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

  • It's not that bad imo...I get annoyed by its endurance effect on the occasion but the 3% doesn't mean much when I play Billy, Wesker, and unlike what you claim, Clown.

  • @NoOneKnowsNova said:

    It's not that bad imo...I get annoyed by its endurance effect on the occasion but the 3% doesn't mean much when I play Billy, Wesker, and unlike what you claim, Clown.

    No the stronger killers can deal with it and Billy drives me insane normally so I left him out

    But this perk just dumps on the weaker killers then they play the stronger killers and everyone wonders why they see 6 killers

  • The Wraith is a weak killer yeah? I don't feel like MFT is that bad. At least I haven't had any issues with it.

  • The perk really hinders the 110 speed killers, I find it's almost more useful to run than an exhaust perk when playing survivor. The speed helps you break LoS faster and if done on certain loops, extends them by a lot. I have also seen the perk being used by 2-3 survivors a game as killer.

  • I can't play Ghostface now. Can't keep up with survivors or generators. If you don't play a highly mobile killer right now you may as well stand at the gate and wait.

  • I know it's a perk "fix", but for Plague... try PWYF. Your able to rush down sick survivors easily and if they stay sick to make use of MFT speed... great. I was using PWYF+Nemesis for the longest time and survivors tend to start cleansing when they realize giving me a lifetime supply of red puke is better than getting rushed down and 1 shot by a killer going 5.29m/s (132.25% movement speed). The 3% boost is usually significant in chase... but not against this.

  • @Pluto_1 said:

    The Wraith is a weak killer yeah? I don't feel like MFT is that bad. At least I haven't had any issues with it.

    I didn't include wraith and honestly his kit works around it with hit and run

  • @Eleghost said:

    The perk really hinders the 110 speed killers, I find it's almost more useful to run than an exhaust perk when playing survivor. The speed helps you break LoS faster and if done on certain loops, extends them by a lot. I have also seen the perk being used by 2-3 survivors a game as killer.

    You can also still combo it with actual exhaustion perks. While you won't get any value comboing it with sprintburst, you CAN combo it with something like deadhard. The speed boost turns off after using DH, but it also would've turned off if you were downed from not using the DH at all...so worth it.

  • @NoOneKnowsNova said:

    It's not that bad imo...I get annoyed by its endurance effect on the occasion but the 3% doesn't mean much when I play Billy, Wesker, and unlike what you claim, Clown.

    The Perk is busted if u dont have Problems against it then u most likely only playing against Survivors that arent good at looping

    M1 Killers gets doomed just because they injured a Survivor

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478629#Comment_3478629

    The Perk is busted if u dont have Problems against it then u most likely only playing against Survivors that arent good at looping

    M1 Killers gets doomed just because they injured a Survivor

    Perhaps. I like to think I have a little skill that influences it.

  • Good.

    4 months good enough to monitor this perk. If it's problematic like you people do it, perk will be nerfed. If it's not, you have to deal with it. 

    Time will tell.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478629#Comment_3478629

    The Perk is busted if u dont have Problems against it then u most likely only playing against Survivors that arent good at looping

    M1 Killers gets doomed just because they injured a Survivor

    Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.

  • If you are a good looper, MFT + Resilience is insane in mos situations, only nurse is able to deal with it consistently.

    Even Blight will struggle in loops.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478629#Comment_3478629

    The Perk is busted if u dont have Problems against it then u most likely only playing against Survivors that arent good at looping

    M1 Killers gets doomed just because they injured a Survivor

    Or a combination of my power, perks, and general skill allows me to negate the perk. The 3% isn't that bad by itself. However it does become annoying when it's combined with hope.

    If you really hate the perk, bring fearmonger. Or exhaustion add ons. Or blood echo. Otherwise I'd reccomend playing around the perk better.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661

    Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.

    Thank you for backing me on this ^^

  • You will still lose after the perk gets nerfed btw.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661

    Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.

    I find this normally to be true, you have people who refuse to adapt or get better. Might not be totally their fault and have plateaued at a level that they just can't get any better, you see this in every game and it's usually accompanied by complaints about the game yet take no self reflection into consideration because to them it's easier to have an excuse.

  • @Sharby said:

    You will still lose after the perk gets nerfed btw.

    Not really games it's not involved it's a lot easier to play still lose some games

  • I haven’t had trouble with it. Hope + MFT + really good looper is miserable, but MFT isn’t that strong unless they are really good loopers (most survivors aren’t). I’ve been playing the entire roster (minus hag and twins) and been fine.

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661

    Or a combination of my power, perks, and general skill allows me to negate the perk. The 3% isn't that bad by itself. However it does become annoying when it's combined with hope.

    If you really hate the perk, bring fearmonger. Or exhaustion add ons. Or blood echo. Otherwise I'd reccomend playing around the perk better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478714#Comment_3478714

    Thank you for backing me on this ^^

    Do you hate skull merchants speed or bloodlust?

    Skull merchants speed is 3% bloodlust is 5% if your okay with mft then your okay with these

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478766#Comment_3478766

    Do you hate skull merchants speed or bloodlust?

