DaddyMyers_Mori
DaddyMyers_Mori
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He can down you in open area?
Oh no, killer can use power to injure/down survivors. So broken...
It's definitely not something many other killers can do better than him.
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Well, some perks are simply beyond saving.
Either broken or useless, nothing between.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480751#Comment_3480751
In what world is 3% more than 5%?
How is 103% more than 120%?
Bloodlust can be basekit and a counter, just as bodyblocking can be a counter to tunneling and facecamping, basekit BT is a counter to tunneling, picking each other up is a counter to slugging, and slugging is a counter to sabotage.
Bloodlust is a counter because it is a tool the killer can choose to employ in order to counteract the additional speed the survivor has. IF the killers power isn't as effective because of it.
More distance = 100% < 103%
You still get more distance than survivor without MFT.
Bloodlust doesn't take it away. So you still can get to pallet or window you wouldn't reach without it.
Also bloodlust take time and you can't kick pallets. Many pallets you would need bloodlust 2 or 3 to play around them without breaking (unless survivor screwed it).
If you "counter" MFT with bloodlust in every chase, you are going to lose. It's not really a counter when it still wastes way more time than usual.
MFT would be beyond broken without bloodlust mechanic. That's kinda prove DBD needs bloodlust to save killers whenever devs mess up a perk or map.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480689#Comment_3480689
As a killer main who was happy with the Dead Hard nerf and very vocal about nerfing CoH since it's release; there is nothing significantly wrong with MfT.
You're all just refusing to use bloodlust, which hard counters MfT and is basekit on killers.
I've just had three back to back Doctor games against competent survivors (at least one was a definite SWF), each one had at least one MfT user. All 3/4Ks. I don't think I even needed to use bloodlust, one of them was over in seconds because SWF did as SWF does and rushed in for reckless flashlight saves, resulting in a four-man slug. Is this reliably reproducible? Not entirely, because I'm not perfect and I'm sure I'll be beat in the net few games, the point is the presence of MfT wasn't a game changer. MfT is only useful in the hands of good loopers. And good loopers are going to run you for a while regardless of whether they're running MfT or not.
You all keep mathing out the minute differences between MfT and say, Lithe or Balanced, and arguing that the 1.756 extra seconds is soooo strong. But this is all meaningless in live games where things like hesitation and mind games make up a far bigger component.
This again? Blood lust is not a counter to MFT.
Blood lust works always same. MFT makes bloodlust less effective. So how exactly blood lust counters MFT?
You still gain more distance as survivor with MFT. Blood lust doesn't counter a thing here.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480221#Comment_3480221
Bottom line bloodlust is getting nerf is gonna happen ... if ya complain about survivors getting haste ... then I'm complaining about ya getting haste.. its simple 🤷🏿♂️🤷🏿♂️
So basically can't make arguments about perk, so you point on something on other side. Yeah, that seems right...
By complaining about different thing, you basically prove perk is broken, because you can't even manage to defend the perk. So thanks.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480572#Comment_3480572
i consider throwing over loops as bonus, not as given. i think their main strength is that you get ranged-lunge that has condition of LOS which means you can break pallets, then shoot projectiles between pallet breaks. It's kinda like playing a slow-blight. pallet breaking is a lot more worse for M1 killers. m1 killers usually do not get any chance to knock-off health-states so they usually end up being in pallet-break simulator mode if the survivor is good. I wouldn't feel bad if your losing on deathslinger. I find him too easy outplay his gun as survivor, so in my opinion, I think he's kinda weak regardless of MFT.
Yeah, I used to be Deathslinger main, but I can't be bothered to play him after his nerfs.
I played him for quickscopes, that's gone. You are forced to fake aim, which I find really boring.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480300#Comment_3480300
for 110% m/s, i think its 40% catch-up but technically distance does not matter as much because you have ranged weapon option. too bad deathslinger's gun is kinda weak range post-nerf vs good players imo. same with trickster. weak range killers.
Checked it and you are right.
