I am tired of community reactions

Developers put out blog talking about future changes coming on test server next week, so we can test them. Everything and very likely something, will be subject to change.

Now imagine how many content creators, people on social media and here on forums start Trickters apocalypse, MFT dead etc when the PTB is a Week away from now to test. Trickster changes are huge and need to be tested yet everyone seems to allready have access to them and played like 10 games with him.

Can you all stop overreacting and wait for that PTB to show up and then you can seriously talk about this. I am tired, maybe I should take like 48h break after each blog post / major update from dbd media until you guys all chill out and it becomes old news.

Comments

  • New PTB

    -killers have bloodlust in 5 seconds of chase up to Bloodlust level 15

    -survivors die in 2 hooks

    -gens take 2 minutes to complete

    -exit gates take 3 minutes to open. Maps now only spawn 1 exit gate

    "Stop overreaction guys, PTB was made to test things out"

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576446#Comment_3576446

    Deep wounds doesn't go down while you are running. So if you get hit and the killer continues to chase, you'll benefit.

    It has a use case and is more situationally useful which for something as powerful as haste, this is fine.

    I know how Deep Wounds works. But the longer you are in Deep Wounds, ie don't mend, the darker and more bloodied your screen becomes. So people aren't going to base chase builds around MFT, when it requires you to be in a state that quickly affects your ability to even see where you are going. That's a hindrance to chase. You want to get out of Deep Wounds, not stay in it.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576509#Comment_3576509

    I know how Deep Wounds works. But the longer you are in Deep Wounds, ie don't mend, the darker and more bloodied your screen becomes. So people aren't going to base chase builds around MFT, when it requires you to be in a state that quickly affects your ability to even see where you are going. That's a hindrance to chase. You want to get out of Deep Wounds, not stay in it.

    Mft helps you when being chased in deep wounds. If the Killer doesn't chase you then you mend and continue working on gens.

    You aren't describing an actual the issue. The perk is still good in the situation it's meant to be. It's no longer free haste.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576515#Comment_3576515

    Mft helps you when being chased in deep wounds. If the Killer doesn't chase you then you mend and continue working on gens.

    You aren't describing an actual the issue. The perk is still good in the situation it's meant to be. It's no longer free haste.

    With Deep Wound now part of MfT, there are standard ‘pauses’ in chase (around objects: walls, rocks, etc. while mindgaming the Killer) where the DW status bar depletes, causing the on-screen visual impairment. This, on its own, wasn’t present in the OG MfT, and won’t be worth using the perk for many ppl, for this very reason.

    You now have to loop the Killer with shoddy visibility the longer the chase lasts. If you’re mending mid chase to avoid visual impairment and/or being put into the dying state via DW, it’s defeating the purpose of the 3% haste MfT touts that’ll disappear once you’re fully mended anyway.

    The perk just won’t be worth the usage for many players.

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576143#Comment_3576143

    it is useless my guy

    who wants to waste a perk slot to maybe get use if they manage a successful dead hard once? Not twice cause once you use it that killer is gonna wait it out the second time and godspeed if the killer swings and misses

    once you do get mft, great, now you need to run around with a dark, bloody screen hampering you and if the killer leaves you well, time to mend

    it was better off with a timer or something, this is useless and is immediately out of my rotation

    juce is not worth the squeeze

    Last time I checked survivors were almost uncatchable with that 3% boost? that's still the same.

    First of all if you can only pull of dh once that's on you. If that was the case then Dh would have never been a problem. You use it in scenario's where the killer loses if they decide to delay aka right before a pallet. but even putting that aside there are more ways to get in deep wound. Styptic agent medkits for one. Getting tunneled and hit on unhook that i thought was everywhere. MfT has a build in way even. OtR has 80 seconds of endurance who's only downside of being able to turn off by hitting of hook early are countered by this version of MfT

    Standert killers move 0.6m/s faster then survivors and have a 2.7 second cooldown on hit. Survivors have a 1.8 second speedboost of 65% (or 6.6 m/s) on hit.

