Rovend
Rovend
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Smash hit should let you throw the pallet at the killer😎
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It is worse when some words get banned and one cant understand why and then you realize maybe it is because in another language it may sound that you are attempting to use a slur.
It happened to me typing "negocio"(business) and getting censored😂
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The devs REALLY need to start removing a lot of survivors items/offering/addon that are useless and only serve to fill the bloodweb.
We dont need 4 different medkits if all of them are the same with a 5% increase in altruistic , just leave the ranger one or the green one and remove the rest.
In the same way, we dont need 6 different luck offerings, the green map with all its addon to find an specific thing, the broken key, the purple shroud. So many things that could be removed today and nobody would miss.
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@Nomade said:
Gen rush is totally unacceptable. It is probably the biggest contributing factor to why you see killers doing a bunch of unfun things and in general being really sweaty. Gen run totally destroys the ability for the killer to relax and just have fun, go for hooks do chases ect.
It goes both ways. One can also choose not to use any gen perks and end up being hard tunneled, facecamped or bled out for 4 min.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480283#Comment_3480283
No I don't mean they're not the same as in they're not the strongest for either side, they are.
They're not the same as in gen rushing is more powerful than tunneling. We're at the point where a gen can be done in 40 seconds or less working on it solo.
Hopefully the nerfs bring it more in line.
It is a matter of perspective. It is difficult to know which one is more powerful as they are fundamentally different.
40 sec gens can only be achieved in pure gen rushing builds, mostly the ones with hyperfocus/stake-out, and still, it requires perks, items, the killer not interrupting you, etc. It is not as easy to pull off as many people think.
And tunneling has been getting stronger since the basekit BT was added. DS was nerfed, DH was nerfed, medkits were nerfed, flashlights were nerfed, now BNP and PT will be nerfed next patch so killers will also have more time. I can honestly say that tunneling is in its strongest state.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480261#Comment_3480261
I don't believe tunneling is OP. Survivors can win against a tunneling killer just fine if they're good. Maybe not Nurse and Blight, but that's a problem for those 2 not a general killer problem.
It's just really unfun, which is still a problem.
Gen rushing is the same in the sense that its the equivalent strategy on the other side, however the power levels are not the same.
For me they are both the strongest strategies for either side.
For killer, i would argue the best way to get consistent 4K is to hard tunnel a surv at 5 gens while using deadlock and pain res. Tunnel and proxy camp the hook and you will probably be in a 3v1 with 3 gens remaining. Slug the 3rd one bypassing hatch and you are good.
For survivor, the best way would be to bring 4 commodius + BNP and smash different gens while using PT on the last gen to power the gates at 4-5 min.
One of these is getting nerfed in a few weeks.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480239#Comment_3480239
I disagree. Pain Res and No Way Out are literally 2 of the best perks in the game curently (https://www.youtube.com/watch?v=q3YNmVPmIeY). If they were made base kit, kill rates will literally skyrocket to above 85%. It would be like playing killer with 6 perk slots. This change isn't balanced and I only used it as an example to show that not tunnelling can be made strong.
If they were made base kit, I would stop tunnelling on most of the killers I play. Tunnelling is a risky strategy since you are betting on being able to tunnel a survivor out fast. Going the alternative route of getting value from Pain Res and No Way Out is much less risky and gives similar or better value. This is coming from someone who tryhards as much as possible to win and 3-4ks almost every match.
My solution relies on making not tunnelling an option that is equivalent or better to tunnelling, so tunnelling is no longer vastly the best option. You say my solution gives killers no reason not to tunnel but that's false. The reason not to tunnel would be to win, which is the strongest incentive.
What i am trying to tell you is that unless you gave killer an extreme advantage, something so broken that would skyrocket the kill rates, tunneling will never decrease, let alone cease to exist.
As other users pointed out, killers had the eruption meta not so long ago, a perk so busted that would give you 40 sec of gen regression, uncounterable without comms, that only require a gen kick, and still they tunneled and camped because of how strong this strat is.
Your solution means making killer basekit strong enough to win against any survivor without tunneling while making every killer that tunnels steamroll every game.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480239#Comment_3480239
You don't just need a small bonus effect to reward the killer for not tunneling, you need to make it large enough to offset and/or be better than tunneling. Removing one player from the game is huge, so you'd need something equally huge.