10 meters distance gets from 25 seconds to 35 seconds. That's 40% increase. (It's different with bloodlust of course)
They might have ranged weapons, but there are loops where you can't use them, mainly rock loops.
There you have to brute force it with bloodlust and get rid of that pallet. If you try to use your power, you only lose bloodlust and distance.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480349#Comment_3480349
survivor gets 16m distance on you on hit? Because for everyone else it's 1.8s speed burst of 165% speed + additional 100% speed for 0.9s. But killer can move during his CD - so the distance is still a little below 14m. To down a person after this is not such a big investment. Yes. It buys in this case some extra time. It's still less then sprint or lithe
Also - it's like with nurse. If you are predictable, then nurse can screw up and blink wrongly. But if you do correct things, it's much more likely nurse will actually screw up. The roles are just swapped for other killers.
Btw Lithe gives you 150% movement speed for 3 seconds.
That's 18 meters, while killers is walking too, which is 13,8 meters. So lithe gives you 4,2 m extra distance, which is 7 seconds.
Of course main purpose is to get away from deadzone without getting injured if possible. That's why I said those perks are not same.
But if you want to compare time you gain, than MFT is way better. Just from getting injured, if you only hold W into corner, it's only 1 second less, but there is no maximum limit.
Lithe is 7 seconds, once per chase basically.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480349#Comment_3480349
survivor gets 16m distance on you on hit? Because for everyone else it's 1.8s speed burst of 165% speed + additional 100% speed for 0.9s. But killer can move during his CD - so the distance is still a little below 14m. To down a person after this is not such a big investment. Yes. It buys in this case some extra time. It's still less then sprint or lithe
Also - it's like with nurse. If you are predictable, then nurse can screw up and blink wrongly. But if you do correct things, it's much more likely nurse will actually screw up. The roles are just swapped for other killers.
I never talked about 16 m, I talked about 10 m.
You are mixing meters and seconds.
Your expectation of it being less than Lithe works only if you get downed after those 20 seconds.
With 14 meters, it's 29 seconds tho.
You want to tell me you are not going to reach any pallet or window in 29 seconds? Because if you do, then there is also more time and snowball gets bigger.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480289#Comment_3480289
Or you successfully mind game survivor. Or survivor gets stuck. Or it's interior and he runs at you. Or .... There are a lot of possible reasons. Lithe can allow you to leave the loop altogether for one with better visibility... Also your 16m example is not a norm too. If survivor sees me from such a distance and is able to run directly away from me - I am probably not going to chase him no matter if he has the perk or not.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480290#Comment_3480290
For all intends and purposes IT IS. You can't effectively use it in conjunction with any other exhaustion perk, but maybe deadhard and background player. Technically you can, but technically you can use both lithe and balanced landing at the same time - lo and behold, nobody is using them together because of same anti-synergy.
Oh right, because you don't get distance after getting injured, right? That never happens...
And you always drop a chase after injuring survivor. Only hit&run on any killer.
Funny is all your counterplay works only if survivor screws up. Yeah, perk is not good if survivor is bad. Who would have thought....
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@DrKetchup said:
Half of M2 killers are also dead, Huntress, Trickster and Deathslinger can't catch an MFT that is looping around tall, round rocks. Technically they can catch up but it will take 30-40 seconds, are you willing to go 'round a rock for 40 seconds? Perk designers have no clue how this game is played.
I had daily on Deathslinger and 4x MFT squad sent me to Wreckers' Yard.
I hate those rock loops as 110%.
