DaddyMyers_Mori
DaddyMyers_Mori
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482746#Comment_3482746
What? I thought having doctors ability as a perk would be to strong.
You know that current version is basically Doctor's blast, right? His blast (without addons/perks) is also 32 meters.
There is several issues with this as I have said in other comment.
1) you still need to destroy pallets during chase, so after few hooks you kinda run out of targets for this
2) you mostly use this in chase, where map wide information is kinda wasted and you still have limited amount
3) most killers can't really act properly on that information. That's why you don't see every killer use BBQ, it's nice to see but you can't really do much with that information without specific power.
If this perk had simply cooldown (still 32 m range), then it would basically present you alternative chase options when you break pallet (another survivor was revealed). Even aura reveal on chasing target is still decent.
Can't find survivor? Break door.
It would be way more viable for any killer. Not just mach 3 Blight etc.
This perk had such a potencial to be another great perk for killers and basically contest Nowhere to hide, but they killed it with pointless requirement.
It's information perk, it won't down you, or slow down a game...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482746#Comment_3482746
I mean, thats better than BBQ. No 40m exclusion zone.
Not really, BBQ information is at point where you need it most (look for next chase) and it's used only by killers who can use that information (fast movement).
This perk needs you to destroy pallet/window. You will often simply run out of options after hooking few survivors, because you still need to destroy pallets during chase to get down.
It's also not really effective to have wide range when you mostly use this perk in chase. So effect is kinda wasted there.
I really don't think perk would be broken with 40 sec CD. Increasing range wouldn't make it really better for most killers.
Buff with CD replacement would make it viable for any killer.
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@Devil_hit11 said:
i think special attacks should have higher cooldown then basic attacks so I don't see anything wrong.
Depends on what type of special attack.
Oni's special attack makes sense.
Pig's special attack? Really?
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@BugReporterOnly said:
Killers alao have meta add ons not just perks. I have seen skillful killers still crap on survivors with MTF and Hope. It's not as bad as you are making it sound if you know how to play your killer.
depends on what killer you play
I don't care about MFT as Oni, or Blight.
But I can't be bothered to play Legion, Doctor, or Plague until this perk gets nerfed. I don't like to hurt myself.
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@Steakdabait said:
It kinda funny seeing all the mft posts when i play a killer who doesn't care about it in the slightest lmao Common m1 killer L
Who do you play?
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482620#Comment_3482620
Plenty of perks give value with no downside. That's why we call them perks and not..."sometimes detrimental traits". And it does have downsides in that you can't use it with other exhaustion perks or when healthy.
The endurance part seems tacked on and unnecessary. I didn't even realize it existed for the first couple days and thought people were running Dead Hard again. That part could go.
If the haste part gets touched its a dead perk.
Why would I chase someone with Hag when I could just spam traps at intersections and mindlessly scroll wheel my way to victory?
Because they will simply get back and remove your trap, or just go old school on trigger it on purpose from max distance.
While Hag can't catch them...
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@Chilli_man2400 said:
This might sound stupid but here’s my buff to it.
When you hook a survivor the perk activates. Kicking a pallet or breakable wall will cause every survivor to scream and reveal their aura for 2/3/4 seconds.
Pretty much I removed the 32 meter range and made the perk a map wide effect since it can only activate a certain amount of times
That's still trash.
Main issue is hook activation requirement. You are unlikely to use it many times, because of this.
Just make it cooldown based as I'm All Ears. I have no idea why they were so scared about information based perk.
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@Seraphor said:
I've never even heard of this, let alone seen it.
How does the killer know the survivor is giving them intentionally?
I can tell.
It's yet to happen to me about Pentimento stacks, but showing other survivors is not that rare.
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They are kinda weak on most killers. It's too random. I never understood how can devs be so bad at hiding totems.
"Hey look, tree in empty space, let's put key objective next to it"
I like hexes basically on Demo, Skull merchant and Singularity.
I sometimes use them on Wraith, but that's just for fun.
