Yay still 4 more months till mft nerf

Like why I can't play any of the weaker killers against this horribly made perk and yet is gonna last longer than undying did

Can't play clown because bottles are less effective

can't play pig because there no anti loop

can't play pluage because they want to be injured

If you miss 1 shot as deathslinger your never catching them

Can't play doc because they are faster Tham you when charging shock

Can't even play Knight because they are faster than the guards.

I guess it's balanced though then I wonder why everyone playing wesker because he's one of the few that can deal with this bs

Comments

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478913#Comment_3478913

    Clowns: has 4 bottles to get a is it 7 or 10% haste for 5s a perk grants a permanent 3% meaning the killer is 4or 7% faster ,

    you need to use one bottle to catch up you've probably used 1 to get your first hit

    That's 2 bottles left

    Bottles slow down 15% meaning your slowing a a surivor by 12%

    The difference between getting a hit and that pallet is milliseconds

    Pigs anti loop is getting close? Pig is normally slower than a surivor when crouching their even faster now

    Pluage the surivors are gonna do exactly what you said being injures is no threat to them

    Deathslinger not everyone has 100% accuracy and when you miss your gonna feel that distance

    Fear monger: their gonna get off the gen when they hear you

    Yellow bottles (normally) give 2.3m (over 5s with 10% haste), and Purple bottles (normally) loses the Survivor 1.8m (over ~3s, 1s in the gas 2s upon leaving it). The only important thing about Purple bottles is it forces medium vaults, which is usually a good finisher near windows. Good clowns use Yellow bottles, so if you see a Clown using Purple they more often than not are bad, or securing the window hit due to the medium vault facet mentioned earlier. Also the hindered is multiplicative, not additive, so it makes the MfT 3% haste also reduced by 15%.

    The entire point of stealth is to approach from an angle that isn't directly in the Survivor's line of sight in order to save time in chase that would have been lost from holding W from the straight line approach. Also many gen locations make it so you can't see the approaching Killer, and are reliant on TR if you want to leave early. Bad Pigs fail at stealth and lose time/distance, good Pigs shorten or remove the first chase time by using stealth correctly. If they stay injured they are downed, if they heal up you get slowdown after hooks on top of trap slowdown, winning through attrition alone.

    Plague can (proxy)camp hooks indefinitely with an injured cast of Survs, forcing a cleanse or extra hook state. The Survs have to leave when they hear TR on the gen to get meaningful distance or otherwise the attrition of injured early drop pallets will cause them to lose.

    Deathslinger again is reliant on learning the Killer and getting good with the edge case scenarios. You don't need to hit every shot, just not randomly go for bad shots. Cornering a Surv on a loop forces them into a lose lose that Sprint Burst or Lithe would have saved them from far more often from a quick death with MfT. Also if we are assuming Survivors are god-tier never make a mistake top skill bracket, then we equally have to assume the Killer too is god-tier 100% accuracy never take a bad shot top skill bracket.

    Fearmonger is causing insane slowdown if you allege they are letting go of all gens the milisecond they enter TR. At 32m if the Surv runs from the onset, they are Exhausted, and it would take 53.33s in a white-room hold-W run to escape. At that same 32m white-room run with MfT and waiting for Exhaustion to end before running are getting caught in ~47.3s instead (4.6-2.26 in the first 5s, then 4.6-4.12 for the rest), so waiting for the exhaustion is helping the Killer in the case of MfT. Even then more often than not the maps are designed so the Killer can cut people off by approaching from a better angle, so that would make the early run times more important to get distance from the gen. Then everyone near the running Surv is also running the milisecond they enter TR, because if they don't, then they are swapped onto by the Killer for an easy down.

  •  "MFT is gamebreakingly OP" it is

    all the perk does is ######### on most lower tier characters and barely affect any of the higher tier killers. and then when its spirit wesker blight nurse every single game people complain endlessly

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479554#Comment_3479554

    i can't wait for this perk to get nerfed and survivors realize that it wasn't their skillful looping winning them the game it was the perk just like how dead hard carried bad survivors and the moment it got nerfed the kill rates went through the roof

    I mean... Perks often win the game for both sided. It has always been this way since perks are a core element of the game.

  • This is full on copium and exaggeration.

    'never going to catch them' ..have you by chance, ever thought maybe you just aren't as good as you think you are? Wild concept, I know!

