OrangeBear
OrangeBear
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Down votes are why i stopped coming here. Because it's the same problem reddit has. But what made forums even worse is that you can't delete your comments. So you'd just have to deal with a barrage of toxicity on what you thought was a reasonable, civil comment. It was very anxiety inducing. So i stopped posting entirely starting in April and i felt better for it. This isn't the news that i would have wished to feel vindicated by, but it is nonetheless. I also hated the member favouritism culture, anyway, so… Good riddance.
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@Mandy said:
The Trickster skin is actually bugged and shouldn't look like that - the team is actively working on a fix for it.
Would you be able to share any more details? I get that it looks very similar but i personally like it. Although his skin is too pale though, which creates a seam when mixing with other cosmetics, so i hope that would be changed
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070735#Comment_4070735
Because changing fast track is easy. Tunnelling is an issue that has been built up over 10 years.
That's a cop-out and you know it. Tunnelling wasn't always an issue 'built up over 10 years', but it got there by being continuously ignored.
This is also ignoring that doing something about tunnelling is much easier than people make it out to be. The real issue is that there is a vocal minority that will raise hell over anything that is done to address tunnelling.
So instead of fixing tunnelling, we end up just using it as justification for yet more survivor nerfs.
Similarly it's easy to make changes to stuff that is the same every match, survivors, rather than killers who are varied.
Ah, so -everyone- is running the exact same stack-build? Are they all running the 4-heal perk build?
Or are they running a variety of builds with some being stack-builds?
Yes, it's something that the developers were ignorant to, it's effectively the same thing.
As mandy has said they are aiming for Fast Track to be sidegraded. So not nerfs but a healthier design.
Also a vocal minority being an issue is not really a constructive way to frame it, you can't silence people. It's only an issue if they completely dictate something which i don't believe they do
I don't know how stack builds is relevant to Fast Track. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070437#Comment_4070437
It's not that they're killer issues, it's that killers are a minority but are louder, and the popular CCs are mostly killer mains, and that loud minority keeps gettig their way. You never see the same level of hyperbolic reactions when survivors get nerfs or killers get buffs. Complaints, yes, but not with the same intensity of screeching entitlement. If it was equal, and you saw videos with titles like "survivor is dead" and "why I'll quit survivor if this goes through" then at least the drama would be equally stupid. But it isn't, and the squeaky wheel keeps getting the oil. That is my problem with this company, and this playerbase.
Survivors get a lot of things that i think that you don't acknowledge because they aren't widely discussed or complained about. This is either because they are strong but not problematic or require advanced level play to get value from. And both of things mean any complaints about them won't gain traction
I'm not sure what strong thing survivors have that I don't have to here complaints about everyday. Exhaustion? Basekit BT? Gen perks? Healing perks? Chase perks? Holding W at a slower base speed than killers?
And why shouod things only be valuable for great players? And only for one side? Most players aren't 10k hour pros.
When do survivors get nerfed and killers get buffs at a basekit level? The last time that happened which was both at the same time was 6.1.0 and the community was flooded with the idea that killers were overbuffed then.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070437#Comment_4070437
You sure talk a lot about how certain things were "legitimate Killer issues" rather than just sheer outcry and entitlement, but not a single word about HOW these issues are legitimate.
People have made plenty of good feedback posts/videos about these topics that you can find if you look for them
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070481#Comment_4070481
Fast track is an example of things i think they should focus on because things like this are what contribute to these strategies being optimal. Not the main reason, not even a big one but whilst it's relevant i would like to see it being nipped in the bud which is what seems to be happening. More should be done (to other things in the game) but this is what some are asking for for now.
And maybe you'd have a point if this same argument of 'I have to tunnel' wasn't trotted out every single time a killer loses any match anywhere.
'Not even a big one'
But we're here frying sardines while the blue whale gets a free pass.
I am here to discuss design, not reactions.