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@DumbCaboose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482667#Comment_3482667
Ah #########, you right. That’s a good point. Darn, thought I had something that could convince the devs if they saw the post. I still think it’s was a forgotten change, as before the patch that buffed the CD’s, the two attacks shared the recovery of basics. It was designed in mind to have the same properties before they did the change. But good job catching me on false proof.
You also seem to forget both Demo and Pig have valid secondary power.
Let's say Nemesis's secondary power is kinda unreliable.
I think Demo is in decent spot.
Pig needs buff to her crouch+ambush, even if it would be trade off for trap nerf.
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@Uxoxe said:
Hope and Adrenaline only matter if the killer already lost the game. This seems like a non-issue.
Hope is kinda win more in most situations.
It's not true about Adrenaline at all. It allows players to play injured and just focus last gen.
Easy timing also let you deny last down (you just finish gen when survivor gets injured/downed).
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481843#Comment_3481843
And survivors perks are all good too? Might I point out red Herring, Scavenger, so many i cant even list them all that are weak just like some killer perks
I mean we can both agree on both sides having many trash perks, where most of them are beyond saving. That's what happens when they want to have so many perks each DLC, most of them are just fillers.
I am just saying you compare killer meta made from old perks with new perk meta.
I believe if they made some decent perk with Larry for killers, it wouldn't be that big deal on forum.
But all killer perks are bad and have to deal with new oppresive meta perk from survivors. That just sucks.
Next is Cage DLC, where is another good perk for survivors.
It seems funny to me how devs are scared of making slowdown perks, but perks for movement speed and gen speed are made all the time.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465281#Comment_3465281
"And it's sad you guys are defending the tunneling. Do you really want this in the game?? Have you never been tunneled like this? Are you that lucky as a survivor? Maybe you always play in SWF and don't have to do with poor management of solo q? Or do you just play killer?"
When I play survivor it's always SoloQ these days and I play about 60% survivor over killer. I've been tunneled out plenty but like I wrote, It's with 1 gen to go and I don't I really don't see the issue in that situation. You were able to play the majority of the match you got a good match out of it.
It's funny when most players would consider that really a good game, but for some people, it's death = bad game...
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and you think they did any changes because of this...
those are not even suggestions how to fix anything, you were just complaining about your games :D
You really believe you are only person in dbd that complain about camping? Those are such generic comments. Nothing constructive.
You want award for participation or what? :D
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481102#Comment_3481102
Lots, I still see it in plenty of my games and corrupt most of all, doesn't even matter what killer
And pop isn't actually bad anymore after it's buff & pain res is still popular
Also forgot to mention jolt which is by far probably the most picked
My point is, these so called "same builds" can literally be applied to killers as well
Well, that's what happen when most perks got nerfed, or are really bad. Also lack of new good perks.
There is not really much you can do on most killers.
Either you go Deadlock/Corrupt, or Pain res/Pop
Alternative is Jolt/Sloppy if you are M1 killer.
Last decent perk killers got is probably nowhere to hide.
Larry's perk are basically trash. Same for Skull merchant perks.
From knight we have nowhere to hide, which got worse with gen kick meta nerfs tho.
Hubris is decent on few killers and specific build. Definitely not generic perk.
Wesker, niche or trash
Dredge, niche or trash
Then was Sadako and before Artist.
Pain resonance is good, floods of rage too. CoB was nerfed into oblivion.
So OP has issue with new perk controlling big part of meta.
You have problem with old perks, but what else should they use, when there is nothing new decent enough to get even near meta perk.
Overall meta of killer perks is way weaker compare to old pop, ruin.
Only thing that was equal was CoB build, but that's almost useless now.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481774#Comment_3481774
I think it straight up just makes you scream without revealing your location or doing anything else lol but I could be wrong
Yeah, but will you scream with calm spirit, which makes you not scream?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481751#Comment_3481751
Totally agree, probably won't be as obnoxious but still has that awesome thing that made old dh old dh, and idk how to feel about the addon stuff either, its definitely funny as hell but I do kinda worry some teams might just hide all game until they get like 50 BNPs and totally murder the gens, since the scream doesn't reveal your location I'm pretty sure
How does it work with Calm spirit?