    Actual good killer mains have not been struggling at all.

    If you struggle to catch or down anyone with Clown, says more about you.

    If you struggle to catch or down anyone with Doc, says more about you.

    God forbid survivors can actually outrun the Knight's guards, huh. We should just add a 'freeze survivor' ability in place and force them to take a hit.

    People are playing Wesker simply because hes 1) a strong killer and 2) he's fun to play/get better with.

    So many people seem to be under the impression that its a perk, item, SWF navy seal squad as to why they lost. No you lost, 99% of the time because of how you played. Go watch any capable killer main whose been playing for years. They still win 90% or more of their matches and thats on a variety of killers all ranging from D-A.

    I've realized a lot of people that play DbD do not take accountability at all for their mistakes or way they play. They can be the absolute reason for losing a match but they will never entertain that possibility or believe it.

  • @Spare_Them_Mori_Me said:

    Trapper doesn't mind MFT. :)

    yep he and wraith are the 2 m1 killers that don't care

  • @Volcz said:

    This is full on copium and exaggeration.

    'never going to catch them' ..have you by chance, ever thought maybe you just aren't as good as you think you are? Wild concept, I know!

    Actual good killer mains have not been struggling at all.

    If you struggle to catch or down anyone with Clown, says more about you.

    If you struggle to catch or down anyone with Doc, says more about you.

    God forbid survivors can actually outrun the Knight's guards, huh. We should just add a 'freeze survivor' ability in place and force them to take a hit.

    People are playing Wesker simply because hes 1) a strong killer and 2) he's fun to play/get better with.

    So many people seem to be under the impression that its a perk, item, SWF navy seal squad as to why they lost. No you lost, 99% of the time because of how you played. Go watch any capable killer main whose been playing for years. They still win 90% or more of their matches and thats on a variety of killers all ranging from D-A.

    I've realized a lot of people that play DbD do not take accountability at all for their mistakes or way they play. They can be the absolute reason for losing a match but they will never entertain that possibility or believe it.

    if you struggle to catch or down anyone with doc says more about you

    you do realize that doc loses distance with his shocks against an mft Survivor like you're better off just not using your power cuz you'll almost never catch up

    god forbid Survivors can outrun the knight's guards

    bro they already can it's very rare for a guard to catch up to you on their own and with this perk now it's impossible. it's funny how biased and blind you are to killer mecanics that get hurt by this perk

  • @corpseblooming said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480861#Comment_3480861

     "MFT is gamebreakingly OP" it is

    all the perk does is ######### on most lower tier characters and barely affect any of the higher tier killers. and then when its spirit wesker blight nurse every single game people complain endlessly

    It's not and no matter how much people complain it never will be.


    Even if the perk got nerfed today (and it is getting nerfed eventually.) You would still be wrong.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479991#Comment_3479991

    You can buy slowdown on current meta but it requeres some skills. Strong anti-gen perks wants you to hook different survivors. So maybe it made game hard for someone. Because slowndown is not free anymore.

    By strong anti gen and hook different survivors you mean pain res. Had 2 or 3 games recently all the hooks spawned in on one side or corner of the map together. Great that was. No way is that even random.

  • @Volcz said:

    This is full on copium and exaggeration.

    'never going to catch them' ..have you by chance, ever thought maybe you just aren't as good as you think you are? Wild concept, I know!

    Actual good killer mains have not been struggling at all.

    If you struggle to catch or down anyone with Clown, says more about you.

    If you struggle to catch or down anyone with Doc, says more about you.

    God forbid survivors can actually outrun the Knight's guards, huh. We should just add a 'freeze survivor' ability in place and force them to take a hit.

    People are playing Wesker simply because hes 1) a strong killer and 2) he's fun to play/get better with.

    So many people seem to be under the impression that its a perk, item, SWF navy seal squad as to why they lost. No you lost, 99% of the time because of how you played. Go watch any capable killer main whose been playing for years. They still win 90% or more of their matches and thats on a variety of killers all ranging from D-A.

    I've realized a lot of people that play DbD do not take accountability at all for their mistakes or way they play. They can be the absolute reason for losing a match but they will never entertain that possibility or believe it.