You want to talk design, consider the following question:
Why does it seem like the solution to every problem starts with 'nerf survivors'?
Why is it that tunnelling itself won't get addressed in ten years, but 'fast track might encourage tunnelling' requires an immediate handbrake?
Because changing fast track is easy. Tunnelling is an issue that has been built up over 10 years.
Similarly it's easy to make changes to stuff that is the same every match, survivors, rather than killers who are varied. -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070385#Comment_4070385
Do you have any idea how infuriatingly tonedeaf it is to argue about 'encouraging behaviour that people don't like to play against' after attempts to address that exact behaviour got shot down with absolute vitriol?
Those proposed systems would not have been good for the game as a whole. It's my understanding that it was cancelled due to knock on effects and not because of what it was trying to address in the first place. And i support trying to address tunnelling/camping/slugging, just not at the cost of what those systems had.
Fast track is an example of things i think they should focus on because things like this are what contribute to these strategies being optimal. Not the main reason, not even a big one but whilst it's relevant i would like to see it being nipped in the bud which is what seems to be happening. More should be done (to other things in the game) but this is what some are asking for for now.
I am here to discuss design, not reactions. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070424#Comment_4070424
Because this keeps happening. Fog vials were complained about being "annoying" and were obliterated. Even now, finally getting evened out, they are still trash. I snort every time someone uses one against me. Many people thought the anti-tunnel just needed number adjustments, but the outcry nuked that. What's the last outcry that helped survivor? Legion being removed from 2v8? Amazing, a temp mode. Maybe Skull Merchant? How long ago was that?
My bias isn't towards the killer role. If anything, it's towards certain people who play it. It's supposed to the the strong role that manages the map, applies pressures, tracks events, juggles four opponents. It's not supposed to be the whiny-baby-who-wants-everything-for-free role. My killer got nerfed recently. I didn't whine about it, I didn't make threads calling it unfair while survivors have this and that and that. I just accepted it. It's the survivor side that needs help, and it just can't seem to get a single thing, not even a mediocre perk.
yeah so my assessment is entirely correct. You don't acknowledge any of the reasons for why these things would get changed, just that they did, they were killer issues, and that they were complained about. And based on that you think developers will change everything killers complain about.
Survivors get a lot of things that i think that you don't acknowledge because they aren't widely discussed or complained about. This is either because they are strong but not problematic or require advanced level play to get value from. And both of things mean any complaints about them won't gain traction.
Fast track is an exception i believe because of it's applicability. It's an old perk that is very easy to use and it's only counter is to not hook survivors and that is the part that people are trying to point out. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070390#Comment_4070390
What's my bias? I play more killer than survivor and this is a perk I don't want to use, and am unthreatened by. Why would I care what happens to it? The only bias I have here is CCs dominating balance and decisions. That bias is quite severe, indeed.
You really can't put too much stock into your own experience, especially when half the vocal portion of this community seems to barely play it. I played 500 matches in the last 30 days. That gives me a decent idea of at least my region. Meanwhile these forum members just drop a video from some dude who makes money off this game. I get why BHVR bends too, the CCs keep the game visible and relevant. But these people have their own biases, and they're dominating the conversation. If they'd cried as much about Ghoul and whipped their fanboys into a frenzy, the game's most hated killer would have been nerfed a long time ago.
Because if the narrative is "I'm being punished for hooking" then the perk was already unhealthy. What's so hard to understand about that?
Your bias is that devs are making changes because of simple noise when it applies to killer issues and not because of the possibility that the thing is genuinely problematic. Ghoul is massively complained about including by content creators but you don't acknowledge that because this noise hasn't been validated. Therefore you have the bias that killers are listened to over survivors when this just ignores the nuance of individual issues.
I've said this before but i will say it again : Fast Track was always an unhealthy design, it just didn't matter and require attention because it was undertuned. -
@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070304#Comment_4070304
Using nightlight as evidence is the first and almost worst failure you did here. This has never been an accurate site since the beginning, cause it heavily overestimates perks. A site thats only fueled by certain people has no value as evidence for anything.