Could we just hide around map for 10 minutes and hoard items?
It will be hell for a killer, but sounds fun.
Dramaturgy, Vigil, Calm Spirit
One survivor with Distortion to check for aura perks.
Rest can tell with fixated or urban to hide more. Or just use some meta perk....
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Empty promises?
I was kinda hoping they will make it as a Jeff main...
I miss Iron Will, but it's valid only with MFT and I refuse to use MFT. So I just got used to being louder than killer.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481762#Comment_3481762
Lol no I was just referencing your avatar. I did a bad job at trying to be lighthearted.
No, I am friendly daddy Myers.
Calling me a Boogeyman, such lies...
Definitely ignore the Mori part. Nothing to do with some add-ons we don't talk about.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481750#Comment_3481750
You ARE the boogeyman.
Is that some incorrect grammar correct or what?
I meant "your"
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481671#Comment_3481671
Why are you so worried about the boogeyman of SWF when something like 60% of matches are solo survs. It was only like 5% of matches that are actually 4-mans (and probably only 1/5 of those are even worth worrying about). Even then pressure based slowdown is better than all slowdown other than maybe Pentimento. Penti is 30% slowdown, but if I have a survivor on hook and a survivor in chase, I have effectively 75% slowdown. By maintaining heavy pressure you can have far greater slowdown than the best perks can provide. If your chases are so short due to lethality perks like Enduring, Spirit Fury, Devour Hope, or Bamboozle, then you reach that 75% slowdown (or greater) all the more often.
Ghosty's strength in particular is based on not being in chase. You 99 as many Survs as possible, spend longer approaching from odd angles to get rewarded with a 2s chase. If you are chasing as Ghostface you are playing a different killer entirely, Chaseface, which I would argue Chaseface is worse than both Trapper and even Sadako. Sometimes you have to fake a chase to burn a pallet or force someone else to rescue, but a bog standard M1 chase if the fastest way to lose as Ghosty. Intel perks are ideal to know where people are, and playing Survivor is key to knowing what they should do, and how to intercept or prevent their goals from being reached. Most 4-man SWFs are only a threat when they intentionally force a double M1 hook trade (sending only 1 to rescue) or intentionally leave their friends on hook to 2nd stage. Both of those tactics are exceedingly boring however, and only the sweatiest of teams do that. Luckily I can only remember 1 team EVER that was that sweaty, and the match was over in less than 5 minutes so it really didn't waste my life or ruin my day.
Try to play after 2 AM, that's when sweat festival begins.
I don't think average SWF are an issue. They are usually mixed skill levels, you just need to pick when to commit.
Thing is you said tunneling will make you hit a wall against good SWF.
You are the one who brought the Boogeyman.
Tunneling doesn't work basically against tournament level squads. Ghost face will get destroyed, especially without slowdown and tunneling.
I agree with you that most groups you face don't really need tunneling. By tunneling I mean getting someone out of the game asap. Like 5 gen tunneling.
I don't really consider tunneling when killer is trying to find someone dead on hook when there is 1 gen left, that simply seems understandable to me.
But if you face your Boogeyman, you better hope to have strong killer and perks. Otherwise it's GG.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481626#Comment_3481626
Lithe and Sprint Burst have limited effect so you are sure it can't get out of hand. MFT doesn't have it.
Right, and as such MFT is less of a bail-out perk and more of a flat buff to Survivor. I personally do not see that as a problem--they are two different approaches to design, each with their own upsides and downsides.
Without a doubt, it is the strongest perk to be released since Boon: Circle of Healing. Currently, I lean towards it being one of the most balanced perks BHVR has ever released, barring the synergy with Hope (Hope needs a nerf, so they can explore Haste effects more) and the M1 Killers who were already struggling before this perk's release.
I totally understand people's concerns for MFT, but I think they are slightly misplaced. Granted, I don't blame people for calling on a perk to be nerfed when Killer's seem to be reworked once a blue moon.
I mean, if they buff killers who struggle most, then I couldn't care less about MFT.