    Doc goes 100% speed when shocking meaning sur9vors are faster than him making 5 or 6 more loops on pallets

    The never gonna catch them part is on deathslinger if the if you miss them not to mention it's a bit easier to keep out of los

    Knight just shows how little you know guards move at 105 for 12s and normally you can out run them without mft the issue is the amount of distance you lose setting them in place

    And Clown slows survivors by 15% and for 2s after you leave the gas on windows he can play normally he can't on pallets that 15% becomes 12% wich means you get to your location roughly. 3s quicker and .3s is the different between a hit or not for clown

    Where did I mention swf

    Items can shave 20s of gens or double chase time

    Did you miss the part where I showed my time played been playing since pig cane out and you can see my stats alot of that time was on killer so I'd say I'm pretty capable killer main

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479919#Comment_3479919

    Where are the "kill-rates skyrocketing after the dead-hard nerf" stats you are speaking about? Would love to see these. Especially since killer's would have been nerfed across the board if this actually happened.

    you don't even look at the stats and you're trying to argue with me Get out do your research survivor main

  • @Yamaoka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479777#Comment_3479777

    I mean... Perks often win the game for both sided. It has always been this way since perks are a core element of the game.

    hmmm my end game build i don't get to use because i win the game at 1 gen half the time disagrees if you rely on your perks to carry you, you are bad at the game. you're not good becaue you lifed after at that window AFTER the killer made the right read you're not good beacause you slugged all 4 survivors with noed and won

  • anyway, now the event is over i'm not touching killer until mft get's nerfed and if the anti camp and free unhook changes come through without killers getting any buffs i'm not coming back enjoy ur que times and only playing VS wesker

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481330#Comment_3481330

    Doc goes 100% speed when shocking meaning sur9vors are faster than him making 5 or 6 more loops on pallets

    The never gonna catch them part is on deathslinger if the if you miss them not to mention it's a bit easier to keep out of los

    Knight just shows how little you know guards move at 105 for 12s and normally you can out run them without mft the issue is the amount of distance you lose setting them in place

    And Clown slows survivors by 15% and for 2s after you leave the gas on windows he can play normally he can't on pallets that 15% becomes 12% wich means you get to your location roughly. 3s quicker and .3s is the different between a hit or not for clown

    Where did I mention swf

    Items can shave 20s of gens or double chase time

    Did you miss the part where I showed my time played been playing since pig cane out and you can see my stats alot of that time was on killer so I'd say I'm pretty capable killer main

    If you're able to pump out an additional 5-6 loops on a weak/average tile against Doc, that Doc isn't very good. I'm not talking about jungle gyms, shack pallet, or generally any god pallet where killer is forced to break it or lose time in chase.

    If Deathslinger misses his shot, he should be penalized for it? MfT is not going to change that punishment. You're acting like MfT makes a drastic difference here. When DS ever missed, it was supposed to be punishing. The 3% isn't 'impossible' to catch them with, especially if you actually use your power (which is the whole point of playing someone like DS or Huntress) and don't miss your shots.

    How so? Because I don't agree that you should be hit by a guard? By your own point, if you can 'normally outrun them w/o mft' then why is MfT suddenly the issue? Because its happening a lot less? Thats the logic? The only people that ever get hit by guards are bad survivors or simply survivors who made a mistake (which happens). The whole point is to zone and push them away from an area you want to keep secured or make harder for them to do their objective, whether hooks or gens. MfT doesn't change that.

    Clown is essentially anti-loop so if you're telling me you struggle to down or catch people with Clown who are running MfT, again, I'm not looking at the survivors - just you.

    Also not every survivor is some comp player. On average, most people are bound to make mistakes or lose a mind-game on an average/weak tile here or there, so acting like every survivor you come across is some amazing player whose running MfT and theyre the reason you lose a chase or a match is just copium to the extreme.

    @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481330#Comment_3481330

    if you struggle to catch or down anyone with doc says more about you

    you do realize that doc loses distance with his shocks against an mft Survivor like you're better off just not using your power cuz you'll almost never catch up

    god forbid Survivors can outrun the knight's guards

    bro they already can it's very rare for a guard to catch up to you on their own and with this perk now it's impossible. it's funny how biased and blind you are to killer mecanics that get hurt by this perk

    I'm not blind or biased. I used to play killer a lot and now its more 60/40. I just don't agree with you at all.

    The killer mains who w/ video proof, also don't agree with you. Is it an annoying perk sometimes that helps the survivor get to a loop or extend a chase? Yea! Thats what its supposed to do. And only good/decent survivors are going to get actual good value from it. Bad survivors are still going to run to deadzones, lose mindgames more often than not, not know which tiles to chain together, etc.