I can't remember last time I was that close to giving up.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480260#Comment_3480260
if killers are 2nd class, then soloQ is 3rd class. Sure 4man SWF is very strong especially with strongest kit they could bring. But right now I would say C33+alch ring blight is even stronger (thanks to BNP nerf) - so for 2nd class citizens - it works only on part of killer list.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480254#Comment_3480254
using chainsaw is not always possible, using chainsaw only on healthy person is not always the best play, I mentioned also pinhead or other M1 killers (legion being best example). As I already said - I have hard time noticing the difference. Also as I said - the perk SOMETIMES makes literally difference a few milliseconds - but other times sure it can give you those 4s to catch up. It's a perk - and exhaustion one. It should be strong because of it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480270#Comment_3480270
trickster is weak overall. He needs buffs regardless of this perk. But huntress and slinger should NOT try to catch survivors. They have a shooting capability for a reason. Sure - DS can be hard, because his skill ceiling is absurdly high compared to his "normal" gameplay. But that does not mean any of those 2 struggle against the perk if played right
Perk makes difference in milliseconds (exactly 0) only if you insta down, or you are stealth killer and surprised survivor.
But at that point I can say exactly same thing about Lithe. It's not unique for MFT.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480246#Comment_3480246
Sometimes it literally is milliseconds. If I surprise someone with bubba and chain them, or surprise them with pinhead or any other M1 killer because they don't know from what direction to expect me (or run at me), it's literally a few milliseconds - it's true if the chase is shorter then a few seconds. Also even if it's not a few milliseconds - I genuinely have hard time to tell apart survivors that run it and survivors that don't (with exception to endurance).
Compared to sprint burst - where they would actually get away and start to loop me even if I surprised them.
Also I would argue that IW and probably also DH are ONLY good if paired with MfT. Otherwise they are bad (but not trash-tier) perks.
So if you take killer that is counter to MFT, you don't care about MFT. Who would have thought.
OP is talking about M1 killers and you bring Bubba...
Let's say there is distance of 10 meters between survivor and killer. That's not that much, right? Worst case scenario, you are Legion. You can't do anything to catch up fast.
Without MFT it will take you 16 seconds to catch up.
With MFT it would be 20 seconds.
That's why everyone is saying 20% more distance.
Then just take into account pallets and connecting loops.
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@Gandor said:
If devs are very survivor sided, it means only 1 thing. You play survivor too little. The weakest role in whole game right now is soloQ. It's even worse then weak M1 killers.
Also - not counting endurance part, huge number of killers can't even tell those 3% are in game. That's how influential the perk is. Even though there are a lot of complaints, it's just way weaker then lithe/sprint that get you totally out of deadzone compared to MfT that potentially prolongs the chase by a few milliseconds.
And I do play mainly no-mobility killers if you feel the need to ask.
That's not true but ok...
If you think it's milliseconds, you are really bad at math.
It's not worse than Lithe, or Sprint Burst. It's completely different perk.
Those perks are burst of movement speed. MFT is snowball that scales with skill of survivor.
MFT also has good synergies with Iron Will, Resilience, Dead hard.
Iron Will is still a good perk, but it wasn't viable for some time, because of requirement not being exhausted. Well, it works with MFT really good.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480187#Comment_3480187
hmmmmmm... I did not know I was using broken perks. haha.
I am happy to let you know.
Well, as multiple other players each day... So weird you didn't notice.
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In what world does this logic make any sense?
It's a perk. With this logic nothing was ever supposed to get nerfed, because I can pick whatever strong mechanic on other side and say it's fair.
You got shack we have bloodlust 3. So by this bloodlust is already taken. How did MFT got into it?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480172#Comment_3480172
in general, i think blood lust is just bad concept overall imo. buffing base movement speed likely makes more sense as killer perk.
We are just dealing with issue how perks on movement speed with easy trigger are an issue and you would want to create new one.
Whole map balance is around killer vs survivor movement speed. There shouldn't be any perks that affect it easily. That effect is simply too impactful to be a perk.
Play with your food is fine imo as an example. Getting tokens is pain and you lose it easily, but effect is worth it. If you would get a token from any chase instead of Obsession only, that perk would be really broken.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480148#Comment_3480148
well it could work like terror radius. not every killer has same terror radius, right? not every killer needs to be 120%. some are 110. some are 115 and other's are 120.
But this doesn't really make sense to do, because of survivor perk...
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480114#Comment_3480114
Its the hook suicides that worry me.
Bots are totally ok. But the suicide ruins it for everyone else.
