25 thoughts on “Is Buckle Up's Combo Potential Slightly too Strong? – Dead by Daylight”
I don't know if it's my mmr but even playing as killer I havn't seen this yet. Most of the time they aren't doing any gens like flashlighters. So wasting time?
Are they going to nerf buckle up because of the 4 man swf implications? Bhvr dug themselves in a hole and it keeps getting bigger and bigger I'm so glad not to play but once or twice a week anymore
I think the best way to fix this without getting rid of the fun factor is make buckle up not apply endurance if you have broken applied that way you cant get it on FTP use and it still keeps both perks have fun gimmicks and only gets rid of the syngery. It also allows for some counter to it via terminus or forced penance
half of the killer roster has something against it or to take advantage from multiple survivors beeing injured especially if you also bring perks for it from that perspective it doesnt seem too bad to me after all its only gonna be like this for a while also many people have been talking about the upcoming slugging meta in the past weeks so having an some dope antislug mechanics at the same time seems unfamiliar reasonable thinking about BHVR
I still dont think this is such a strong issue that it needs to addressed. A small bandaid at MOST. I cant see you losing a game to For The People, that you werent gonna lose anyway.
Okay speaking as a filthy entitled survivor enjoyer who has been using this perk so full discretion, what would yall say is the direct difference between picking up with buckle up ftp in the killers face (like during blade wipe) AND just taking a protection hit? I can definitely see scenarios where buckle up would be better obviously, but for the most part wouldn't they be the same? You have more than enough time to make ten seconds worth of distance when someone takes a hit, and if the person you're trying to pick up were to go down on a pallet, couldn't you just drop the pallet so the survivor is on your side and pick them up with ftp, as in the thing you were able to do before buckle up got buffed? The endurance you would get for that would obviously be helpful to leave the loop easier and definitely has the chance to be sometimes gamechanging if the pallet is like close to an exit gate, but gamechanging enough to be bhvr nerfed into the ground? I would say the biggest difference is positioning, as in if you're not able to get in front of your teammate you can just pick them up anyways and I can definitely see that being annoying as hell. So assuming this perk is getting nerfed which it most likely will, I would say u either remove the compatibility with ftp, or nerf the endurance to like 5 seconds. That way if it loses its synergy with ftp it becomes like a made for this wglf combo perk but you miss out on the healing speed and 3% speed boost, and if it keeps its synergy, having only 5 seconds of endurance would mean you couldn't just hold w after the pick and you'd have to use the perk smartly like when you're at a pallet or window
Ngl I tried Empathy, Buckle Up, FTP, MFT and I was able to extend the match significantly many times to the point that we were able to get the gens done and leave. Also, at endgame is also I was able to save the person on the floor. Outcomes for using the build definitely you'll get tunneled because the killer WILL get upset with you which was fine with me. It's busted asf, if you are fine with potentially getting tunneled for the team then yeah run it.
hate how everything has to be nerfed around swf when solo q are the majority of matches only thing that needs to be changed is don't have the immunity work in egc / after the gens are done.
Other then that surviours don't have a counter to a lot of things in the game like 2 of the last 3 killers so I'm just happy there is something fun with the nick perks after the slog that was end of last year start of this one. (knight, skull merchant)
Personally using this combo in the end game is just dirty and does need a change as you can just run out the door for free. but needs to stay the same when the gens are up.
Yeah obviously, it goes against your philosophy of the game, it's the defintion of not healthy for the game. As killer today, I played only Michael. 4 out of 5 games had 2 Buckle Up combo. Not all games were SWFs. The rest of people are just cringelords using MFT Hope Resilience.
I don't know if it's my mmr but even playing as killer I havn't seen this yet. Most of the time they aren't doing any gens like flashlighters. So wasting time?
