How are skin sales going?
We understand that you're not nerfing Fast Track to sell Yun Jin Lee's character and his skins—after all, it's all about money, and I know you know it's a totally broken perk—but you're relying on this to sell the characters and entertain the survivors who are playing during this K-pop era, along with all the skins they bring. I guess we'll have to wait a couple more months before you nerf a truly game-breaking perk.
For survivors: don't complain if all the killers are now playing Blight or Ghoul and tunneling like crazy, thank the developers.
Comments
Is Fast Track that strong, though? From what I understand, it requires a highly specialised build, and you have to be losing to even get it to proc.
Basically nobody thinks its a broken perk.
And to your last sentence: thats already happening, so couldnt be worse.
You'll always get value from this perk even with few hooks, you don't necessarily have to lose, and above all, it punishes the killer for doing the very thing the developers want to avoid: tunneling. Because if you spread the hooks, not only will you not kill anyone, but you'll also give multiple fast-track tokens to the survivors, and trust me, a team with four fast-trackers is very noticeable, but even just two.
How would this be a fair perk?
Furthermore, I don't know what levels and what server you play on.
Yun-Jin is a free character that has been in the game for five years. I don't think they are concerned about her sales.
There are always new players ready to not want to wait for the shards farming and get the DLC directly
That can basically be applied to every original survivor who's perks are buffed though. I do think the devs are guilty of adding overpowered abilities and perks to the game to boost sales of new chapters only to nerf them later, but this isn't a new chapter, they're just adjusting something that has already been in the game for years.
Regardless, to say that Fast Track isn't broken is crazy.
That's not what I'm saying though. I do think it should be toned down, but I also think the devs are going to hold off on doing that until they can gather more data, because that's what they love to do.
It hasn't been nerfed because it's probaly not overperforming. It's been underperforming in both my killer and survivor matches.
I played 5 matches to test it before my friends switched to blood moon and I stopped trying to test it in that mode.
Of those 5 games, only 2 were games that I got any value out of it whatsoever. One of those was a gen that I had time to finish even if I was perkless, and the other I finished with a great skill check as the killer was approaching (and would've done the same with old fast track). Both of those games were 4k's with gens remaining.
The other 3 games I was tunneled out first twice (zero value) and the third game I was at max stacks going for rescues and recovery just burning tokens not even touching a gen.
So far, in my personal experience, I'd have been better off with more consistent value running deja Vu. Or resilience. Or literally anything else.
I've been paying really, really close attention to this perk's presence in my matches. Like you, I ran it for 5 or so matches and it made zero difference in the outcomes. I brought it back out recently to try again. The matches have all either been losses or ones we would have won anyway because the killer got no hooks so the park was useless. Very often I can't use the stacks because, as you said, I was too busy and they were maxed out as well. There's also the issue of even getting a skill check, then hitting the great. Meanwhile, in my killer matches, I've lost a total of one match where someone has run this perk, and I've had people using it with Stake Out and Hyperfocus, or that goofy chest build. It's dropping off now though because people are catching on.
The perk I've been switching it out with is Self-Preservation, which I find infinitely more valuable and I really hope things stay quiet about that one. Funny enough, when I was running FT instead, I had a match against Momo, where FT was basically useless, but SP would have extended the match (doomed as it may have been anyway) because I would have been able to run freely without scratch marks when he came for me after hooking the second to last player. So I think I'll stick with SP. It let's me quietly meditate on a gen undisturbed, or prerun and let the killer look for me in lockers.
I forgot about this, but yeah. An unexpected effect was me with full tokens, hopping on the last gen at about 70% with someone, and we finished the gen without me getting a single skill check. Not me missing the great, the check never even appeared. So it's super RNG, even when it could give value.
Yeah same. There were matches where I was begging the game for a skill check and ended up just finishing the gen normally. Every match I've played with this perk I've had tokens left when I either died or the gens got done. Very unsatisfying honestly.