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LeFennecFox

LeFennecFox

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LeFennecFox
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  • @SAF3TYRA1LS said:

    I've never used MFT but I didn't realise a 3% speed boost was that big?

    Survivors already loop around objects faster because their hitbox is smaller than killers so the 3% is pretty massive I can spot a MFT user just by having a chase and seeing how long it takes to catch up. The biggest problem is that it's basically free you get chased and as long as you're not instadowned you will be getting value out of the perk.

  • That's the point if people have realized this fast that his other perks are trash then him being new has nothing to do with MFT being really popular.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504201#Comment_3504201

    That data wouldn't be particularly relevant, new perks are always likely to get used more. It's how it affects gameplay over time that's more important to see. Sometimes it's apparent immediately with win rates etc, some times that takes time to ascertain.

    That's true, but I've only seen 2 survivors using any of gabriel's other teachables after returning post singularity. I'm seeing MFT being used in specific builds many times across multiple sessions. It might take a while to get more concrete data on the perk, but it's pretty obvious the perk is just really good.

  • I want the current maps reworked/balanced before anything else getting midwich on surv or the 8 insane maps on killer is obnoxious

  • I'd really like to see stats just from this patch because I see 2-3 MFT every match paired with hope and resil

  • @Uxoxe said:

    Here's a good reason, you solution does not do anything to fix someone giving up on hook.

    Survivors are giving up on hook because the game isn't fun for them.

    Skull Merchants, Knights, Sadakos, Nurses, Blights and Weskers are not fun for most solo-queue survivors. SWFs can handle those killers but most solo-queue players cannot.

    • Also, Skull Merchant, Knight and Sadako are flat out unfun for survivors to go against
    • 3-gen is unfun, see the 1st two killers above and any other killer that can 3-gen with the right perks.
    • Tunneling at gen 5 is unfun
    • Face-camping at gen 5 is unfun

    Might as well just remove the gens completely if people can't stand the killer defends them instead of watching them create the most insane gen spread in history. They've introduced basekit bt + haste and strong anti tunnel perks like OTR for people to still complain. Face camping is receiving the basekit deli which also will give you endurance so that will be less of an issue.

  • I don't think the gen changes made any difference for killer players at least me personally never liked the gen kicking perks so boring. The new toys survivors have had made any m1 killer just super unenjoyable though (MFT, Buckle Up + FTP, faster vaults, etc) it feels like there is little skill expression when survivors just make more pallets/windows for basically free and having someone completely deny a pick up by pressing 1 button before the swing animation ends without having to really put themselves in danger.

  • @OneNineTwoNine said:

    Let's talk about genrushing. Even if you don't think "genrushing" is a real thing, the fact that gens get completed so quickly in a lot of matches is still a massive issue. I main both survivor and killer, and find that in most of my games as killers gens pop so quickly it's overwhelming.

    But I'm not gonna sit here and say that it's because survivors are genrushing, because the real problem is not how much time it takes to do the gens, actually. And that's why increasing the time that it takes to do gens, in reality, does nothing.

    Originally, a gen took 65 seconds to complete. Now it takes 90 seconds to complete, and if we do some math, we can see that this only improves gen times marginally with a competent team.

    There are 5 gens survivors have to do, let's assume that you are currently chasing 1 survivor, and all the other 3 are on gens (realistically, there will always be some variance in a real world example because of the inherent randomness in the game).

    So if we use the original gen times in our math:

    65 * 5 (gens) / 3 (survivors) = 108. That's 1 Minute and 48 Seconds.

    Now, if we use the 90 second generators today:

    90 * 5 / 3 = 150. That's 2 Minutes and 30 Seconds.

    So in reality, all we've done here is give the killer a marginal 42 extra seconds. But what we've also done is make the game way more boring for the survivors having to hold M1 for one and a half minutes to complete their objective, as well as making it harder for solo queue.

    So what's the problem then? In my opinion, this mechanic is inherently flawed as long as several survivors can complete multiple generators at the same time.

    No amount of slowdown will help the game as long as generators can be split across several survivors. I think that in order to "solve genrushing" there needs to be actual changes in the core mechanics of this game. Of course, the devs didn't anticipate that this party game would be optimized by people who like to win every match.

    Thoughts?

    Gen rushing is 100% real since BNPs/strong toolboxes still exist (they need major nerfs/reworks like medkits) it's hard to mess with lowering gen times without buffing killer chase. The gens too fast and you buff killer chase too much? Survivor chases will be way shorter and there will be less skill expression. The gens too long and you nerf killer chase too much? Killers spend a long time just to get one down and survivors spend most of the game holding m1 on gen.

  • The amount of combinations you can run nowadays to just completely stall the killer picking up someone they probably invested a lot of time in is insane. It doesn't even require much coordination anymore since buckle up & ftp is a brainless combo that gets both of you out.

