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I HAVE DISCOVERED SINCE THIS VIDEO THAT WE'RE GONNA LIVE FOREVER DOES NOT ONLY TRIGGER IN THE END GAME YOU DO NOT HAVE TO TELL ME. Check Tuesdays video for more about that.
The way I would nerf the synergy is to nerf buckle up by making the survivor have to heal the downed survivor for a few seconds for the effect to activate
The fact of the matter is that its obvious Killer is treated with much less care than survivor. Every time killer perks get a little spicy, its nerfed. Every time a couple of perks get some good synergy, its nerfed. Every time a killer is declared "not fun" as in "not easy to bully" its nerfed. And thats when they arent just kicking them when they're down (not letting pig see boxes, removing Twins ability to latch survivors that arent already down, overheat on billy until recently. The flattening of Pyramid Heads man buns.)
Whenever killer mains point this out they're hit with "but what about Nurse tho?" "But 5% haste tho." "Lmao just down better tho". "Omg not every game is a sweaty swf bully squad tho"
Killers camp and tunnel because its the most efficient way to get specific players out of the game cause with only a little coordination, Gens can fly in minutes.
When an average killer can make a single mistake and it turns a 2-4k into a flat 0k, you get the camp and tunnel problem, cause Killer literally has nothing reliable to fall back on that can't be dismantled by a team with basic coordination skills and a desire to win. And thats when the Devs aren't actively whittling down the other options also. And with a free escape meter and 2nd chance perks or perk combos practically raining from the sky, its no wonder Killers are somtimes dare I say required to brute force targets out of the game to improve their chances.
As with pretty much every broken thing BHVR releases, it always comes from BHVR forgetting that you can run it with something else. Tinkerer wasn't broken… but if you ran it with (old) ruin it could be oppressive. Iri head wasn't (completely) oppressive, but if you ran it with wind up speed or infantry belt it became broken. Hell, old pain res wasn't even that bad until you comboed it with DMS and to give a recent example Grim Embrace isn't that bad on its own until you pair it with DMS. Thana was nerfed into the ground because it was strong on plauge and legion, and now it's ONLY good on plauge and legion. Almost every busted thing in this game comes down to it being fine in isolation but busted in one or two combos.
One of my fondest memories was a fun Devour Hope build on Trickster in my 3rd game as him. Except I got backfilled against some SWF with 3x FTP+BU with flashlight/sabo to complement. I didn't even know what either of these perks were at the time. I ended up slugging them over. And over. And over. And they used that darn combo over. And over. They yelled at me in endgame (I did bleed someone out at one point, so probably deserved), "Bro you know you have to HOOK PEOPLE for Devour Hope to work, right??"
I think the worst perk ever in DBD was OG DS, which you could activate just by existing. The counterplay was to pick someone up, then drop them, and repeat this process till you reached a hook, i.e. "juggling." If FTP+BU ever becomes half as common as DS was, I will stop playing the game for a while! Not worth the stress of seeing multiple of these in a lobby every 2-3 games.
If imma be honest with myself my biggest problem with game balance on dead by daylight is map design the majority of the maps aren’t 50/50 especially for killers BHVR has a map design problem the only map in my opinion is the most balanced map is the knight’s place. Other than that all the rest of the maps are so unbalanced and have wayyyy too many pallets and vault windows making chase so frustrating to deal with it wastes too much time for the killer and when you drop chase 2 or 3 gens pop and the chase didn’t even last 40 seconds..because people always give out that 2016 advice saying don’t chase a survivor no more than 40-50 seconds in reality with all the gen rushing perks giving to survivors that advice is so outdated you can chase a survivor for like 20 seconds and 2 gens pop BHVR needs to give survivors a different objective to do like making it more risky to do gens or something or survivors have to find curtains parts for some of the gens
Agree but surviver mains don't care, in there defense they will just say get good, cry about, and your not a good killer. They still don't get clock is ticking the more time on chase the more likely we killers gonna have to tunneled someone out. Which tunneling has gotten out of hand for some time now. Now DS buff is coming things for killers is going to get worse.
The biggest issue with BU + FTP is that it is COMPLETELY UNCOUNTERABLE. Every single other problematic perk or combo in the past has had SOMETHING either side could do to avoid it. Eruption? Let go of the gen before someone goes down. DS? Slug them. DH? Bait it. Not saying all those solutions were always viable or fair or easy to do, but it was SOMETHING.