Yeah, but there is not much you can do about that.
If survivor doesn't want to play, they won't play. You can't force them.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480085#Comment_3480085
i think the player that think BL1 is fine should be ok with every killer being 120% m/s base movement speed increase. you can then remove BL1 and keep BL2/3. As for my own opinion, I think killer move fast enough around loops but the loops are so long that the killer has no reach so most of the killers can be countered by camping pallets and using what some people are calling Checkpoints in looping. I learned looping without guides. The way I learned to loop was I imagined a red-line in which a killer could not cross and if killer cross the imaginary red-line in a loop then you vault the pallet. If I had to name it, I would call it imaginary red line technique.
This topic is really complicated because this is talking about top 1% survivor looping skills in the game. what people are defining as check-point is actually killer's lunge in which they can swing to hit you and checkpoint is 0.5 seconds of human reaction in which killer goes moves at roughly ~2.3 meters in which a survivor uses to react to whether they should slide or not slide pallet. sliding pallet is way for survivor to cheat distance because killer has to go around pallets and cannot vault them but if you slide at incorrect time and killer predicts your slide, they can double-back and hit you before you rotate the loop again in which you will get hit. The hit is usually delayed by 1-3 seconds but experienced survivors already know 5 second in advance that they will be hit before they get hit. In other words, if you want to make looping more skill based interaction for survivor & killer, you need to make that survivor cannot react to the check-points when sliding pallets. that is why I have said a long time ago that it would be good if killer had base-kit coup the grace lunges. I am sure a lot of pallet would still be safe because they're simply too long(like classic jungle gym) but at least more pallets would be playable by the killer without needing to break pallets.
as for movement. movement speed is mostly anti-shift w mechanic in my opinion. if you increase movement speed, you make shift-w more/less viable. in my opinion, survivor always get to next pallet if the killer breaks the pallet but the survivor dropping a pallet should never be safe. the killer should be able to get a hit on the loop if he/she plays around dropped pallet loop better then survivor does. it is just that with how BL works, the weaker tiles artificially becomes smaller due to m/s increase so they are more guaranteed hits even if survivor plays loop well while stronger tiles are unaffected because they essentially bloodlust 3 infinities using checkpoint technique in which I self-thought myself as imaginary red-line in like early 2017(?) when I was learning the game. Just to give an example, the farm map fracture cowshed with all those long-pallet loops. those are bloodlust 3 infinities loops using check-point technique. that map is so survivor-sided. no gameplay for killer. just massive pallet break simulator at high-level.
You don't really want to mess with base movement this on all killers.
I like bloodlust 1 simply because it takes an affect only when needed.
Having extra 5% all the time an all killers, would be kinda broken. Some killers simply don't need it.
That's why bloodlust doesn't work with their power.
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I can't tell if you think bots are too good or too bad...
Well, they are better than void space for sure.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479167#Comment_3479167
But thats how those killers are perceived. I still see survivors dc against the Knight and endgame chat is like "snooze killer".
Even if Skull Merchant gets a full overhaul, there will still be people, that refuse to play against her. That first impression usually sticks for a very long time.
Yeah, I think Skully hate is simply because her release during gen kick meta.
She is nowhere as bad after her changes and perk nerfs.
Some people are stuck in their mindset, but you can't fix that. So there is no reason to deal with it.
They will DC, so what? That's why we get bots.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479933#Comment_3479933
They will complain about that to..🤣
Not really, seems fine to me.
Depends on numbers of course. 100% bonus healing speed wouldn't really pass.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480093#Comment_3480093
Bloodlust is outdated and not needed.. let's get rid of it.. so we can see those killers skills we've been hearing about
Is outdated and not needed?
Did all maps got reworked and they stopped creating bad maps since yesterday? I don't think so.
Killers that use bloodlust are overall weaker than killers who don't use it. Surprise, right?
So if you want remove bloodlust, there is lot of buffs to M1 killers needed. Good luck with that.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480082#Comment_3480082
Then mft can stay cause survivors are victims of bad map design too
But it's a perk you get to use even on good RNG.