  • @GHOSTfaceP3 said:

    Seriously, how do you expect people to be altruistic in solo survivor? Nerfing healing into oblivion for solo survivors was a horrible decision, make it 50% or a lil higher bc right now it's in a horrible spot

    Self care was nerfed because they also happened to buff botany knowledge at the same time which would have made SC too strong since you'd get a 21s heal forever. Self care would have gotten nerfed even if BK was never touched since it would be the same speed as the new medkits when combined.

    Medkit heals: 24s

    50% SC + Old Botany: ~24s

    50% SC + New Botany: ~21s

    Self care needs a rework instead of any numbers buff or it will just be too good with new medkits being worse

  • @jordanjustice said:

    My god... its like watching a political debate.. The republicans are wrong.. no the democrats are wrong.. those dems/reps always get favors... Jeez. The devs do not favor the survivors and MFT is not that strong. 3% is barely anything, but its fun as a survivor to think you are moving a bit faster. 10% with hope at end of game... well then they would have needed to have HOPE, which is 7% by itself... I think you'd be complaining about these survivors with HOPE, whether or not they had MFT.

    Anyways, I know this is a one-sided thread and you won't like my input here. Feel free to ignore it, except for the fact that the devs don't favor survivors and this argument needs to stop. The devs make countless mistakes on both sides every time they do updates. This happens for both sides. Feel free to play another game, maybe that would show 'em.

    Why is this "it's only 3%" thing get posted it's not "only 3%" if it was so meaningless why can I tell if someone has it 90% of first chases? Survivors have a smaller collision hitbox meaning they're looping tighter than you can so 3% is pretty big. You can literally see them reaching tiles/pallets/windows a lot faster when you've played for a while it's obvious when a survivor is losing less distance. It wouldn't be such a problem if they didn't just overbuff fast vaults to be nearly instant meaning 50% of window hits are just not an option anymore especially with resil.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503384#Comment_3503384

    Then it couldn't be a latency issue. Thanks for confirming that.

    But when we have so little to go by it's kind of hard to figure out what is actually going on.

    Survivors now go further past the vault, but in the same time period? The animation looks really buggy they sort of warp to the other side of vault

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502567#Comment_3502567

    Possible. But this would still assume they changed how hit validation works. Because before this patch latency favored the killer overall. Something like that wasn't mentioned in the patch notes though.

    I am just trying to make sense of what happened here.

    High ping killer is still smacking you across shack vault it just makes low ping killers not get hits they would before

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498246#Comment_3498246

    I think it's the only way certain killers feel like they can win right now.

    Unfortunately this has been the mantra for at least the past year for killers. Doesn't matter what the state of the game is, including the gen kick meta which was the strongest killer has been in years, possibly ever. People have been saying this regardless of the game balance.

    It's just an excuse to play how people want to play. Tunneling is at least 'efficient', but there's no excuse for holding a game hostage for an hour with a 3 gen strat.

    3 gen/gen defense is literally just macro they should just nerf killers that are too good at it or add anti stall mechanics so people don't tap gen run away and kick gen dont hit anyone

  • @JonOzzie16 said:

    As it should be. Window hits have been bugged for a VERY long time. Glad it's been finally fixed.

    Laggy killers will still hit you though windows from a mile away it just makes normal killers less likely to get hits

  • I feel like most of the older dbd players have moved on and the newer player base just aren't that experienced and get frustrated over trying to learn so many perks/killers when they only play a little bit a day.

  • @Meepy13 said:

    You can hop into lockers to completely avoid hits, travel in two to kick victor after he downs your friend and have them healed before Charlotte gets there, you can cause charlotte to have a 43 second cooldown by holding onto victor

    You can stick close to an object and Victor's atrocious hitbox might hit that instead of you

    You can hold crouch and remove any defensive capabilities victor has (seriously ######### is this, 'do X to completely remove an aspect of the killers power' is such horrible counterplay implementation)

    So little of twins gameplay is actually in control of the killer. The only counter counterplay is getting used to victors hitbox but it's buggy and inconsistent

    Imo, they should completely remove the ability to crouch and deny killer instinct. Most people don't know about this and twins is still low tier, so I feel like it really shouldn't exist. Dormant victor already has counterplay. Also you should be able to recall victor from lockers after 10 seconds and the survivor should be able to escape after 25

    Creative strategies and coordination can make facing twins at least a little bit fun considered victor is a free m1 in 90% situations. This is on top of the healing nerfs which were a massive buff for twins. Buckle up is way too strong rn though FTP buckle up on twins you just lose.

  • I doubt he will be a demo reskin very good chance there will be a trap or area defense with a face hugger it could even instakill eventually by bursting out of their chest.