If theyre already going to nerf Fast Track it just proves again that they only listen to the loudest minority and are neglecting any meaningful feedback given by survivor players. History always repeats itself, escpecially with devs being so out of touch with their own game as these devs.
Care to remind everyone what this meaningful survivor feedback was?
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070316#Comment_4070316
Personal experiences are kinda the only data that matters when you're the one talking. This community keeps using streamers jumping through 50 unseen hoops to farm a 15s clip as examples. Is that good data? Nightlight is very limited, so also bad data. And who knows what data the devs are using. Are they looking solely at escapes? Because if they are, that's questionable data. The people trying this perk out are people who keep up with changes and with community talk. People who have a good grip on the game. The person who logs on a couple times a month on Saturday isn't even paying attention, and they're probably not a great player. Can't say I really trust this company with data anyway. They give us killer stats that exclude DC matches, so are definitely deflated from the reality of matches, and they give us a stat page that throws out survivor losses when the person abandons, inflating their personal stats. The only way this could be proven to maybe be an issue is if individual players suddenly go from 40% ERs to 50%, and well never know that. I can say my monthly ER is steady regardless of my build, including when I tried this perk. If anything, it may have dipped it a couple points.
So you're saying it'd be fine if it lost the permanent aspect. But it's still "punishing" killers for hooking, which has been the argument. What's the difference? From what I understood, this was a perk where people held their tokens until it would finish or near-finish the gen anyway.
Again, I don't care about this perk. They can delete it as far as im concerned. It's the reason they're doing it I take issue with. I promise you if there'd been no social media commotion this wouldn't be happening.
You put way too much stock into your personal experience and data when those aren't definitive
The perk just is strong and unhealthy on paper, just because it attracts the wrong people doesn't make it bad. You're only using it because you're looking for evidence to support your bias.
And people weren't complaining about it before because it was undertuned, there was no point of complaining about, what is so hard to understand about that? -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070336#Comment_4070336
So you're saying it'd be fine if it lost the permanent aspect. But it's still "punishing" killers for hooking, which has been the argument. What's the difference?
The person you're responding to is probably the most honest of anyone lately, tbh. But the difference is one word:
Unregressable.
The same thing that killed anti tunnel, really. Because the loudest voices in modern DbD aren't playing killer at all, they're playing saboteur.
Killing survivors isn't the objective for them, it's apparently "all gens at zero or no deal". 4k, but they completed 3 gens, so it doesn't count: buff regression.
Everything else is just gaslighting, lies, and manipulation. The perk "pUnIsHeD" exactly the same as before, it's just inciteful language. Same as "you'll see more tunneling" or "more blight" (do what they want…or else).
It's why no one can give a solid answer. It's not about "punishing hooks" or anything, that's simply how about half the perks in the game work: triggers based on game conditions or advancing the game.
Because it certainly wasn't "punishing" when DS and OTR disabled in end game, apparently. Those were good, healthy changes, but in 2026 lingo we're apparently "punishing survivors for completing their objective".
It's just panic because if they can't keep the gens at zero, they can't "win"… because the saboteur player only wins if the gens never have progress at all.
It didn't have to be about "do what they want or else" it's literally just telling the devs the way they designed something encourages a behaviour that people don't like to play against. It's the easiest way to tell the devs that something is bad designed.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070331#Comment_4070331
Do you hate basic attacking survivors because you can be punished for it by Reactive Healing, Lucky Break, Overcome, Duty of Care, Resilience, Empathy, Blood Pact, Desperate Measures, Iron Will?
Do you not slug survivors because you can be punished for it by WGLF, Unbreakable, Power Struggle, Conviction?
Do you hate finishing gens because you can be punished for it by Bitter Murmur, Rancor, Deadlock, Coup, Fire Up, Cruel Limits, Wretched Fate, ?
