks to get value out of 1 perk?

    My solution: Just increase the amount of time required for the FTP prompt to trigger. It gives the killer more time to interrupt the action, but it also still allows survivors to pull off an impactful play if the killer spends too long dallying around (breaking pallets or checking for flashlight saves). 

    I personally am not torn. Buckle up shouldn't work with ftp, that's it. If you want to combo it with something use wglf so now its a 8 second heal instead of the standard 16. You can also wait for a survivor to recover a bit making the heal shorter (a quarter of their recovery bar equals 2 seconds shorter heal, so now it's 6 seconds or less depending how far the person has recovered)

    There, instead of ftp+buckle up, you get wglf+buckle up, a perk synergy that is both fair for the killer but can also punish them if they get greedy by slugging relatively quickly, just not during their 2.7 seconds long weapon cooldown.