But they said Trapper and Myers are fine, so I am not positive about that...
I don't really care about MFT when I play Oni. Doesn't work when insta down and don't mind them staying injured...
But when you have perk that makes people stop playing certain killers, I simply don't think it's good design.
I can't be bothered to deal with MFT as Legion. MFT and resilience basically makes Legion's counterplay way better and more players are likely to do it.
I changed from Legion to Skully and Wraith. If I notice 4x MFT (I have no idea how anyone can say they don't see a difference), then I show them 3-gen power. When I suffer, they will suffer.
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I can agree on survivor aura from kindred. Definitely not killer aura.
That would be massive buff to all survivors. That has nothing to do with soloQ.
I would like to see simple chat wheel for communication. It's easy to use and quite effective.
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Sure, then they won't annoy me when I try to chase someone else.
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I don't consider this nowhere as bad as old DH.
MFT is broken imo, but Dramaturgy seems fine to me so far.
Reason is simple, it works only while your are healthy.
At that point you didn't really commit and can easily drop the chase. Basically same as SB.
It's weaker than SB, but easier to use and more fun imo.
DH was used at point where you were about to end the chase and you already wasted time on it.
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I didn't even know there is any music with fearmonger.
Is there really?
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That's basically lot of work for little effect imo. If I get it right.
It wouldn't change her playstyle that much.
It would still suck for survivors and drones would be same in chase - free injury, then mostly ignored.
If I get it right:
-Skull merchant still drops drones with area denial.
-survivors can still disarm them for clawtrap.
-only change is when survivor get exposed
Then drone follows a survivor.
Her chase wouldn't really be better with this. Exposing usually happens when survivor screwed disarm (somehow) or when they try to ignore drone and focus gen. Not in chase, unless survivor is already injured.
This would basically do something only when survivor screwed disarming.
When they want to work on gen, they won't care about drone following them.
Also how the hell it would work if survivor bring drone to another drone? Could I make 4 drones follow me into corner of the map or something?
For how long they would chase?
How fast they would be?
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481631#Comment_3481631
That's why I take the risk to learn something new and how to actually win against them, instead of crutching on something that only kills soloq/newbies. I have reached the point where I can consistently win with Meme perks on Blight/Nurse, 1 gen Slowdown on Ghostface, and 0 gen slowdown on select powerful killers. (I could probably win with 0 gen slowdown on Ghosty, but I like hiding Floods with PR. People catch onto Floods much sooner without PR.) Lose some matches in the short run in order to win far far far more in the long run. I understand some people have a poor ability to recognize delayed gratification, but that is their problem to overcome.
Oh right, you think you 4k SWF on level where tunneling is not possible as a Ghost face with 0 slowdown.
Of course you do buddy.... Everyone believes you, don't worry.
I can play and win most of my games without slowdown on my main killers. But I would never dare to say I can do that against competent SWF group. Either stack slowdown to give myself more time or tunnel someone.
If you can 4k with average killer (not top4) SWF without any slowdown or tunneling, then I doubt they were good SWF...
I never go into the game with plan to tunnel, or 3-gen. That's something everyone should decide during the game imo.
Some games need it and some survivors deserve it.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481633#Comment_3481633
Pair it with the right aura perk, such as Floods of Rage with Lethal Pursuer extension, and you widen the killers who can use it effectively quite a bit.
You still need fast M1 killer for it to be good.
I usually use make your choice mainly on Wraith and Dredge.
Spirit can work too.
Otherwise you need to wait on minimum range possible waiting for unhook, that's highly inefficient.
Dredge can play normally and just teleport back after unhooking.
Wraith can also zoom across the map with addon.
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This would kill it.
And that comes from someone who hates MFT a lot.
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@Seraphor said:
Have you tried Make Your Choice?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481552#Comment_3481552
Good? They've just been unhooked.
Make your choice is valid only on few killers, but it's fun when it works.