Do you hate saving people from hooks because you can be punished for it by Make Your Choice, Floods, Devour, Leverage, Jagged Compass?
You were able to overcome your hatred of hooking a survivor despite being punished by Kindred, Deliverance, Wicked, Slippery Meat. Insisting that perks having a trigger condition is 'punishing' is a mindset fundamentally at odds with ten thousand other things in the game that you seemingly have zero complaints about.
Holy whataboutism
Just because people have are expressing a problem with fast track in particular doesn't mean they're okay with similar perks
Some of the perks you are talking about are so inconsequential they are not worth talking about.
Nobody has time to have an opinion on every single thing in the game, people are only gonna talk about what is actually having an impact. -
The problem with legion is even though they are weak, they have a pick rate. This means they can't really justify a rework. But in terms of tweaks it's a volatile power where you risk making the 5th hit inescapable or the fatigue too short. Their power is just too simple, not enough variable to tweak. They're basically just a beginner killer that isn't really viable past that, unless you don't care about kills and just want to play them for fun or bp or whatever
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I dont think making him nurse speed is acceptable. 4.2m/s maybe but no lower.
His mobility is pretty weak…
I do wish he had more variety in his attacks -
It's either that or we have to accept that killers need strong anti-loop powers to deal with them.
People constantly complain about Myers and Ghoul but realistically they are pretty held back by the amount of pallets. Considering they are easy to play, this can be okay. But it means we need killers like Henry, Springtrap, Trickster, Dracula if we want them to feel like they have agency -
@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068928#Comment_4068928
4.4 is far from outdated. Spirit is still a very strong killer. Trickster is a killer who can deal with it. Huntress and Hag are the only 2 killers with 4.4 that are actively suffering, and that's more due to their basekits having been untouched for too long.
In fact, every single mobility and ranged killer should be 4.4 since they can close gaps. Anyone that cannot close the gap should be 4.6.
Maps are smaller, generators are closer together overall, loops are weaker overall, games take longer. 4.4 has literally never been more viable compared to the game speed.
Fyi, in 2028, the average game lasted 7-8 minutes, today, that's closer to 14 minutes.4.4m/s is completely dependant on the killers power. No, trickster can't really deal with it. He's extremely map dependant. It doesn't matter with spirit because her movement based ability has no cooldown before you can hit people.
You also omit that there is an abudance of pallets and LOS blockers nowadays -
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069491#Comment_4069491
Apparently things don't change after 10 years? Besides, lobby dodging is a symptom of another problem. If a killer is really that unfun or boring to play as, fix the killer. Why should 4 survivor players be subjected to a killer who is entirely unfun for them, especially when they counter a build they are running? This is a game, both sides should be fun.
Obviously adjust perks like calm spirit to not completely counter doctor. There is no way you can sit there and tell me that overperforming killers can't ever find a lobby when an obvious 4 man swf can get a lobby right now despite killers currently being able to lobby shop.
Players having preferences is not a problem. It's extremely wishful thinking to just think survivors would only dodge a select few killers. Realistically i think most people would just shop until they find the weakest killers. Your build being countered is also not a problem in the games vision. You aren't supposed to be able to go into matches with an unshakable plan. If you are that bothered by this happening, don't "put all your eggs in one basket". Don't have more than 2 flashlights dont have a full build dedicated to one interaction etc. Adapt instead of asking devs the bend the game to your will
Another thing is survivors in pre-game lobby is very small amount of information to go off of. 4 man swfs are not all the same majority of them are not good. You also have no idea of the quality of survivor items which makes a huge difference, then there's also last second switching. Allowing survivors to see the selected killer is just not balance at all. Not that balance should really be the priority in this game. It should be fun -
Pretty hard for him to delete every pallet when every map has millions of them now
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069484#Comment_4069484
"Not reading allat"
I never understand why people log on to a forum designed for discussion to then ignore people when they are trying to have a discussion.