Hey look, god window connected to jungle gym, time to use my 3% to make it even worse for the killer. So that's not how it works.
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@sizzlingmario4 said:
Having BP bonuses on perks decreases perk variety.
If removing Prove Thyself's BP bonus makes survivor BP gain too low, it means survivor BP gain needs to be increased at base, not given to perks. Bloodpoints also shouldn't be used as an incentive to play in a fun or more healthy way. BBQ's BP bonus was an incentive to spread out your hooks as killer and not stay near the hook, but it was a band-aid for the bigger issue of camping and tunneling being unfun and too effective (as well as a band-aid for the grind being abysmal back then).
Well, maybe work on solution as replacement before removing band-aid.
After BBQ nerf, there is simply no reason to hook multiple survivors, if you want to win a game.
They tried to bring it back with pain resonance change, which is good, but it's still a perk. Also RNG perk, so lot of players won't use it.
BBQ was getting near base mechanic, because almost everyone used it, if they could. Free BP...
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Bloodlust is ingame mechanic. It's like complaining about survivors have longer chase, because they can vault windows for free...
How the hell you think it's equal to compare with a perk?
Just fact that you can compare it, means that perk is busted.
Perks should never been on level of base mechanics, because that means they are too impactful.
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I couldn't care less about buff for traps.
They are slowdown and they work quite well for that.
I wouldn't mind traps nerfed instead, if they buff pigs crouch + ambush. That's her main power, which dictates how it feels to play the killer.
Traps are just a bonus.
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Damn, machine gun Trickster?
It's some time since I have seen something this broken.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479819#Comment_3479819
it is standard play. every time you get 1 shot as survivor during the event is killer using bloodlust to force out hits. you just don't get instant downs in normal gameplay. I do not see it mainly in the end game. i see all game. The only time you do not see it all game is anti-loop killers where BL is disabled upon power use.
Lot of those killers don't need to use that bloodlust, they simply know waiting for bloodlust will result in faster down than using their power. It's far from standard gameplay.
Most killers get BL disabled while using their power. It's not just antiloop.
Basically killers that get bloodlust regularly have absolutely no power to use in chase at some point.
M2 killers like Blight, Spirit, Nurse, Wesker, Artist etc. get bloodlust only when player is not confident in playing that killer and play it save as M1 killer. Those killers you can play without ever seeing bloodlust.
Killers like Legion, Myers, Oni etc. will most likely see bloodlust 1 at some point, but if they regularly get into bloodlust 2, they are going to lose that game anyway.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479153#Comment_3479153
Either way, any change to it will probably be a very good while from now
Sadly, MFT is way more oppressive than CoH, because you see it's effect in individual chases.
CoH issue was more complex than that.
So it will probably be faster, I give them a year.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479748#Comment_3479748
Definitely free.. if it's such a non factor to alot of killers then let's get rid of bloodlust right?
Lot of killers?
If it's not a factor, it means bloodlust was made for those killers in mind, because they have no power to end the chase.
I couldn't care less about bloodlust 3, that's an overkill. But current bad map designs simply don't allow complete removal of bloodlust.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479671#Comment_3479671
If you getting looped for 5 gen then that's a skill issue
Mft does not stop you from playing certain killers you choose to stop playing certain killers... skill issue once again
Getting looped for 5 gens don't have to mean single survivor.
With 4x MFT and map offering, if you don't have good killer, there is not much you can do. You will end up with 1-3 hooks, you got thanks to bloodlust.
If MFT is main and only reason why I have stopped playing certain killer, it made me stop it.
Did I have to? No, I could continue torture myself.
There are simply killers who are affected way more by MFT, that's a fact.
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If you see Myers not getting tier 2 and 3 for way longer than usual, just jump into lockers/vault/work on gen.
Even if you are wrong, you get to deny perks like Jolt, or Infectious Fright. Slugging overall.
It's good habbit to learn against Jolt for any game.