There is not a single thing a killer can do in this game to prevent a healthy survivor running up and abusing this perk combo. Not one. The only thing is to wait the 10 seconds out, but even that's not viable because they just make it to a loop and evade you entirely. MFT was the same. There was no way to prevent it's abuse.
I never minded older metas because it felt incredible to outplay it all. But this stuff…god I hate it
How often do you run into successful FTP+BU plays? It would be interesting to see some numbers on this.
We’re Gonna Live Forever has an activation requirement before you can give the person endurance, it is always active. No One Left Behind is the one that activates in the endgame
There was a game of demo I had the other day where at the beginning to mid way through the game I was not playing well, I made many mistakes and could not generate pressure, when there was 1 Gen left I saw that 2 of the survivors were injured trying to rush the last gen and was able to down both of them, I thought that I would have been able to make a clutch comeback but immediately after I got the second survivor, the other 2 survivors came out of nowhere and ftp+bu both survivors on the ground. As I tried to regain my lost pressure they managed to get the final gen and get a 3 man out as they began to pre drop every pallet that was left (this was on mothers dwelling in case you were wondering)
I hate Behavior balancing because of perk usage but ftp+bu shows why it’s kinda important, guarantee if the combo had a high usage it would not only be talked about much more but Behavior would have definitely at least acknowledged it’s problematic.
I almost never see this perk combo tho. When i play killer maybe once per 2 weeks and hence i play survivor in soloQ, never. Its not really an issue for me. I dont even really see people complaining about it like they did about mft
The person running FTP+ BU wastes two perk slots plus all the time watching chase instead of doing a gen just to have a chance to buy more time for that surv. You know how many times ive seen a surv mess up or just simply get caught trying to go for that play? More often than not it fails if the killer has a brain and guess what? Now the killer has another kill that quite literally was handed to him. FTP+ BU only works well in a coordinated swf, think otherwise? Go solo q and try it! Watch them run another 10 seconds just to go down again anyways and now you’re broken LOL
Literally all they have to do is make the insta heal from ftp take longer to proc so it can't be done faster than a hit cooldown
If you need to nerf it make it so buckle up only works if the people on the ground reached a certain percentage of recovering.
Give it the previous effect as well where you can see how much they recovered to know when theyre ready.
So you cant instantly use ftp, but the perk is still something great against slugging. (the thing it should do)
Eruption's aura reveal only got added post-nerf, after the incapacitated was removed. I still think it's a good perk btw. It's just heavily overshadowed by Pop. I use Eruption on Pyramid Head so I don't feel pressured to hook.
I hope you're equally enthusiastic about people talking about how overpowered a bunch of the killer perks and addons are. If you're going to cry, this hard about for the people and buckle up which leaves one player broken for a decent amount of time. I usually agree with you my brother but this is just a hot take in my opinion
It's one of those things as well where 10 seconds of endurance will allow the survivor to get to either a window or a pallet nearly 100% of the time, so the chase gets extended so much further because they have a resource to play around for a while. It's so strong and nearly impossible to deal with in a match
Killer main here,
People act like this combo shows up every game and when it does it is executed flawlessly. Then they'll say at least flashlight has counterplay. But here's the thing…
With the flashlight you down one and see the hovering savior. You're going to very likely spend MORE than 10 seconds chasing them off or switching to them. Those other two people doing gens don't care – they'll keep doing gens. The end result is the same for them.
Flashlight doesn't require 2 perk slots to be burned for it either. Those 2 perk slots are then out for awhile. The flashlight save could happen immediately again. A hook could get sabo'd. Etc.
I've seen more people mess up the timing on BUFTP than i ever have pull it off correctly. If their timing is off or a little too far away and you hit them? They're not healthy anymore and they can't pull it off. Sometimes they'll get it… sometimes you get pallet stunned or flashbanged or flashlighted.
I just don't think it's the problem people make it out to be. It's a gimmick that is pretty cool when it works and is often heavily wasted when it doesn't.
I think buckle ups endurance time needs to be be cut in half so that Mft or wglf has a reason to be picked instead of bu.
Mft gives 10 seconds of endurance to Healer
Wglf(a true gentlemens perk btw) gives 10 seconds of endurance to the downed.
Bu gives 10 seconds of endurance to both. So wtf would you run the other 2 options I gave.