Are they going to nerf buckle up because of the 4 man swf implications? Bhvr dug themselves in a hole and it keeps getting bigger and bigger
I'm so glad not to play but once or twice a week anymore
I miss the aura and haste Buckle Up…
I think the best way to fix this without getting rid of the fun factor is make buckle up not apply endurance if you have broken applied that way you cant get it on FTP use and it still keeps both perks have fun gimmicks and only gets rid of the syngery. It also allows for some counter to it via terminus or forced penance
half of the killer roster has something against it or to take advantage from multiple survivors beeing injured
especially if you also bring perks for it
from that perspective it doesnt seem too bad to me
after all its only gonna be like this for a while
also many people have been talking about the upcoming slugging meta in the past weeks
so having an some dope antislug mechanics at the same time seems unfamiliar reasonable thinking about BHVR
Made for this only activates while injured
Not a strong combo at all. If anything it helps the killer snowball
Don't worry. Anytime survivors get a good perk combo it gets nerfed into the ground. They will compensate with more killer perk buffs. 😛
Well i mean yeah if buckle ip is overpowered on its own then a perk combo that makes it instant is also overpowered
There’s a simple solution to all of this: just git gud.
I still dont think this is such a strong issue that it needs to addressed. A small bandaid at MOST. I cant see you losing a game to For The People, that you werent gonna lose anyway.
Okay speaking as a filthy entitled survivor enjoyer who has been using this perk so full discretion, what would yall say is the direct difference between picking up with buckle up ftp in the killers face (like during blade wipe) AND just taking a protection hit? I can definitely see scenarios where buckle up would be better obviously, but for the most part wouldn't they be the same? You have more than enough time to make ten seconds worth of distance when someone takes a hit, and if the person you're trying to pick up were to go down on a pallet, couldn't you just drop the pallet so the survivor is on your side and pick them up with ftp, as in the thing you were able to do before buckle up got buffed? The endurance you would get for that would obviously be helpful to leave the loop easier and definitely has the chance to be sometimes gamechanging if the pallet is like close to an exit gate, but gamechanging enough to be bhvr nerfed into the ground? I would say the biggest difference is positioning, as in if you're not able to get in front of your teammate you can just pick them up anyways and I can definitely see that being annoying as hell. So assuming this perk is getting nerfed which it most likely will, I would say u either remove the compatibility with ftp, or nerf the endurance to like 5 seconds. That way if it loses its synergy with ftp it becomes like a made for this wglf combo perk but you miss out on the healing speed and 3% speed boost, and if it keeps its synergy, having only 5 seconds of endurance would mean you couldn't just hold w after the pick and you'd have to use the perk smartly like when you're at a pallet or window
Ngl I tried Empathy, Buckle Up, FTP, MFT and I was able to extend the match significantly many times to the point that we were able to get the gens done and leave. Also, at endgame is also I was able to save the person on the floor. Outcomes for using the build definitely you'll get tunneled because the killer WILL get upset with you which was fine with me. It's busted asf, if you are fine with potentially getting tunneled for the team then yeah run it.
"WE saw that soulguard was to strong, so we decided to nerf it and give it to buckle up"
Delete "Slightly" from the title. The title is already a question, there's no point in adding a qualifier to it.
It should just only give endurance to the person you pick up, easy fix
I knew this combo would be talked about
hate how everything has to be nerfed around swf when solo q are the majority of matches only thing that needs to be changed is don't have the immunity work in egc / after the gens are done.
Other then that surviours don't have a counter to a lot of things in the game like 2 of the last 3 killers so I'm just happy there is something fun with the nick perks after the slog that was end of last year start of this one. (knight, skull merchant)
Personally using this combo in the end game is just dirty and does need a change as you can just run out the door for free. but needs to stay the same when the gens are up.
Make for the people do 75 to 85% of a health state, maybe even 90? Stops insta pick ups, they still have to commit a bit of time healing
you know what is not fair: the state of healing, slugging, tunneling. does that not seem fair how about pain/pop without diminishing returns.
Yeah obviously, it goes against your philosophy of the game, it's the defintion of not healthy for the game. As killer today, I played only Michael. 4 out of 5 games had 2 Buckle Up combo. Not all games were SWFs. The rest of people are just cringelords using MFT Hope Resilience.
I think people are just kinda being lazy these days…like the same people that would wait out BT and dribble survivors to avoid DS cant wait out BU?
I just realized that you kind of sound like Nick Eh 30
It could work if they made it so buckle up has a cooldown but also cooldowns are lame
You could make it to where FTP can’t be activated until the survivor in the dying state has been down for 5-10 seconds