We can punish tunneling, but only if we also put something equally strong as a reward for not tunneling in its place at the same time, or buff killers/nerf survivors to compensate.
If you just punish tunneling and that's it then either A) killers will still tunnel just be worse at it or B) you'll be forcing 12 hook games or something similar while the gens go too fast to really facilitate that gameplay in any game with competent players actually trying to win and not goofing around (unless you're Nurse).
If we put something on the same level as current tunneling, then it will create its own set of problem. The main problem with tunneling is how most survivors arent able to deal with a killer hard tunneling at 5 gens thus it makes for an easy strat to use every game with every killer.
Take a look at the other side, genrush let's say. Survivors are not getting something "equally strong as a reward for not genrushing", they are getting a flat nerf to PT and a rework nerfing BNP because they cant possibly incentivate survivors to not bring 4 BNPs and smash gens in 5 minutes. With tunneling is the same.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480073#Comment_3480073
What % still tunnel while running both Pain Res and No Way Out though? You barely get any value from these perks if you tunnel. I argue that they would have won without these perks anyway if they won with them while tunnelling. With these perks, killers might situationally tunnel if they randomly find the survivor in a bad spot, but I doubt most would plan to hard tunnel from the start.
The problem with that solution is that even while having those two perks basekit, tunneling is still the easiest most effective way to win a game in dbd. Meaning that everytime a killer maybe losing the game they will switch back to tunnel as you are not actively punishing it in any way.
Your solution relies on killers willingly choosing not to tunnel while having no reason not to.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479656#Comment_3479656
"In order to properly incentivize something, the rewards need to be as good or better than what you are trying to dissuade people from doing. There is no reasonable reward that would ever be as strong as tunneling. Even if you were to give the Killer an entire extra gen as a reward, it would still be worse than tunneling. You cannot reasonable incentivize people to not tunnel."
I have to disagree that no incentive will ever be enough to stop killers from tunnelling. Pain Res and No Way Out are 2 of the best perks in the game currently (https://youtu.be/q3YNmVPmIeY). If you made these 2 perks base kit, the majority of killers would probably stop tunnelling.
Killers still tunnel today even while using pain res and no way out. Having those two basekit does not change anything other than giving them more tools to use while they tunnel.
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@versacefeng said:
The reason why tunneling is so effective is because the average survivor that plays this game is utter garbage, even though survivor is incredibly easier than killer.
The reason why tunneling is so effective is because the average survivor is usually ill equipped to deal with a killer that hards tunnels at 5 gens.
Unless you are going full DS, OTR, DH and have a team to back you up covering hits and rushing gens you are very likely to die early.
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The event also somehow screwed some of the matchmakings, as i got to face american and canadians killers even while i am also from south america.
And if you think 130-150ms is bad imagine 200ms🥲
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478148#Comment_3478148
Matchmaking is the problem...💀 Just because I gave a killer example doesn't mean it doesn't happen to survivors lmao.
Yes, matchmaking is the problem and it should be fixed.
Said that, no matchmaking change will mean anything if the killer has the option to quit and requeue whenever they want as many times as he/she wants.
I say either let killers AND survivors see each other before the match but without allowing them to change perks/addons/items
or do not let any info out at all and when you queue you go straight to the match
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477944#Comment_3477944
Actually fix matchmaking? ❌
Force people to go against a full toolbox prestige 100 SWF where one player has triple the amount of hours you have? ✅
Dbd has no problem forcing four 200-1000h solo survivors to be slaughtered against a 8000h nurse so what's the problem?
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And your point is?
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@LobbyDodgerLeonidas said:
I remember the golden days on PlayStation for lobby dodgers like me. There was no dedicated servers, anonymous mode, no crossplay. Survivors had 10 minute queues constantly. People couldn't change their name without paying money on the platform. If I knew a team were sweatlords or toxic players, I could send them back to the 10 minute queue after they waited so long to match with me. Lmao. It was great.
Anyways, sweat teams intent on breaking the game and stomping the killer as hard as possible should have to wait long queues for a Blight or Nurse or Spirit or whatever that can handle that. You wanna play like you're Team Eternal, then go to kill your friends with a comp killer. These teams should not be fed weaker killers just to keep their queues down.
Honestly, Killers shouldn't be able to see survivors at all before a match. How is it fair that the killer gets to see the survivors and their prestiges and items but they cant see anything until they are already in the match.