Arguments over things is one of the reasons I have considered taking a break from DBD but I know even if I take a week break Ill lose skill which then I’ll be stressed if I don’t get the first hit within 30 seconds of the game
You could compare this to noed or devour but….NOED GOES AT ENDGAME AND DEVOUR DOESNT GO OFF TIL YOU SAVE SOMEONE OFF HOOK WHEN YOUR AWAY (and if they know this they'll just fuck you with it) this perk combo the counter is WAITING 10 FUCKING SECS for the idiot that used the perk to die lmao like THATS NOT FAIR ON ME OPINION
Honestly I would say that combo should be Anti tunnel perk based.
Honestly for the people itself is fine it's buckle up being the way it is on top of it is a problem.
Honestly just remove the secondary effect from working if they are Broken.
If they are Broken they don't get the extra Defense. Because some people run Buckle up on its own and can be ok and for it to work doesn't involve instant heal and planning
FTP is just F you just because. It also helps to punish obsessive slugging. The speed boost to me should follow this same logic on what I said prior.
To sum up
1.FTP doesn't get the endurance because they are broken for doing so. BUT the survivor they picked up gets it like normal like what you said. It's a trade off and that is fine. A Life for a life. Not a f*cking free escape lol.
2. Buckle up should be left alone if not buffed. It helps deal with people whose middle name Rhymes with Slugging. The speed boost off of your idea I do kinda like that.
So FTP does still exist but it's not free anymore and they don't get the benefit of using it. The one they saved does. THAT TO ME is 100% fair.
When I saw a thumbnail, I thought, it will be 3 sec video, where you stare at the camera and say "yes it is" and then video ends
The most annoying use of FTP+Buckle Up that I've seen is when I tried to go for a healthy survivor, but his injured teammate was bodyblocking with OTR. He took the endurance hit, then he went down and the healthy guy used FTP+BU on that guy. This was the first time I've seen the combo be truly uncounterable because I couldn't realisticly hit the healthy survivor, his injured friend was doing an amazing job bodyblocking me!
I don't really like your proposed change to Buckle Up. MFT and We are gonna live forever already fill that niche: MFT gives endurance to the healer and WGLF gives it to the healed.
It's just BU that's overtuned. For The People is fine as is.
FTP BU resets 2 entire chases for 2 perks, can be used at any time and multiple times
As a legion player, whenever I see survivors try to use FTP + BU I just pop frenzy on them. Sometimes it can lead to a frenzy down but I just don’t like giving them the satisfaction of abusing the perk combo to prevent a down. Sometimes I just use frenzy on them and follow up with the speed and cancel power just so the chase can continue as normal and this seems to piss off some survivors for some reason. It’s literally just a regular chase but with extra steps.
I love how no one suggests nerfing for the people as its the actual problem for the combo. Its an instant heal point blank if it wasnt instant the entire combo falls apart. My suggestion was to give a 3 second delay or give it a plot twist requirement where it can only be used once in match and once in end game.
Survivors have too much stuff in generally that deletes skilled plays by killers and killers have stuff to do the same but not everyone wants to play one of the 3 killers that have that capability
I have been playing this game for years on and off, and I gotta say, I need to stop coming back.
i dont see ftp buckle up that much in my everyday playing …and even if i do..survivors do not use it all the time because solo q u know
Honestly, BU should be an anti slug as well as an exhaustion perk.
Buckle Up
You heal survivors in the Dying State 65/70/75% faster.
After healing a survivor from the dying state to the injured state, you both gain a 50% haste effect for 3 seconds.
Buckle Up inflicts the Exhausted status effect for 60/50/40 seconds.
Buckle Up cannot function while Exhausted.
for me, the combo i think is not problematic at all really. can it be annoying? perhaps if you're a killer main fully or partly or whatever. but it's one of those things where it's a risk & reward combo to use. and i will say honestly, that it doesn't need a nerf or a rework or anything to take away what it can do. now i sometimes bust out the combo here & there with Zarina, cause i don't have all my survivors prestiged to where all perks can be used for everyone. but when i get it off, i find it as a helpful thing for my teammates, no matter if i am doing solo queue or swf's. if i'm playing killer and i see someone using that combo. i don't hold a grudge or anything bad against the survivor(s) who use that combo. i just say like "well shit", and just continue onwards. now the one thing i've learned from my decently long time of playing DBD is that. there's a shit load of perks, from universal perks. to killer/survivor perks. right? well. some perks by themselves, are nice on their own. but at the end of it all. it's about combinations of what you have & how it can be useful to yourself or to possible teammates. from killers having all aura perks, to all gen slowdown perks. to survivors who have sabo type builds, to gen rushing builds. but at the end of it all, it's just another case of. you can't please everyone. this is a online multiplayer game, and it's about using what can help. no matter the side