    So you make (6.6*1.8) + (4*0.9)= 15.48 meters of distance before the killer can move. Then they catch up at 0.6m/s

    That means that if you dead hard and only run in a straight line it takes (15.48/0.6)+2.7= 28.5 seconds to catch up after hit

    Add MfT to this now. The standert killer now only moves 0.48m/s faster and still has 2.7 cooldown. That survivor also now moves 68% or 6.72 m/s for 1.8 seconds

    So you now make (6.72*1.8) + (4.12*0.9)= 15.8 meters of distance. Killer catches up at 0.48m/s so it takes them (15.8/0.48)+2.7= 35.6 seconds

    That's 7 free seconds with no looping, no pallets, no window. Just straight line till hit again

    For comparison let's look at Overcome

    It changes the on hit speed boost to 3.8 seconds. So you gain (2.7*6.6)+(1.1*2)= 20 meters of distance which takes the killer (20/0.6)+3.8= 37.1 seconds to catch up. That's 1.5 seconds longer for something that's gone after the effect. literally a single loop and MfT comes out on top

    Is it as strong as before? Ofcourse not. Can you still make good use of it. Yes, unless you're the biggest of meta slaves. This version of MfT is still better then 75% of survivor perks. It's not that hard to get in deep wounds if you want it. And if the killer decides to not follow after you deadhard then they aren't tunneling and you're already forcing them into misplays.

    Any half decent player could get good vallue out if this. Not as much as something like sprint burst ofcourse but that doesn't mean it's "useless"

    There is a big gap between busted and useless that you are refusing to see.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576408#Comment_3576408

    Last time I checked survivors were almost uncatchable with that 3% boost? that's still the same.

    First of all if you can only pull of dh once that's on you. If that was the case then Dh would have never been a problem. You use it in scenario's where the killer loses if they decide to delay aka right before a pallet. but even putting that aside there are more ways to get in deep wound. Styptic agent medkits for one. Getting tunneled and hit on unhook that i thought was everywhere. MfT has a build in way even. OtR has 80 seconds of endurance who's only downside of being able to turn off by hitting of hook early are countered by this version of MfT

    Standert killers move 0.6m/s faster then survivors and have a 2.7 second cooldown on hit. Survivors have a 1.8 second speedboost of 65% (or 6.6 m/s) on hit.

    So you make (6.6*1.8) + (4*0.9)= 15.48 meters of distance before the killer can move. Then they catch up at 0.6m/s

    That means that if you dead hard and only run in a straight line it takes (15.48/0.6)+2.7= 28.5 seconds to catch up after hit

    Add MfT to this now. The standert killer now only moves 0.48m/s faster and still has 2.7 cooldown. That survivor also now moves 68% or 6.72 m/s for 1.8 seconds

    So you now make (6.72*1.8) + (4.12*0.9)= 15.8 meters of distance. Killer catches up at 0.48m/s so it takes them (15.8/0.48)+2.7= 35.6 seconds

    That's 7 free seconds with no looping, no pallets, no window. Just straight line till hit again

    For comparison let's look at Overcome

    It changes the on hit speed boost to 3.8 seconds. So you gain (2.7*6.6)+(1.1*2)= 20 meters of distance which takes the killer (20/0.6)+3.8= 37.1 seconds to catch up. That's 1.5 seconds longer for something that's gone after the effect. literally a single loop and MfT comes out on top

    Is it as strong as before? Ofcourse not. Can you still make good use of it. Yes, unless you're the biggest of meta slaves. This version of MfT is still better then 75% of survivor perks. It's not that hard to get in deep wounds if you want it. And if the killer decides to not follow after you deadhard then they aren't tunneling and you're already forcing them into misplays.

    Any half decent player could get good vallue out if this. Not as much as something like sprint burst ofcourse but that doesn't mean it's "useless"

    There is a big gap between busted and useless that you are refusing to see.

    bro you had to do all that math to try to justify that it's still worth running.........slap on SB or lithe and save yourself the trouble, less computation involved

    too situational to be a better choice than running another perk that gives you better control of when you use it

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576703#Comment_3576703

    bro you had to do all that math to try to justify that it's still worth running.........slap on SB or lithe and save yourself the trouble, less computation involved

    too situational to be a better choice than running another perk that gives you better control of when you use it

    As i said, still a decent perk. Just involves some thinking now.

    Which isn't for everyone i guess.

    I'm not saying SB or lithe isn't "better", just that you won't do bad with this if you are decent at the game.

    variety, it's important.

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