    Skull merchants speed is 3% bloodlust is 5% if your okay with mft then your okay with these

    Skull Merchant is weak and really only comes to life in a three gen so...no I don't have a problem with that.

    As for bloodlust, yet again I don't see the problem with it. Most games it doesn't even activate for me when I'm playing killer cause I'm breaking pallets or hitting survivors.

  • @DredgeyEdgey said:

    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

    Yellow Bottles give me far more hits than Purple when I play Clown, and since the Hindered is multiplicative it still wrecks MfT.

    Pig's 'antiloop' is catching people off guard and getting a free hit. The follow-up hit can just be easily bloodlusted at a weak pallet. Strangely enough this makes Borgo/Garden easier maps than Suffo Pit or Coal tower which use legit loops instead of filler pallets.

    Plague gets a free injury state on everyone, that is counter enough. They have to pre-run from the milisecond they hear TR to get value, and at that point you can corral the chase towards another gen and provide double the pressure.

    A good Slinger shouldn't be missing. Practice more and take risky shots to learn the hitboxes to the point no shots are risky for you.

    Doc/Knight, yeah legit hard counters them, but that's fine in the case of Knight. No one has fun during a Knight game, so hopefully this makes less Knight matches occur. Doc is out of date and needs some QoL love.

    Even then if this is such a pain point at least the counter is a general perk available to everyone - Fearmonger. It kinda is like the silly complaints about Prove Thyself when the hard counter Discordance exists, but at least Discordance had the excuse of being locked behind the Legion. (Less of an excuse than say Deadlock behind Pinhead, a cash only no Iri shard Killer.)

  • @Pluto_1 said:

    I can't play Ghostface now. Can't keep up with survivors or generators. If you don't play a highly mobile killer right now you may as well stand at the gate and wait.

    Ghost face is map dependent when it comes to mft indoors he can deal with it because of stealth out doors he's probably gonna get spotted

  • @mizark3 said:

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

    Yellow Bottles give me far more hits than Purple when I play Clown, and since the Hindered is multiplicative it still wrecks MfT.

    Pig's 'antiloop' is catching people off guard and getting a free hit. The follow-up hit can just be easily bloodlusted at a weak pallet. Strangely enough this makes Borgo/Garden easier maps than Suffo Pit or Coal tower which use legit loops instead of filler pallets.

    Plague gets a free injury state on everyone, that is counter enough. They have to pre-run from the milisecond they hear TR to get value, and at that point you can corral the chase towards another gen and provide double the pressure.

    A good Slinger shouldn't be missing. Practice more and take risky shots to learn the hitboxes to the point no shots are risky for you.

    Doc/Knight, yeah legit hard counters them, but that's fine in the case of Knight. No one has fun during a Knight game, so hopefully this makes less Knight matches occur. Doc is out of date and needs some QoL love.

    Even then if this is such a pain point at least the counter is a general perk available to everyone - Fearmonger. It kinda is like the silly complaints about Prove Thyself when the hard counter Discordance exists, but at least Discordance had the excuse of being locked behind the Legion. (Less of an excuse than say Deadlock behind Pinhead, a cash only no Iri shard Killer.)

    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

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478629#Comment_3478629

    No the stronger killers can deal with it and Billy drives me insane normally so I left him out

    But this perk just dumps on the weaker killers then they play the stronger killers and everyone wonders why they see 6 killers

    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.

  • @durag_demon1 said:

    Maybe you just suck.. so you blame 3% haste on your failure

    sure yep that why

    20230710_211019.jpg

    268d and I'm still bad most of that's on killer got any tips I'm sure I could use the advice;)

  • It’s fine, they can take their time to monitor the perk. The worst is that people who like playing the weaker M1 Killers stop playing them because they don’t want to take Ls every game.

    Then people will start wondering to themselves why fewer people are playing the weaker M1 Killers in a few months and all they see are the stronger Killers.

    Literally Uroboros in the making.

  • It's really not, I don't use it and rarely get caught. When I use it I don't notice much difference, my chases last very long, with and without it.

    I can kite wesker a loooong time too with and without it. I don't get it...

  • @Sharby said:

    You will still lose after the perk gets nerfed btw.

    image.png


  • A big majority of the playerbase isn't even good enough to use mft to its full potential. I probably played 50 games as killer during the event and the +3% hardly made a difference in chase. The people who know how to use the perk would give you a hard time regardless if they have it on or not.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661

    Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.

    The whole point of the perk is to give more time to react because of the bigger speed boost. So mind gaming some tiles just becomes harder and harder especially when a lot of tiles nowdays you can just directly see the killer. And if the killer goes for a mind game on a loop with LOS breakers... most maps can just support holding W to the next tile. There't not much even a "skilled" killer player could do as trapper or ghost face in that situation.

  • MFT isn't making Clown unplayable. In fact, I'd argue that anybody who is actually good at clown would have no problems dealing with MFT.

    Plague, on the other hand, suffers from the lack of perks that provide incentive for survivors to be healthy. We need more perks like Thana, since Plague's power primarily stems from survivors cleansing. Plague's add-ons are not great to put it mildly. But this isn't exactly new information. These issues existed before MFT.