As much as you like seeing if you will be matched against a comp teams and "send them back to the 10 minute queue" by dodging, there are many survivors that would like to know if there are about to face a 8k hour nurse/blight when they do not want to play as a tournament.
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It would be better if behaviour removes keys and maps entirely, as they are barely useful and all they do is fill the bloodweb with addons you'll never use.
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I think it would be kind of unfair because if a survivor reaches a loop with no windows you could basically start manifesting while going through the dropped pallet and get a hit.
I think You could bait a survivor to drop a pallet by manifesting in front of them and if he drops the pallet before you fully maniefest you can cancel it while going through it and hit after.
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473675#Comment_3473675
That's pretty much the plan but they'll whine saying not every team is SWF. Let's address how only 3 killers can compete at the top.
Nurse
Blight
Wesker
I mean, the "not every team is SWF" is indeed true, most people play dbd in soloQ that's why changes like the new HUD had to be made.
I dont have the numbers here but i remember the devs actually saying that 4man swf were less than 20% of the entire survivor playerbase. And not every 4man squad plays like a seal team so that number gets reduced even futher.
Or do you actually believe an average killer goes against comp tournament like SWF everyday?
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I kind of dislike facing the new killer. It is not that i consider it strong but how it usually plays.
As a survivor, i either dont see him at all because it is setting up cameras or it is after me in the overclocked mode when it cannot be stunned and constantly teleports to me so i get down fast.
It is a weird concept.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474196#Comment_3474196
You're not wrong, but PTB Scavenger was broken. It'd be more worth pointing to something like Blood Rush, that a bunch of people were immediately doomposting about very aggressively. That perk wasn't changed from PTB to Live, to my knowledge, and... nobody runs it because it really isn't that good.
The nerf scavenger got was not that crippling. When the nerf was announced, i was seriously worried about the gen repair debuff but after i tried using the current one for several games i realized the real problem are the rng skill checks.
Even if you are someone who can hit great skill checks constantly, the amount of time you waste waiting for the rng to give you the 5 skill checks is too much. And the PTB version would suffer the same issue.
Blood rush haha. I remember Otz saying it would be extremely controversial and would break the game. I literally saw this perk once since it hit the live servers and because someone was trying the renato adept.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474023#Comment_3474023
I said it in a previous post, people will defend something regardless of how broken or unhealthy for the game it is. When MoM dropped, people were unironically defending it saying "Most killers can bypass it with an M2, its not that big of a deal". MFT is going through the same process, claiming the 3% isn't that much.
Thankfully since its such a hot topic it's bound to get nerfed at some point, and I have enough skull merchant exhaustion add ons to last until the heat death of the universe, so I can deal with it until the nerf comes. However I would like to play other killers without having to run fearmonger/exhaustion add ons every match.
The thing is, people will also attack anything remotely useful that is new.
And i am not referring to 3-4 chapters back. Remember all the scavenger doom posts? How people were losing their minds shouting "OMG INFINITE RECHARGE TOOLBOX" and saying how it would be impossible to get a single kill when the perk would go live?
How many scavengers do you see now?
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I rarely see mft these days. If i am lucky i can see 1 mft every 4-5 games.
I dont know if it is a region thing but i barely see it these days, most people i know switched back to sprint or lithe unless they are like doing some no mither challenge.
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Where can i see the changes
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471092#Comment_3471092
Blah blah blah is what i got from that!
It's common knowledge. High mmr SWF have a massive advantage over high mmr killer generally. If you are not aware it's 1 vs 4.
And you still have several players doing winstreaks with x killers. I am pretty sure that the guy that won a thousand games consecutively with blight didnt feel survivors had a massive advantage.
And what is the point of the 1v4? One Survivor strength does not equal 1 killer strength, if that were to be the killrate would be close to 0%.
In the majority of games, Losing just one survivor makes most teams have a really hard time to repair a gen.
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The best thing about nurse is how fast the games end against her.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469859#Comment_3469859
Don't listen to others that are either trolling or don't play against high mmr. it's almost as if maps have perfect balance already. No god pallets and strong tiles linkable already. Nevermind nutty gen speeds with poor slowdown perks for killer. The healing nerf is plain negated by a strong organised team. Then more insult to injury with MFT.
Just imagine right if when you miss a survivor with a hit you get a speed boost. I wonder how fair that would feel to them then.