Well it's hard not to when you yourself start the discussion off with "Here is why you shouldn't listen to the stealth killer mains" considering you dont actually know what the arguments are about and what is even changing… like why would you expect people to read what you have to say when you aren't reading what others have to say?
This suggestion should not be entertained, it goes against what the game is and has been built around for nearly 10 years. -
Not reading allat
Letting survivors dodge based on the killer selected will simply kill the game.
It's also not what is even happening anyway. -
@Mandy said:
Ghoul is not in a position right now where he's overperforming - we've also made adjustments and bug fixes to a few things, we don't feel he's in the position where a hard nerf is warranted at this time, the revault is now even easier to do, so it should make more counterplay against the Ghoul.
But how do you determine if a killer is overperforming? In the recent stats we got, blight was not in top 5 kill rates in either bracket.
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@HoodedWildKard said:
Looks interesting. A little vecna esque if they used that ranged beam attack
Yeah it seems very difficult to hit and not much more rewarding, why would i not just play vecna.
Also apparently the exile is currently worse than hooking. Because there is no hook to pressure and survivors can save from multiple points in the map. They have so much work to do. -
Yeah at this point, i am fed up with Blood Pump spawns. It makes the event too unreliable for survivor.
It's fun and the vfx and sfx are enjoyable but it's overall just way too stacked against survivor. Killers really don't have any noticable added challenge. Survivors don't sit on blood gens but you're more likely to find them out in the open. Passive regression is stronger. Same as last year stealth is also more effective.
The game just isn't balanced around this. It needs to be more well thought out or more of an isolated experience (like limited maps, killers, perks) -
@ShanoaLegendaryPlz said:
Curious as to what they mean by STORE collection. Like are they adding old banners / badges as a new store page?
I think it's just a few new outfits yet to be revealed. Probably licensed
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@QwQw said:
Why did they turn bro into a fury? 🤣
Apparently it's a trend with K-pop bands i've heard
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@CautionaryMary said:
Does the Nintendo Switch not have crossplay enabled, even for Nintendo Switch 2 users? I wouldn't know (even if I have a Nintendo Switch myself).
I would be very surprised to know that NS2 players are stuck in their own Nintendo Switch bubble and not have crossplay enabled.
NS and NS2 players play together because there is no NS2 version
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It's not a malfunction. Unfortunately the update schedule for nintendo switch changed some time ago and since then it's often behind on updates and usually skipping the first hotfix and can't cross play during these times.
Presumably 9.5.2 will release on all platforms this week so you should be able to cross play then -
Pain Res, Jagged Compass, Grim Embrace, Bamboozle. Ripper Brace, Trick Pouch
Bamboozle, Darkness Revealed, No Way Out, Iron Maiden. Ripper Brace, Melodious Murder. I opt to not use Ultimate Weapon because i feel like it gives survivors too much of a warning.
Barbecue, Lethal, Bamboozle, Fire Up + Ripper Brace is fun but if survivors are average at doing gens they will probably do them too fast
Also bamboozle is a near must have imo. It was for me when he was 4.4m/s before. He's a killer that needs to commit to chases sometimes due to low speed and large detection radius but some loops just have windows that are too strong. This is especially noticable the lower style rank you are. The laceration decay is also bugged and too short in some areas.
ik they're not very unique but truth be told trickster isn't a killer that works well with a lot of perks. A lot of perks give you info that only killers with mobility or stealth can respond to or have a basic attack requirement and trickster has none of these.
There's also the viral one that uses Iri Photo Card + Secret Project. I really don't like this combo and i am hoping that they nerf this add-on asap as well as buffs in other areas.