    Its funny thats your goto as soon as I come in here and voice my disagreement when people are holding 90% win rates in pugs, if not higher.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481563#Comment_3481563

    You said that "stats" showed kill-rates skyrocketing after the Dead Hard Nerf.

     just like how dead hard carried bad survivors and the moment it got nerfed the kill rates went through the roof

    I think everyone on the forum would love to see these stats. Anyone else curious about these Stats @CamperSluggerVillain is talking about. @Pulsar, would you like to see these stats? @Nebula wouldn't you want to see these perks. How about you @MikaelaWantsYourBoon?

    Which nerf?

    The original one did result in the kill rates going up significantly but there were more changes that contributed.

    Below is dec 16 2021 - jan 16 2022 iirc


    killstats2022.jpg microsoftteams-image-2875-29.png tablekr3.png


  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481596#Comment_3481596

    Just to clarify, those stats are for the 6.1 changes. Those don't specifically show the kill-rates skyrocketing because of the Dead Hard nerf. To my knowledge, the developers never released any stats showing any changes to kill-rates based on the Dead Hard nerf.

    Although, if there is, like @CamperSluggerVillain is saying, I really want to see these stats.

    my dude just showed you the stats. the kill rates before this were 50%, then the devs decided they wanted the kill rates to be 60% so they did that and nerfing dead hard inflated those rates because low and behold people who used dead hard before the nerf were bad at the game. hard to belivie i know. you're just coping at this point my man you're wrong just accept it you wanted the stats there they are

  • Screenshot_15.png

    here's the pre dead hard nerf stats hmmm what suprise. it's lower.

  • this agurement is over you wanted the stats you got them good day like I said do ur research

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481611#Comment_3481611

    my dude just showed you the stats. the kill rates before this were 50%, then the devs decided they wanted the kill rates to be 60% so they did that and nerfing dead hard inflated those rates because low and behold people who used dead hard before the nerf were bad at the game. hard to belivie i know. you're just coping at this point my man you're wrong just accept it you wanted the stats there they are

    There are more factors than just a DH nerf to consider.

    Killers received multiple impactful basekit changes. Survivors lost DH and DS in a single patch.

    Likewise, this was the start of the Eruption, CoB and Overcharge meta.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481459#Comment_3481459

    If you're able to pump out an additional 5-6 loops on a weak/average tile against Doc, that Doc isn't very good. I'm not talking about jungle gyms, shack pallet, or generally any god pallet where killer is forced to break it or lose time in chase.

    If Deathslinger misses his shot, he should be penalized for it? MfT is not going to change that punishment. You're acting like MfT makes a drastic difference here. When DS ever missed, it was supposed to be punishing. The 3% isn't 'impossible' to catch them with, especially if you actually use your power (which is the whole point of playing someone like DS or Huntress) and don't miss your shots.

    How so? Because I don't agree that you should be hit by a guard? By your own point, if you can 'normally outrun them w/o mft' then why is MfT suddenly the issue? Because its happening a lot less? Thats the logic? The only people that ever get hit by guards are bad survivors or simply survivors who made a mistake (which happens). The whole point is to zone and push them away from an area you want to keep secured or make harder for them to do their objective, whether hooks or gens. MfT doesn't change that.

    Clown is essentially anti-loop so if you're telling me you struggle to down or catch people with Clown who are running MfT, again, I'm not looking at the survivors - just you.

    Also not every survivor is some comp player. On average, most people are bound to make mistakes or lose a mind-game on an average/weak tile here or there, so acting like every survivor you come across is some amazing player whose running MfT and theyre the reason you lose a chase or a match is just copium to the extreme.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481412#Comment_3481412

    I'm not blind or biased. I used to play killer a lot and now its more 60/40. I just don't agree with you at all.

    The killer mains who w/ video proof, also don't agree with you. Is it an annoying perk sometimes that helps the survivor get to a loop or extend a chase? Yea! Thats what its supposed to do. And only good/decent survivors are going to get actual good value from it. Bad survivors are still going to run to deadzones, lose mindgames more often than not, not know which tiles to chain together, etc.

    Its funny thats your goto as soon as I come in here and voice my disagreement when people are holding 90% win rates in pugs, if not higher.