Tombstone piece is something different tho. That addon is broken.
I wish they nuke it and give him base-kit buffs.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479755#Comment_3479755
as survivor, my chases are typically pretty long with window looping so bloodlust is common. I don't agree that killer do not use bloodlust to force out hits. you see it more often during the event with exposed 1 shot.
Sure, but this event is not standard gameplay.
But otherwise you see it mainly in end game, where killer can't be bothered to chase and just force down around same pallet with bloodlust 3.
But if you try that while there are 4 survivors alive, you are going to lose that game. You get down, but you got almost 0 resources and it took you over 40 seconds. That's just bad.
There are god windows where you will get bloodlust, like Garden of joy, but loops where you have to get bloodlust simply prove that bloodlust is needed.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479647#Comment_3479647
i get bloodlust almost every game. the people that do not get bloodlust are survivors that cannot loop/run windows correctly.
What killer are you playing if you gain bloodlust each game?
Most killers can't get bloodlust while using their power. So I highly doubt that.
There are killers that get into bloodlust each game. For example Legion, your chase is purely m1 when survivor is injured, so unless survivor is bad you will get into bloodlust 1 quite often. But this is simply not true for most killers in dbd.
Btw I couldn't care less if Bloodlust 3 gets removed, 2 probably too. I don't think they can remove bloodlust 1 tho, it's just needed safety net for broken maps (RNG).
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if one side have bad ping there is not much they can do.
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479583#Comment_3479583
If you think 3 gens and kick gen meta is fun for anyone you are weird my friend.. 45 min games just kicking gens.. thats cringe at its finest
Also cleansing is a counter to noed and undying they're many ways to counter mft is 3%.. 🤣
you think getting looped for 5 gens is fun?
Sure, cleansing is counter to NOED and Undying. Yet it was nerfed, because survivors can't be bothered to find a totem.
Best way to counter MFT is to play killer that doesn't care about 3%. I don't know about you, but perk that makes me stop playing certain killers don't seem to be well designed.
If you are fine with "don't play that killer" (Plague, Legion, Doctor), then "just play SWF" becomes valid too.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479577#Comment_3479577
Bloodlust isn't a problem because killers rarely use it.
MFT is a problem because it's always active.
Ergo, MFT isn't a problem because now killers get to use Bloodlust, where even tier 1 (5%) completely counters MFT.
It doesn't counter it.
Blood lust works exactly same whatever you have MFT or not.
If anything MFT counters bloodlust, because it makes it less effective.
You want bloodlust as a counter? Sure, make it you don't lose bloodlust by using killer's power. Let's see how that goes...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479574#Comment_3479574
You didn't understand that at all.
Single line chases don't exist.
Since when?
You have many loops where running straight is only option to catch survivors.
Lot of main buildings are like that. No alternative path, otherwise you waste more time trying to mind game.
Space between loops is straight line.
Running away with Iron Will from loop is straight line. You just got 20% more distance.
You never have a moment where you simply hold W as survivor?
And best example is yet to come. Chase in straight line doesn't exist? How Midwitch works for this?
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479524#Comment_3479524
How is dishonest??? So survivor didn't have to adjust to those heavy nerfs?
Dishonest about displaying survivors as the only side that needs to adapt and they are not really good at it anyway.
I haven't seen survivors adapt to kick gen meta, or 3-gen in general...
I haven't seen survivors adapt to cleansing all totems against NOED, or Undying...
Surprise, all perks for this got nerfed and will get nerfed more.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479524#Comment_3479524
20% longer chases in a straight line, the game isn't that simple. You can cut survivors off, or mindgame them.
Considering that any chase an M1 killer is making that reaches that maximum threshold should be activating bloodlust anyway (which eclipses the 3% from MFT) It's not an issue, unless you're not performing well in chase. If that's the case, you're likely losing chases anyway.
How you cut off survivor from single line?
Especially when they get this after having speed boost from being injured.
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So whenever you vault or drop a pallet, you use MFT for 15 seconds?