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@mizark3 said:
Tunneling only beats weak Survivors and soloq, so relying on tunneling to win will win most of people's matches, but will cause a swift loss against anyone with skill. After losing to someone with skill, it will falsely reinforce the idea "I just didn't tunnel hard enough", when the truth is the opposite. Learning how to win without tunneling will improve one's skill in the game against the Survs that actually matter. If Killers crutch on blindly tunneling they will make silly and blatantly false claims just showing they never learned to play the game.
Yeah, but at that point you are going to lose anyway.... It just means tunneling won't save you from that.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481095#Comment_3481095
I think the problem is that you're not evaluating Sprint Burst, Lithe, etc. the same way that you evaluate MFT.
You, and many others who complain about MFT, assume that MFT will get you to a pallet or window you otherwise would not have reached, which in turn extends the chase by X seconds, therefore making the perk OP.
Other exhaustion perks do the EXACT SAME THING but are discussed as if their value ends with however much distance they allow a survivor to gain--7 seconds, as you mentioned with Lithe.
Lithe does not grant a Survivor a maximum of 7 seconds, just as MFT does not grant a maximum of 5.8 seconds. In the right hands, they both have potential to extend chase for serious amounts of time. They also both have the potential to grant a Survivor zero benefit in chase. A Survivor with Lithe can be downed as they are vaulting a window, and a Survivor with MFT can be zoned and downed without a tile to loop around.
With a Killer roster full of stealth, mobility, and range abilities, short bursts of speed is far more valuable to Survivors than haste.
Lithe and Sprint Burst have limited effect so you are sure it can't get out of hand.
MFT doesn't have it.
Top killers don't care that much about MFT, but it's still good.
MFT gets into broken level only against few killers.
I don't know about you, but I still find it an issue. That's same as when perk is oppressive against soloQ, but ok against SWF (eruption).
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481075#Comment_3481075
sure but second part could be useful vs slugging. you can bodyblock for your teammate.
Yeah, then use buffed buckle up. This perk doesn't need it for sure.
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I would like that, it would make it easier to decide who to prestige next :D
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Sure, I have never really understood this nerf, it was fine after conspicuous actions.
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481302#Comment_3481302
The point is, the anniversary cake should permit somebody to partake in the bonus and be able to get an invitation and the abilities that come with it.
If somebody wants to bring some other offering... cool. Let them. But they shouldn't be rewarded with bonus bloodpoints and abilities for being greedy and relying on others.
If you don't want to reward other players, then don't use it.
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Why? You still get your bonus.
So what someone didn't use it?
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Yeah, alternative opinion: no, it doesn't.
Finally made replacement for BBQ effect, where unhooked survivors matter and you want to nerf it?
You really enjoy being tunneled, don't you?
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@DeeBeeDeeAddict said:
My biggest gripe has honestly been people not using their terrormisus and hoarding them, meanwhile, they're bringing oak offerings or moris or maps during the event. It just feels like they want to have some competitive edge with their offerings, all while soaking up xp from folks who bring terrormisus.
I , for one, don't think we should be subsidizing a bunch of greedy people. I want it so that you can't get the bonus bloodpoints or interact with invitations during the event unless you bring a terrormisu, or previous years' offering, or even a bloody party streamer, into the match.
Yeah, I had some disconnect issues on loading screen during this event... I think it was connected with killer or multiple survivors not having cake.
It was really weird.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480151#Comment_3480151
Its not about forcing anyone to play. Its about stopping people from ruining the game for everyone else.
Maybe have something like a system that detects suspiciously high amounts of suicides and matches survivors with other survivors that play the same way.
Dota has system like this with behavior score.
Best punishment is to let them play together.
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@Yamaoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481095#Comment_3481095
That's not exactly what I mean.
As killer you want to pick and drop chases depending on the survivor's position and health state.
You find a good looper who keeps 99-ing sprint burst all game near a loop? Not a chance you will get them quickly especially if they're at full health.
You find a "pesky MFT gamer" injured on a corner-generstor? MFT won't allow them to reach a strong loop if you cut their way off. 3% won't change that.