    The thing is you can againts doc even at a tnl ic you hear him charge shock you run around the edge of tnl if he tryst to force you the other way either go to a new loop if you can

    Or wait at the corner and run when you see him either in the window

    You know they even the best huntress doesn't have 100% accuracy " just don't miss" what kind of an counter statement is that huntress can at least try again

    Deathslinger aiming goes I belive 100% so they are allready faster than you when aiming and if you miss you go at 85% for 1s then reload at 85% for 3s on reload

    That 1 miss will put them out of your powers range and you take longer to get them back in range for your power

    Did you even read what I said the major loss is the distance spent to set your guards up

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481563#Comment_3481563

    You said that "stats" showed kill-rates skyrocketing after the Dead Hard Nerf.

     just like how dead hard carried bad survivors and the moment it got nerfed the kill rates went through the roof

    I think everyone on the forum would love to see these stats. Anyone else curious about these Stats @CamperSluggerVillain is talking about. @Pulsar, would you like to see these stats? @Nebula wouldn't you want to see these perks. How about you @MikaelaWantsYourBoon?

    I would love to see such stats, but I can almost guarantee that kill rates have not moved more than 1%

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383085/yay-still-4-more-months-till-mft-nerf

    Any exhaustion perk is better than MFT. Killer Main try not to cry about mediocre perks after losing to someone using them once challenge (impossible). The issue isn't the perk, the issue is you encountered a survivor more skilled than you who looped you all game, resulting in a match loss. They weren't able to loop you because of that perk, buddy, it's because they were better. You just convinced yourself it was the perk as a cope. I play both roles regularly, I'm a Deathslinger main, so it rarely affects me - but I do own and play as every other killer. Yes, like playing against any other perk builds, you can lose if you play poorly. I played as Doctor against a bully squad, one player was a P100 Vittorio, who was able to loop me for three gens. I got 5 hooks in that game and zero kills. Coincidentally he was using MFT. Instead of attributing this loss to the "unfair" perk he was using, I realized I lost because of a skill difference. I'm a prestige one on Doctor, and I rarely play him. I only prestiged him for his perks. Even if he didn't have this perk, I would've lost 110%. I was inexperienced with Doctor, and Their team was simply better than me. My initial reaction wasn't to cope with it on the forums by crying about a weak perk. People who can derive value from this perk are already good at looping, and they'd be able to do it with or without it. 

    first off all you're in low mmr beacuse you rarely play doc congrats you beat bad survivors

    second mft isn't mediocre and you're not "skilled" for getting outplayed at a loop then getting a free 3% bonus

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481662#Comment_3481662

    first off all you're in low mmr beacuse you rarely play doc congrats you beat bad survivors

    second mft isn't mediocre and you're not "skilled" for getting outplayed at a loop then getting a free 3% bonus

    Nor does it mean they’re unskilled. When a killer runs NOED, I wouldn’t describe it as a handout to killers that failed all match. It’s a perk whose use is an active decision someone made and for all anyone knows is part of their strategy on how to play the match. Same with any other perk - MfT included.

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383085/yay-still-4-more-months-till-mft-nerf

    Any exhaustion perk is better than MFT. Killer Main try not to cry about mediocre perks after losing to someone using them once challenge (impossible). The issue isn't the perk, the issue is you encountered a survivor more skilled than you who looped you all game, resulting in a match loss. They weren't able to loop you because of that perk, buddy, it's because they were better. You just convinced yourself it was the perk as a cope. I play both roles regularly, I'm a Deathslinger main, so it rarely affects me - but I do own and play as every other killer. Yes, like playing against any other perk builds, you can lose if you play poorly. I played as Doctor against a bully squad, one player was a P100 Vittorio, who was able to loop me for three gens. I got 5 hooks in that game and zero kills. Coincidentally he was using MFT. Instead of attributing this loss to the "unfair" perk he was using, I realized I lost because of a skill difference. I'm a prestige one on Doctor, and I rarely play him. I only prestiged him for his perks. Even if he didn't have this perk, I would've lost 110%. I was inexperienced with Doctor, and Their team was simply better than me. My initial reaction wasn't to cope with it on the forums by crying about a weak perk. People who can derive value from this perk are already good at looping, and they'd be able to do it with or without it. 

    I wouldn’t necessarily say any exhaustion perk is ‘better’ than MfT - it really depends on what you want to do or how you want to play. I tend to favor lithe when playing survivor but whenever I do play around with MfT it’s an intentional trade-off that I’d like to play with a more broadly available but lower impact speed bump than a more situational and limited, but higher impact one.