  • MFT, fixated, hope, resil

  • The anti camp mechanic won't even work against bubba though if they're in your face surprise surprise bubba just ignores this feature

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500258#Comment_3500258

    He's not wrong, you can have a true 99 SB where you're not exhausted and SB hasn't triggered yet, which means MFT can also be active. Any experienced player knows this. The trick is to do very small walk/run cycles when your Exhaustion is nearing 99, but to start running before fully triggering the SB.

    Thank you people like to be loudly wrong instead of just going ingame and testing it. I honestly feel like it should be considered a bug it wasn't really useful until now.

  • @Hex_Ignored said:

    if we have reached a point where perks need to be changed because weak killers like legion are affected more than nurse than we'd need to remove 90% of all perks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497936#Comment_3497936

    That's impossible. As soon as you aren't exhausted anymore SB will immediately activate if you're running, which causes exhaustion. SB and MFT literally have anti synergy. No mither and self care levels of anti synergy

    Wrong you can 100% SB aka icon is active without actually activating the perk

  • @Aurelle said:

    A few points to make:

    - Recent maps are just bad map design and not intended to be one sided.

    - MFT isn't and never was a problem. It's only problematic when paired with Hope.

    - Smash Hit isn't a problem and needed a buff to be viable. Survivors are allowed to have good perks too.

    - BNP got nerfed, not buffed. It still has the same effectiveness as it did before though.

    Plus killers got a good amount of things this update:

    - Coldwind Rework

    - Many perk buffs

    - Sadako rework

    - Prove Thyself nerfed

    - Hag got addon changes

    • MFT is 100% a problem it's free value for getting injured that makes a huge impact in chase and makes bad tiles good especially against slower killers
    • Smash hit is debatable I think it's fine
    • BNP is honestly just better you lose a few seconds but guarantee an important gen is perm shorter making regression worse
    • Killer perk buffs were for some of the worst perks in the game becoming useable meanwhile buckle up is now insanely overtuned
  • It's very interesting they overbuff buckle up to be a better option than WGLF/Soul guard in 90% of situations with no requirement/cooldown that procs on both players

  • @[Deleted User] said:

    I don't mind map offerings, but the whole 3 gen needs fixing.

    My favourite map as both killer and survivor is Ormond. I wouldn't say it's either killer or survivor sided, so I often take it just to enjoy the map I'm playing on. As for Midwich. Urgh..

    3 gens being removed would just make killers exponentially worse for no valid reason gen macro gameplay is one of the more important parts of the game and should stay they just need to add a mechanic that forces either surv/killer to do something if there isn't any actual interaction going on.

  • @Seraphor said:

    Jesus, the melodrama over this perk.

    I main Ghostface and Pig, and I don't have a problem with MFT. It's no better than Sprint Burst, and I have more trouble with Sprint Burst as a non-chase power killer.

    You can make as many threads as you like, they can't acknowledge a problem that doesn't exist.

    Wait until you figure out how to 100% SB so you can get injured loop for longer with MFT and then activate SB

  • Franklins and hoarder especially were cheese on pinhead and made him a pretty good killer to an insanely strong and easy killer. There is little counterplay to a pinhead with range + hoarder perma chaining you across the map making it almost impossible to solve on most maps.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488209#Comment_3488209

    See what i mean?

    But seriously though, that is literally the purpose of haunted grounds, to make cleansing totems risky.

    It's less of a problem with nurse losing m1 every other killer I don't really see an issue with it and since ruin is gone it's no longer haunted ruin devour undying where you HAVE to cleanse multiple strong hexes

  • Devour hope is actually a pretty problematic perk because haunted grounds exists which basically forces lose/lose situation cleansing totems

  • @Zokenay said:

    My only problem with him is how dumb the hitbox of Shred is, way too big.

    Wait until you find out that crouching causes him to slide around you and miss free hits because reasons

  • Survivors already go around loops faster than killers making that free 3% pretty massive and BL is still a needed mechanic until they get their act together and change maps that have insanely strong setups.

  • It's not that they're afraid it's just not simple as changing numbers there are a lot of people involved in killer reworks/balancing before it even reaches the stages where people are actually testing anything. These "weak" killers tend to actually do pretty well because they have stealth or passive slowdown that helps them a lot against the average survivor.

  • @Xendritch said:

    I kind of don't notice MfT in my games, I feel like it destroys very specific killers like Singularity and Pig and does nothing against everyone else.

    The endurance is probably stronger than the 3% and that should probably be taken out after the buckle up buff.

    That's the problem it's a speed boost that you can't react to or spot easily it's impossible to tell until post match if a survivor got that one extra loop instead of going down or barely didn't get hit due to MFT. It adds more inconsistency to chase and hurts m1 killers more than any other.