Theres also hex builds which i also dont really like in general but it's a nuclear option when a killer doesn't really have much else to use -
Yeah they reverted the nerf back from 8 to 12m a while ago. Survivors can still see the aura of the item when within range though which wasn't there originally
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067653#Comment_4067653
Henry will always be the true vecna. This other fake may have been here first but Henry just likes to be fashionably late to the party XD
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067652#Comment_4067652
See as someone who has played a lot of henry im finding more and more games surivors are learning to counter. The spam method actually doesn't work for the most part as instant letting go 9/10 times survivor just doubles back or counters early as they anticipate the spam.
To get hits now im having to learn to hold it a bit and not spam which makes chases a little longer but more constant on the downs.
It doesn't help that he has a HUGE counter and thats just loops a hill, go up some stairs or any sort of elevation. Unless your direct behind then your power is very hard to get right as it latches onto sides of stairs or sides of objects. I find this a lot in hawkins with all the small elevations and shelving thereI mean true yeah simply spamming doesn't really work. I just say spammy because it has a really short cooldown. I think what you need to do with this killer is maintain a distance of something like 6-12 meters to where you can follow up each time. Survivor will eventually get cornered or they will have to run into you. Also maintain line of sight, even if it can go through walls doesn't mean you should try to go for them.
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Tbh yes i would say he is one of the best killers. He just doesn't feel great to play because he is very spammy and his mobility is fairly restrictive. One you understand that though, brush off any time you miss with your attack and use your mobility carefully. He's very strong.
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Because the game has no competition. If the game is down and i want to play it, there's no other game that i would want to play instead. So best i can do is be patient or do something else entirely.
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@SoGo said:
Fast Track definitely discourages fun gameplay...
Realistically, if several people have it, you can either: tunnel, slug, power through it (with a strong killer), or use alternate means of slowing the game down (which unfortunately are on a low rn)
Exactly. That's the problem with it. It's not fun gameplay. Then the frequent commentors on this forum will argue they are not seeing wins with it therefore it's fine. Like ffs that's not the point.
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I think the updates to the mode are very good but i think in regards to the blood pump spawns it could be better.
I'm also finding Hex : Ruin to be quite oppressive to go against, you basically can't do any blood generators in a reasonable amount on your own until it's cleansed.
You also don't get special score events for using perks to damage generators which feels bad and makes me wonder if it's contributing to the event goal?
But overall i am quite happy with the improvement this event has seen -
4.6m/s OR ripper brace basekit + more ammo please <3
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@bunbun said:
Isn't the reason why Trickster is mistakenly thought to be easy to use by those who are unfamiliar with the game because you have to replenish it in large quantities from your locker all at once?
The Huntress, who camps with seven bullets, is in the same situation. She has to stop by her locker to refill them all at once, so she ends up carrying unnecessary ammunition.
The most powerful and easiest dash killer in DBD somehow automatically reloads while moving at 4.6 m/s.Slow killers should reload with the minimum necessary ammo on the spot, like the Clown, while dash killers should restock all at once in a locker.
I think people think trickster is easy to use is because it's hard to dodge his knives. What people don't realise is that success as trickster isn't so dependant on your accuracy.
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It's a bug.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066726#Comment_4066726
This is live. The perk has been buffed for a week now.
Ok. And not everyone has the PTB. So everyone on console and many pc players even are seeing it for the first time and trying it out.
People usually try the new thing for a week or two and then drop it if they aren't seeing consistent value.
wdym other things are better than relying on hooks
I know it's probably pretty hard to see anything other than a killers perspective, but survivors will largely gravitate back to perks that don't have "killer is winning" as an activation cost.
Hyperfocus/stakeout, deja Vu, resilience, toolboxes, etc all function at the beginning of the match, when the game pace is most critical for survivors. As with most things in DbD, waiting for perk value until the killer has 3 hooks means the game is probably already over.
1 survivor hooked isn't winning. Assuming that survivors are positioned correctly, that's one survivor you need to find and chase, one to go for the unhook and one that's completely free to do gens. Winning is 2 survivors incapcitated or 1 survivor dead.