    For a lot of meta perks, they aren’t necessarily ‘best’ - they’re just widely proven effective with a dash of group think. There are just too many situational factors that affect how much value any given perk will provide in a match.

    Assuming MfT is overpowered (which I don’t think it is, but for illustration purposes - let’s pretend) then no mither + MfT should be pretty good. Then you get a surprise Oni. To dust off an old self-care chestnut, you’re now running the killer’s favorite perk combo.

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481959#Comment_3481959

    "you're in low mmr because you rarely play doc" Bro, what is that logic... cope however you want to though. MFT is incredibly mediocre, it only benefits survivors who can already loop without it. It's not a crutch perk, it's barely an advantage. As I've said, any exhaustion perk is better. You're acting as if running this perk is an automatic win. I've gone against several survivors using this perk and only once have I had an issue, and it was against the aforementioned bully squad who would've been able to beat me regardless of their builds. Your opinion of this perk is based on personal experience, and I'm assuming it was bad. You probably got looped all game and were frustrated. You blamed your loss on a mid-tier perk rather than your lack of skill. Even with MFT, the killer is still faster, and bloodlust completely negates the "advantage". Those people who can loop you for 5 gens are simply better, they were able to do it before this perk. Your opponents aren't winning cause of a "meta" perk, they're winning cause you're dookie. 

    lots of theroys huh i main wesker and wesker isn't affected by mtf at all i have no problems dealing with this perk here's the problem tho that's 1 killer try plauge or any m1 killer throw in the unbalanced map desgin of ultra safe 0 mindgame pallets and that's how this perk becames a major issue mtf is OP gives survivors a free 3% bonus for doing nothing at all it's pretty much the new dead hard and i'm not waiting another 6 years for this crutch perk to get nerfed.

  • While I understand that this is the new DH.. the community keeps ignoring the elephant on the room. Gen and gen speeds.

    It's so incredible fun losing 3 gens on your first chase and when you get the first hook you have a choice you either focus that survivor and get another to get a draw or hope for survivors mistake for a snowball.

  • @Kius said:

    While I understand that this is the new DH.. the community keeps ignoring the elephant on the room. Gen and gen speeds.

    It's so incredible fun losing 3 gens on your first chase and when you get the first hook you have a choice you either focus that survivor and get another to get a draw or hope for survivors mistake for a snowball.

    It's an issue but perks can help pop rewards downs corrupt stalls the early game

    And that's a different issue I'm focused on mft

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481959#Comment_3481959

    "you're in low mmr because you rarely play doc" Bro, what is that logic... cope however you want to though. MFT is incredibly mediocre, it only benefits survivors who can already loop without it. It's not a crutch perk, it's barely an advantage. As I've said, any exhaustion perk is better. You're acting as if running this perk is an automatic win. I've gone against several survivors using this perk and only once have I had an issue, and it was against the aforementioned bully squad who would've been able to beat me regardless of their builds. Your opinion of this perk is based on personal experience, and I'm assuming it was bad. You probably got looped all game and were frustrated. You blamed your loss on a mid-tier perk rather than your lack of skill. Even with MFT, the killer is still faster, and bloodlust completely negates the "advantage". Those people who can loop you for 5 gens are simply better, they were able to do it before this perk. Your opponents aren't winning cause of a "meta" perk, they're winning cause you're dookie. 

    Doc mostly played in low mmr due to people struggling with skillchecks and not knowing loops. With an anti loop ability

    And you said it mft benefits surivors that allready know how to loop dosent sound like low mmr surivors to Me. That's what old dead hard did

  • @NightWolfsFury said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478634#Comment_3478634

    It's like people have said this exact thing for YEARS. No, Made for This is not what is causing some killers "not to be played". They're just weaker and not played as often and it has been that way for years. This did nothing to change that because this is said EVERY patch, whether it's buffs or nerfs.

    Wesker has been one of the most played killers since his release. Made for This is also NOT inflating his pick rate. He has always been one of the most played since his release. People just like playing him.

    Mft this has been out for like 2 months now undying was gutted quicker than this

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481459#Comment_3481459

    If you're able to pump out an additional 5-6 loops on a weak/average tile against Doc, that Doc isn't very good. I'm not talking about jungle gyms, shack pallet, or generally any god pallet where killer is forced to break it or lose time in chase.