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@GolbezGarlandGabrant said:
Unless hatch spawns right at survivor's feet killer usually wins hatch. Then it's exit gates which also tend to lean in killer's favor.
That depends on map, some gates are simply 50/50, because you can't guard both of them.
But few maps have gates where you can see both basically from one spot.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479146#Comment_3479146
I don't play Clown as much, so I forgot the duration of the lingering effects. But think about it, it is an item that takes away a toolbox, a med-kit or a flashlight. And since I suggested it being an iri item, it should be able to be replenished in a way.
Maybe make it so that Made for This doesn't affect it.
They could buff Clown bottles to 3 seconds. win win :D
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479148#Comment_3479148
A "fair" scenario is 50% of a 3 escape happening, since the community settled on 3k as a win condition.
However, pursuing a 50% is a very bad method of balancing. Cause you end up buffing random things if you have no idea what's unbalanced. Buffing a mechanic that ios already doing well doesn't fix problems.
This doesn't explain how he got 47,52% chance for 3/4k if average escape rate is 40%.
I don't care about reasoning. I want to know how he got that number.
I have never liked balancing purely based on statistics. It just doesn't reflect reality if you ignore reasons behind it. It's nice tool, but definitely not primary aspect.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479194#Comment_3479194
Like I said, I haven't noticed an issue, with Ghostface or Pig. But then stealth killers are good at out positioning survivors. One of the problems is people think "good killers" only includes Nurse and Blight".
What about Hag? What about her new Waterlogged Shoe? It gives her permanent 118% movement speed, that's essentially killer MFT, but without the need to get injured first. What's your opinion on that?
Hag? Her shoes addon is meme in my opinion. It makes her a Clown basically.
Noone plays her anyway.
Killers who mainly suffer on MFT: Doctor, Legion, Deathslinger.
But to some extent it is good against any M1 killer.
Of course Ghost face don't care about it. He has two ways how to counter it. Exposed and Stealth.
I am not surprised my Oni games are not affected. I don't mind them staying injured and can insta down...
But I used to be Legion main, I can't be bothered playing him while MFT is played this much. I basically replaced Legion with Skully.
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@durag_demon1 said:
It's funny seeing killers complain about mft... when most survivors aren't even that good and die with in seconds of being chase( me included).. its 3% if you’re losing to that.. then you might just suck🤷🏿♂️🤷🏿♂️🤷🏿♂️
Or most survivors just can't use it properly?
Of course there is many games where I don't care about MFT, because survivors suck, or I get killer who is not affected.
But then you get games where survivors know how to loop...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479184#Comment_3479184
You can always drop chase, go for someone else, and then catch the MFT player off guard and out positioned later. If you don't want to use bloodlust that is. Even tier 1 bloodlust completely negates MFT, that's after 15 seconds.
But yes I'd love more killer speed perks. I need more options for my GoKart Ghostface please.
That would work only on some deadzone gens, or indoor maps. This simply doesn't work if there is any loop nearby.
Best option how to counter MFT is to ignore that survivor and tunnel weak link. MFT is not that big issue with 3 survivors.
If all survivors have MFT, then you better use good killer...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479170#Comment_3479170
I don't have any issues with MFT, as survivor or killer (I play M1 killers, mostly Ghostface and Pig). Is moving faster than normal a benefit to survivors? Of course, but it's nowhere near as strong as actual exhaustion perks. And I expect that'll be validate by the fact it doesn't get any significant nerfs.
At most, I can see it being dropped to 2% somehow. Purely because it seems odd that Dark Theory, a more restricted haste effect, has a lower value. So from a theory crafting perspective I think they should swap values. But it's not the end of the world if they don't.
I'd much rather killers get another speed increasing perk than get rid of MFT.
I wouldn't want to see any movement speed perks, you are simply asking for infinites.
Any perk that give permanent movement speed should be highly limited.
I don't care about classic exhaustion perks. Those are limited and I can easily drop a chase for them to lose any value. You can't do that against MFT.