This isn't really an us vs them thing for me as I do play both sides. I never really used DH as I found it unfair as killer and I won't use MFT either.
I mean, if you are going to stand with "a strong organised team can do X and Y and high mmr, etc" then it is only fair to also add that any high skilled killer can absolutely wreck someone using Mft or entire mft teams. Even more if they are using tier S or A killers.
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Maybe MFT is not as overpowered as people think it is?
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@Persephone_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464416#Comment_3464416
But what for?
I very vividly remember a match when I was trying to get my Adept Ghostface. I had two people left and I believe two gens left as well. I couldn't find anyone for about five minutes and thought this wasn't worth it. I did check everywhere including basement. I didn't want to DC so I left to make a ready made pizza. These take about 12-13 minutes to cook. When I came back, nothing had happened. I went back to searching the map, steering with one hand, eating with the other. I eventually found someone in the basement locker. From the corner of my eye I see the other survivor exiting from a basement locker. They ended up finding hatch before I did.
They never had crows so I imagine they slowly moved across the map until they both ended up in the basement where they went locker hopping. I do wonder about this though, I can't imagine something more boring than doing this for 15+ minutes to get a hatch escape.
When this happens to me as survivor I willingly give myself to the killer. I'll sit on a gen just in case - until I'm found and then try to get one last good chase. I actually have limited gaming time and can't be bothered to waste it hiding.
Many survivors would do what they can to survive, just like most killer will slug the 3rd survivor to deny hatch for 4 minutes.
I do not like this situation, nor hiding for an excessive amount of time but unless you are willing to give yourself up to the killer and die your only remaining choice is to hide and wait for hatch. The game is unwinnable by that point.
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The survivors who hide since they spawn are something that i truly dislike, those who are doing hatch challenges and do not help anyone.
Said that, the "2 survivors, +2 gens" situation is totally different. You cant realistically repair your way out so your only option is to hide if you want to have a slight chance of survival.
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@Rudjohns said:
We need BP or EXP incentives to play with the least-played killers
Like 100% BP if you play Twins
Funny enough i went against more twins players yesterday than wesker.
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If you can, avoid playing soloQ.
Best advice i can give you.
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459576#Comment_3459576
Just like any perk in this game they can be synergised with other perks to make good builds
Background Player is a monster in the hands of a good flashlight gamer
You can synergise it with other perks yes, but calling them "very good perks" is vastly differently. Most of them have serious flaws or provide very little value.
Wiretap aura read is a very minor effect that in very few situations will be useful. Aside of the fun factor of pairing with blast mine and watch the killer get stunned is not a good perk. Fun perk but weak.
Reassurance has a very little range, so little that it wont work if the surv is hooked and camped in the basement. Decent effect but not strong.
Hyperfocus is strong but it requires your whole build to focus around it. This is the only very good perk on the list for me.
Blood rush has too many restrictions to be used. 95% of games you wont get any value out of this perk because you will either be hard tunneled or you wont be on death hook. Awful perk
Background player is one of the weakest exhaustion perks, literally a more conditional sprint burst. There is no reason to use this when you could get consistently more value with sprint.
Scavenger is too difficult to activate in a normal game. You would want to refill a strong toolbox as many times you want but relying on hitting 5 random rng skill checks is too time consuming and even that is not counting all the killer and other perk interactions. By the time you can refill one toolbox and be hit by the restriction you will be either dead or have already repaired all gens.
Troubleshooter effect is weak. It is a very minor effect for losing a perk slot.
None of these are meta. Only hyperfocus with the right build is strong.
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456561#Comment_3456561
I disagree, the past year we've seen:
- Wiretap
- Reassurance
- Hyperfocus
- Blood Rush
- Background Player
- Made For This
- Scavenger
- Troubleshooter
These are all very good perks and I feel like you're sleeping on them
These are all very good perks?
Aside from hyperfocus in a full genrush build and made for this the others are either bad or average at best
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459177#Comment_3459177
Everything of your post is literally made of assumption like "people would not use it over other perks" or "I think someone who runned you were better anyway", even "everyone would still complain even if it's bad", on the other hand exhaustion perks/addons for killers being extremely limited or unreliable to the point you are lot more likely to not get any value from it, is just a fact.