Laughable that you would say that considering you obviously barely play the game and have a strong survivor bias -
@Nazzzak said:
I've seen you say many times that you tunnel. So I don't buy that this perk has suddenly forced you to
Also, why share someone else's post-game screenshot? If you're having this much trouble with the perk I'm sure you have plenty of your own examples to share
No you haven't. I don't remember the last time i said that.
I've played enough as killer the past couple of days to form an opinion about fast track. I don't care to dig up results. -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066702#Comment_4066702
Im not the killer in this match.
Hard to tell, since you posted just a screenshot with zero context or comment.
Survivors got 54% perma gen progress for free.
This depends a ton on how the match went. If all the gens were finished as vee died, then there's almost zero value from fast track. This isn't guaranteed value, and it highly depends on how the match played out.
It's also pretty unlikely to get that much value if, say, all survivors used their tokens on different gens (say, last 3 gens), which is more likely to happen in solo q where these players don't even know anyone else has it.
But again, with zero context or video, were just taking your word for it.
This is a random solo queue lobby, just putting it out here since there's people in this thread that think nobody is using it.
People are going to use it to test it on the public test realm. Whether they continue to use it depends on if they get value from it or not.
Just like many of the people have told you here: several people's personal experiences have been that the perk isn't that great, and other things are better overall than relying on hooks
This is live. The perk has been buffed for a week now.
wdym other things are better than relying on hooks -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066700#Comment_4066700
You had 11k BP, and the survivors who escaped had about 18k... 7k of which is escaping.
You can't have had many hooks this game. Which not only means fast track did almost nothing, but you also only had 2 perks for most of the match for the same reason.
Hyperfocus/Stakeout and toolboxes did almost all of the work here. With the only real variable being how long you spent earning your power or dry kicking gens.
Im not the killer in this match. Vee got hooked 3 times. And since everyone had fast track. Survivors got 54% perma gen progress for free. And because everyone had it there's nothing the killer could do about that. It's lose-lose
This is a random solo queue lobby, just putting it out here since there's people in this thread that think nobody is using it.
And yeah hyperfocus and stake out does a lot but fast track is comfortably supporting this busted combo. But it's also effective on its own -
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066666#Comment_4066666
My bias is that I think killer is fine and survivor needs help. That's why I'm playing the role that's fine, where I have agency and control, instead of the punching bag role.
If this perk's problem is that it's design is bad and it's unfair, those things haven't changed. It still gets tokens from killers hooking while the survivor running it sits on a gen. It was adjusted, but the part people think isn't fair was already present. There's just a lot more CCs easily whipping their followers into a frenzy nowadays, and it catches fire all over social media regardless of what's actually happening in regular matches.
Fairness is not important to me overall
Indeed. My point exactly.
The design was always bad, it just didn't matter because it was undertuned.
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@random1543 said:
I just had a look at my last few matches and FastTrack is not making the matches any faster
https://us.v-cdn.net/6030815/uploads/49CMHFIDY938/image.png
This match Mikaela and Yui had Fast track, the Match still went on for over 10 mins and the killer got a good amount of BP, its not like the match was rushed so hard the killer got nothing.
https://us.v-cdn.net/6030815/uploads/K4DMZ9N1P8FT/image.png
Here is another one, Leon had fast track in this one, The killer won this one, still got good amount of points and game went on for long time.
https://us.v-cdn.net/6030815/uploads/4MGNF7VFO34E/image.png
Now here is one where the match went fast, the killer didn't break 30k, but no fast track build. rick is running prove thy self deja vu and better together and I have a commodious and Deja vu
https://us.v-cdn.net/6030815/uploads/WH1V500JD7YA/image.png
Another one where the gens where bumrushed but the one gen perks are me and yui with deja vu. I had commodious and Felix had a normal toolbox no ad ons.
Do you have example matches where fast track is in play? because I honestly feel like people are blaming fast track when other perks and items are the cause of the gen rushing. I saw a thread the other day with someone blaming fast track when it was more likely it was hyperfocus stakeout from what they described.My point isn't that fast track is ending games quickly.