    Pig was bad before MFT, what's new?

    Doc gets outplayed by survivors even without MFT.

    Knight's whole gameplay loop revolves around forcing survivors into a 3-gen and using guards to patrol gens while you're in chase. Guards are not meant to play the game for you.

    A good Slinger will land their shots 90% of the time. If you're going to play a ranged killer, you need to be good with their power otherwise you're just going to get stomped by better survivors.

  • At least 4 more months till MfT nerf

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661

    Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.

    you're not "good" just because get a free 3% bonus AFTER getting outplayed and getting hit, that's called getting carried by your perk

  • I can’t wait for this perk to get nerfed and killers realize that it indeed wasn’t MfT that was losing them games, it’s their skill and strategy.

    But, let’s be honest, everyone will just switch topics to complain about. I guarantee it will be dramaturgy next, then adrenaline or sprint burst, then gen speeds. It never ends.

  • @Nebula said:

    I can’t wait for this perk to get nerfed and killers realize that it indeed wasn’t MfT that was losing them games, it’s their skill and strategy.

    But, let’s be honest, everyone will just switch topics to complain about. I guarantee it will be dramaturgy next, then adrenaline or sprint burst, then gen speeds. It never ends.

    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

  • @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

    MfT only gets value if you’re already good at looping which most survivors aren’t. This perk is not nearly as impactful as many people make it out to be.

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478714#Comment_3478714

    you're not "good" just because get a free 3% bonus AFTER getting outplayed and getting hit, that's called getting carried by your perk

    Oh no.

    Alright.

  • @Nebula said:

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

    MfT only gets value if you’re already good at looping which most survivors aren’t. This perk is not nearly as impactful as many people make it out to be.

    uh yes it is buddy just like how dead hard was OP and survivors who ran it legit thought they were good at the game made for this is the exact same it's not you it's the perk you are not good

    the perk is

  • @Nebula said:

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

    MfT only gets value if you’re already good at looping which most survivors aren’t. This perk is not nearly as impactful as many people make it out to be.

    uh huh ppl said the same about dead hard and look where we are now. you're wrong buddy

  • Just drop playing killers especially weaker ones or play other games for a while.

    People will cry about increased ratio of strong killers anyway ignoring MfT encourages to play strong killers.

  • I did not but if this makes you happy believe whatever you want.

    See ya.

  • You know 4 slowdowns were never meant to carry average killers up to high MMR right?

  • @DredgeyEdgey said:

    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

    I have to be completely honest... Made For This is a strong perk, but it doesn't detract so much if you are a good player... 3% or not, if you miss the shot with DeathSlinger, Made for This aint gonna change the fact that you missed; same for the other killers.

    If you have trouble in a chase maybe just get a hit and leave that survivor, try to catch the others sitting on gens and splitting the pressure. Don't be discouraged if the first couple of gens pop quickly, because in early game is difficult to build decent pressure.

    But please, do not attribute your losses to just a single perk, because Dbd revolves around an insane amount of factors, since its RNG based nature.

    I do agree tho that the perks per se might need to be tweaked, at least removing the endurance effect or something else.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479916#Comment_3479916

    You know 4 slowdowns were never meant to carry average killers up to high MMR right?

    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.

  • ya prepare for 4 more months of being told one of the following by players:

    "3% isnt that much"

    "just take exhaustion perks/addons"

    "play better"

    "i personally haven't had a problem with it so the problem doesn't exist"

    or any variation of these interesting and varied replies that really invite quality discussion

  • @lav3 said:

    Just drop playing killers especially weaker ones or play other games for a while.

    People will cry about increased ratio of strong killers anyway ignoring MfT encourages to play strong killers.

    I have gone back to Blight

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479916#Comment_3479916

    You know 4 slowdowns were never meant to carry average killers up to high MMR right?

    And they were nerfed understandably some of them just too much (looks at ruin)

  • @CECIO said:

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

    I have to be completely honest... Made For This is a strong perk, but it doesn't detract so much if you are a good player... 3% or not, if you miss the shot with DeathSlinger, Made for This aint gonna change the fact that you missed; same for the other killers.

    If you have trouble in a chase maybe just get a hit and leave that survivor, try to catch the others sitting on gens and splitting the pressure. Don't be discouraged if the first couple of gens pop quickly, because in early game is difficult to build decent pressure.

    But please, do not attribute your losses to just a single perk, because Dbd revolves around an insane amount of factors, since its RNG based nature.

    I do agree tho that the perks per se might need to be tweaked, at least removing the endurance effect or something else.

    Ya know the average deathslinger dosent have 100% accuracy right it's about when you miss your not catching them

  • 20230712_124435.jpg 20230712_122220.jpg

    Another game tied because of made for this ace lasted just 3s longer. Just long enough on the last gen for them to finish it and eruption to not proc because of that tiny bit of extra time

    Vs the game with 1 or no mft Nancy also had mft but also overcome so they canceled each other out and she was healing all the time

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