    1. Basekit endurance & 10% haste for 10 seconds extended to 20 entire seconds with BT
    2. OTR a personal BT for 80 seconds that also gives you old iron will and distortion
    3. DS is still usable against most killers if you die in a good spot which basekit bt allows you to reach

    Saying they did nothing about tunneling when these massive changes were added guaranteeing you don't insta die off hook and have a chance to loop no matter what perks your team brings.

  • DS needs to be something different than just a 3-5s stun so it actually does something against nurse/blight, but doesn't destroy m1 killers.

  • Oh no spirit had her insanely overtuned addons brought down to be reasonable only have to do the same with blight

  • For one he's not console friendly so that will make him underplayed by a large amount of players and playing him properly is much harder than most killers for an alright reward

  • The only issue with him is tunneling survivors that are infected even gets information on if the survivor sprays themselves

  • Ranks/Grades do nothing now and they only ever meant you played a lot very bad system

  • @humanbeing1704 said:

    people find long stalemate matches like that absolutely boring

    There should be a surrender option or something because I don't think you can realistically stop killers from intentionally afk in 3 gen without hurting people actually progressing the game while playing around a 3 gen. Maybe individual killers need reworked if their power results in stalemates. Early endgame collapse could be a thing if survivors are just hiding from killer (last 2) or a killer isn't actively injuring/hooking survivors for a long time.

  • I think the color scheme is worse instant headache, but yea even the generic filler tiles are strong for survs or chain into something else.

  • @JdoHybrid428 said:

    There's hex thrill of the hunt(if it works the same as it used to) which alerts you any time someone starts cleansing a totem. Haunted grounds and pentimento which punishes survivors for cleansing totems.

    Sadly they "buffed" it to annoy boon users slightly, but removed the best part about it for defending hex perks.

  • Macro play around generators getting completely removed would just make the game worse. Will there just be no strategy at all for stopping/repairing generators how do you "remove" 3 gens on most of the maps?

  • In 90% of situations going for hug techs is just worse than playing blight properly you're trading a 100% down for a gamble. It's most useful for navigating bad geometry and certain tiles.

  • @Roaroftime said:

    Honestly same, I've had Weskers grab me with their power and teleport me back to the opposite side of a pallet/ window after my feet touch the ground on the side away from him. He needs kill switching again and fixing, he's very broken.

    PTB actually removed him getting grabs at pallets/windows he does the proper smack animation now will still result in unfair hits on ping either way. If you get grabbed while dropping a pallet or something similar that's because there is a bug that lets you drop the pallet while you're already grabbed.

  • @SantaKlawz1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480993#Comment_3480993

    It doesn't happen to me. Only with Wesker and it's been fixed in the PTB. No amount of gaslighting by you will convince me that he hasn't been broken for weeks. It didn't happen before the last update so just stop.

    You're gaslighting yourself little bro so if I hop in a custom with a vpn and play this same scenario out with demo or any other killer power the person won't get hit around the corner? Even if this is a specific issue with wesker that happens with low ping it won't change the fact high ping will still cause the same issue.

  • @durag_demon1 said:

    Since survivors aren't allowed to have 3% haste after being injured let's nerf bloodlust. It's an unfare in-game mechanic that is not earned. It's free haste for killers and I'm tired of getting down because killers getting free haste... most killers are being carried by bloodlust not skill

    Bloodlust is the only way to catch people at obnoxious setups because of bad map design/tile generation maybe they can remove 2 & 3 sure, but it's needed for m1 killers in some form.

  • Why do people hate it so much it's a good rework of the perk that trades consistent gen pressure for having more impactful slowdown like as soon as you finish the first chase you can save a gen from popping. It also tries to discourage tunneling which any slowdown + tunneling is going to be good it's not rocket science.

  • @Davenport916 said:

    Survivors get free movement for the killers doing their job? Seriously bhvr? Stop sacrificing gameplay for sales just so you can nerf perks after everyone buys your content. You think we don't see it but we do. Poorly designed perk. No interaction on survivors end and does way too much

    I think any "free" movement speed bonus for survivors that isn't super obvious like an exhaustion perk or have strict conditions isn't good design. There will be moments where survivors barely reach safety when you wouldn't expect them to or you barely whiff which mess with consistency. Also now how will you know if a cheater isn't just adding a few extra % and running the perk claiming it's why they're faster.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480988#Comment_3480988

    I wouldn’t say it was broken, nor was Pinhead the main reason for the change.

    The main reason Hoarder was changed was so it wouldn’t affect Singularity’s EMP.

    It was 100% broken there is a reason why even in comp play hoarder/franklins were perma banned on pinhead. There wasn't really anything you can do to solve the cube unless it's a massive map and you have good rng.

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