I face MFT gamers like anyone else and yes I notice it takes a little longer to catch up if I brainlessly follow them from a distance yet I feel like they are never as hard to catch as someone who loops well at full health then proceeds to extent said chase with Balanced Landing, 99'd Sprint Burst or even Lithe allowing them to stay at full health even longer whereas MFT will never help them stay healthy in the first place.
Well, maybe because MFT has different purpose than Sprint Burst or Lithe.
Those are used to get you out of Deadzone fast.
You don't use MFT for that. MFT is closer to Overcome imo by it's function, but simply way better.
This is like saying Resilience is bad, because it gives you less distance than SB. Those perks simply don't have same purpose.
MFT mainly works really well with other chase perks and iron will.
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@nars said:
It literally just plays the game for you.
WoO: Optimizes pathing for you automatically
MFT: Extends chase by default for doing nothing
Hope: Near unkillable in endgame, actually unkillable with mft
Resilience: Just extends chase by dodging some vault hits. Combines incredibly well with mft, those tight hits that almost got you down now just dont. Most MFT users dont bother staying injured either.
I have been playing that build for a week just to see if I was right about that perk.
It was so weird to get used to play without it again.
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Enduring was fine for you, because enduring was useless.
Exposed status was broken for sure, but breaking pallets was fine. That's basically Knight's mechanic.
Blocking window was really good.
Party pallets were good too, just because it gives you chance in deadzone and you had always option to pallet save anywhere on the map.
Main thing was to never drop party pallet in chase unless you are 100% sure it will stun. Killers were respecting like crazy. Just by being there it could give you few extra loops.
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@not_requested49 said:
And im sure survivors are tired of seeing deadlock, corrupt, sloppy, and lethal too
Or pain res, pop, noed....
You really didn't pick best choices...
I will give you sloppy at best, but even that's M1 killer only.
With that build OP talked about you don't care that much about sloppy.
Lethal is not played nowhere near as much. You need specific killer/build.
Corrupt is also specific killer thing. It's not really good for casual games on most killers.
Deadlock can be easily countered by having 1 save gen (some corner of the map) with high progress. Deadlock can be used for you advantage, because it works real bad with pop, or pain resonance.
Resonance and pop are decent by nowhere as strong as used to be.
Who plays Noed after his nerf? It's so rare for me to see it and not really an issue when you can easily find it (unless survivor gets hooked next to it)
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@VaporLion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481082#Comment_3481082
or not get it because they troll or suck.
Well, if they "troll" then not getting deliverance is your last issue.
You will get chased first anyway with deliverance, that's the rule.
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@Yamaoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480822#Comment_3480822
Explain.
And please don't come up with straight line calculations now because that's not how you play killer. You don't brainlessly walk after survivors in a straight line.
It doesn't need to be in straight line.
Btw yes you do.
After you hit a survivor with basic attack, survivor runs in straight line away from you. Until you get near loop, there is not much else you can do other than drop chase if loop is too strong.
Btw that distance is about 14 meters.
From just 14 meters will MFT give you 2.8 meters, which is 5.8 seconds.
With simple calculation Lithe give you 4,2 meters of extra distance after those 3 seconds of running. That's 7 seconds
Lithe 7 seconds is maximum, can be less if you screwed it. That's it, once per chase.
MFT 5.8 seconds is not maximum. You keep getting more distance. If you get into window or pallet, you easily pass Lithe effectiveness.
Btw from 14 meters it will take 29 seconds for killer to catch you. You will reach pallet or window during that time. It's less in reality because bloodlust, but I will not get real number without writing it down and I can't be bothered.
It's funny you don't like straight line, because on round loops MFT is even more effective.
Lithe has different purpose anyway. MFT is closer to Overcome, but better.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479703#Comment_3479703
People don't care abt the Endurance though
It had always been about the movement speed
Sure, but BHVR thinks that movement is fine.
There is absolutely no reason for this perk to have second part.
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@Yamaoka said:
Hot take:
Made for this is overrated. Those 3% make little to no difference compared to people using actual exhaustion perks to their full potential.
Simple math proves you wrong...
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@Emeal said:
Triple bps might be a little too much.
You don't want to go stonks?
There is never enough blood points.