It can make the last few generators unstoppable for a killer who spreads hooks.
This is the problem with permanent progress, it can't be undone. Even so, 6% additional progress on a gen just because the killer hooked someone is out of line.
Hyperfocus stake out has been a busted combo for a long time. And i don't like repair toolboxes -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066655#Comment_4066655
https://us.v-cdn.net/6030815/uploads/NPPP3RORAKTY/screenshot-20260324-183245.jpg
https://us.v-cdn.net/6030815/uploads/6O4RM7C0OMBD/screenshot-20260324-183310.jpg
Yeah, survivor main playing nearly double the killer matches as survivor matches. Currently only subjecting myself to survivor to get my season iri grade, then I'm done with it until the next one. I love when people default to the survivor-main thing because someone doesn't agree with them and they have no other arguments.
I look forward to you posting about all these unfair things that killers have and how unfair it is that they can decide how bad a time the other four players will have, since fairness is very important. You said it yourself, tunneling is a choice, and only one side has that choice. Very fair.
It's being talked about now and not before because it got changed…
It still made automatic progress on a gen solely through the killer hooking. It had the exact same conditions for tokens.
I have no arguments for you because you have an overarching bias across all discussions.
Fairness is not important to me overall, i only bring it up in this discussion because i think this perk rewards the wrong kind of behaviour, thats what i think is unfair about it.
Again nobody brought it up because it wasn't relevant. It went unchanged since it's release. I imagine there was complaints about it's design then but balance wasn't taken as seriously back then. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066627#Comment_4066627
Abd I'm saying it's weak, in my experience both using it and going against it.
What's the counter to Deadlock? Do one gen at a time? How about Cruel Limits, Bitter Murumur, or Tinkerer? Don't do gens at all? Lightborn? Very interacrive perk. Sucks about your flashlight build. Corrupt Intervention and Lethal Pursuer? Just don't load in, I guess. Many of these free-value perks are strong and meta, unlike Fast Track. I use two of them regularly myself. Both sides get stuff like this.
The conversation around fairness has been very funny. The anti-tunnel ptbs would have made this game a lot more fair. The outcry was so loud that the whole thing was completely nuked instead of adjusted. We voted against fairness. Even the pathetic extra 5s of BT is cried about regularly. This game isn't fair. At least 25% of my survivor losses feel unfair, whether it's matchmaking, killer's crutching on perks, or cheese strats making for hopeless matches. So I don't think I care about fairness anymore, when only one side gets to control it.
And where was the outcry over this perk's previous iteration that had the exact same reward system? Oh that's right, the CCs weren't screeching about it then.
I don't care about fairness
You should just have started with that. Very obvious you are disgruntled and bitter survivor main.
It's being talked about now and not before because it got changed… -
@cogsturning said:
I just went through my 30-game match history. I found 6 whole people running Fast Track in my 19 survivor matches, out of 57 people (excluding myself). These were all team loses except for one tie.
In my 11 killer matches, it appeared once. I won that match.
If you want to tunnel and mori, do it. But don't blame a mediocre perk that very few people are using and act like you're a victim of circumstance. Is NOED fair? Deadlock? Batteries Included? These are all perks that passively reward the killer for survivors doing their objective.
I'm just saying a perk is too strong and is bad design. I'm using my experience as an example/demonstration. Nothing more.
Not saying those perks you mentioned are particularly good design but they are far more conditional and have counterplay. Whereas fast track is very uninteractive in comparison. -
@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066621#Comment_4066621
And Resurgence doesn't give you that?
Not really, you still need something else to finish the heal.
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@TheMruczek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066615#Comment_4066615
"Most killers", yeah Plague, Legion and maybe Ghoul.
Medkits and OG CoH were reworked for a reason.
Not because of heal speeds. Because of the capability to self-heal. That is what was strong.