    If Deathslinger misses his shot, he should be penalized for it? MfT is not going to change that punishment. You're acting like MfT makes a drastic difference here. When DS ever missed, it was supposed to be punishing. The 3% isn't 'impossible' to catch them with, especially if you actually use your power (which is the whole point of playing someone like DS or Huntress) and don't miss your shots.

    How so? Because I don't agree that you should be hit by a guard? By your own point, if you can 'normally outrun them w/o mft' then why is MfT suddenly the issue? Because its happening a lot less? Thats the logic? The only people that ever get hit by guards are bad survivors or simply survivors who made a mistake (which happens). The whole point is to zone and push them away from an area you want to keep secured or make harder for them to do their objective, whether hooks or gens. MfT doesn't change that.

    Clown is essentially anti-loop so if you're telling me you struggle to down or catch people with Clown who are running MfT, again, I'm not looking at the survivors - just you.

    Also not every survivor is some comp player. On average, most people are bound to make mistakes or lose a mind-game on an average/weak tile here or there, so acting like every survivor you come across is some amazing player whose running MfT and theyre the reason you lose a chase or a match is just copium to the extreme.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481412#Comment_3481412

    I'm not blind or biased. I used to play killer a lot and now its more 60/40. I just don't agree with you at all.

    The killer mains who w/ video proof, also don't agree with you. Is it an annoying perk sometimes that helps the survivor get to a loop or extend a chase? Yea! Thats what its supposed to do. And only good/decent survivors are going to get actual good value from it. Bad survivors are still going to run to deadzones, lose mindgames more often than not, not know which tiles to chain together, etc.

    Its funny thats your goto as soon as I come in here and voice my disagreement when people are holding 90% win rates in pugs, if not higher.

    huh weird how many times i seen some people admit that the perk helps them last longer in chase even tho they normally suck at it

    it's also weird how the same argument was presented with "dh" that only good players got use out of it while bad ones just dh to a wall or to avoid a hit instead of making a pallet.

    anyway i wasn't arguing about the perk"s strength even tho it's busted but i was clarifying that it's undoubtedly hurts some killers like doc and knight more than others.

  • 20230714_182826.jpg

    Woo Another fun mft game

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  • @LobbyDodgerLeonidas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482785#Comment_3482785

    Impossible that those survivors were actually good. The forums told me that all P100s are actually Megheads

    Yeah the Yun Jin was bad at running but good at hiding so I found her once and never gain

  • It's funny how people use killer "skill" to tell how this perk isn't problematic, yet ignores the fact it will be extremely strong in actually strong survivors.

    It just tells there is only baby survivors and god tier killers in their matches, whether they are killers or survivors are in question though.

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482846#Comment_3482846

    "Out perking" Bro, I'm done talking to you. You're very clearly biased. Perks are a part of the game, being able to use a perk effectively requires understanding it. Understanding something and using it effectively is called skill. MFT isn't a free win button, and there are several killer perks which grant greater speed bonuses for doing less. I.E. PWYF. The survivors you're facing are simply better, bro.

    I mean, it's pretty funny you unironically say PWYF will grant greater speed bonus for doing less than MFT, that's unexpected.

  • @Cayennepepper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482846#Comment_3482846

    "Out perking" Bro, I'm done talking to you. You're very clearly biased. Perks are a part of the game, being able to use a perk effectively requires understanding it. Understanding something and using it effectively is called skill. MFT isn't a free win button, and there are several killer perks which grant greater speed bonuses for doing less. I.E. PWYF. The survivors you're facing are simply better, bro.

    PWYF requires killer to go and find obsession end a chase with them 3 times before you get the full bonus. way more effort then "oh i got hit and outplayed free 3% bonus.

  • MFT doesn't work when exhausted. So maybe try using exhaustion perks. Several of the Killers you mentioned have exhaustion add-ons as well. Adapt to the meta.

  • @Ghoste said:

    MFT doesn't work when exhausted. So maybe try using exhaustion perks. Several of the Killers you mentioned have exhaustion add-ons as well. Adapt to the meta.

    But many also don't have exuastion addons killers with exuastion addons

    Huntress dull merchant Singularity pig I know there's more but i cant remember who

    And there's 3 perks that apply useful exuastion fear monger blood echos and genetic limits

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