Catching survivor itself has never been a problem, the point is how long you can prolong it, this perk increase that no matter what, by actually big amount all the time.
even sprintburst or lithe can not do this, those perks require brain cell and effort to pull off, they are not like "you'll just be faster".
i mean, we dont have any statistics of mft usage or how strong it is so everything said is obviously assumption and anecdotes.
Just as you assume mft is a gamebreaking perk that needs to be nerfed i assume is not nearly as strong as many people said it is and is not stronger than our current sprint and lithe.
Just as you assume there is nothing a killer can do against mft, i assume there are many counters and even without those the killer can still win.
That's the problem of not having any info at all.
Take this as another assumption if you wish but i never saw yet 2 different survivors using mft and "masterfully" looping a killer in game. Most i have seen these days is one mft and is probably from a P0 gabriel who is testing the perk.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459128#Comment_3459128
Instadowns only works first time, exhaustion perks/addons generally is pretty bad and fearmonger isn't even good against MfT, anti loop or speed chase or ranged attacks will not going to "counter" anything because all that things are already balanced against 100% movement speed and survivors will get the value of 3% no matter what, in fact 3% movement speed actually "counter" those killer powers because that haste can very well diminish effect of powers by sizable amount, even against nurse.
If we aren't allowed to think a survivor perk is unbalanced unless that perk makes every survivors unbeatable, I'm pretty sure literally no nerfs were warranted in DbD's history.
Those counters work, some to more extent than others but they do. There is not a complete nullification strategy against mft and it shouldnt because even if you could not counter mft in the least, you are still faster, have bloodlust and killer powers. But you dont want this, you want the complete removal just because you have overly high expectations of what survivors can do with this perk.
Those survivors you believe are using mft to extend chases to absurd amount of time are the ones that probably would have done the same or more using traditional exhaution perks because using mft efficiently requires good looping knowledge.
I dont see survivors trading their long use sprints and lithes over this new perk. I dont see 4 survivor going full mft now, and probably never will because even if it has decent effect it is not worth it.
Yet you claim this perk is problematic. And if it gets nerfed then we ll start to get more post of "Exhaustion perks are broken, why everyone is using sprint and lithe"
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459119#Comment_3459119
Yeah of course, all exhaustion perks are more or less situational and has killer interaction/counterplay, this perk is not like those.
Literally just "you'll get haste", boring, broken, flawed and stupid, I'd rather have NOTHING than this mess.
And mft also has its counters. Instadown, exhaustion perk/addon, anti loop powers, speed chase killer power, ranged attacks to some extent.
AGAIN, MFT DOES NOT MAKE EVERY SURVIVOR UNBEATABLE IN CHASE
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459047#Comment_3459047
I would rather fix a problematic perk than changing everything else around that one perk.
If this perk is meant to compete with the strongest survivor perks available it needs to have a decent effect.
If mft could be used with sprint and lithe i would be demanding nerfs alongside you
But asking to nerf a perk with an exhaustion restriction that is already weaker than the other two means you really want this perk to be in a state where no one will use it.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459093#Comment_3459093
Firstly, those are the options. You're dealing with a perk that can extend chases well beyond the norm and most killer perks require you to run other perks to make them work better.
Second, no. My favorite build on Sadako is Iri Tape/VCR with Deadmans, Jolt, Gearhead and a mixed bag for the last. My other go to is a full scream build. MFT guarantees I can't get value from Deadmans or Jolt if I get chained between god pallets and T L walls. Not to mention if they have the visual terror radius on as well. And do I even need to explain why a scream build is pointless?
Thirdly, the only time I've seen MFT fail is if the survivor doesn't know where loops are. That was once.
So why not just cut the middleman and play Nurse and ignore loops at this point? Most other M1 killers are also outclassed by it and casual fun builds are asking to be destroyed.
- Yes, those are the options, which are not few i meant. The amount of chase extended by Mft is determined by the survivors's skill and the killer's skill, which is the same that any other exhaustion perk.
- I told you before that i am not a sadako player so i cant argue how much mft affects her. I am sorry if mft supposedly counters the playstyle of your preferred killer. Said that, I would like for sadako to receive some buffs.
- i have tried mft multiple times and is not really that gamebreaking, and not worth it trading my lithe for it. What can i say, it's your anecdote vs my anecdote.
Use nurse, use blight, use bubba, use any killer with anti loop mechanic, you can use any of this if you want. I wouldnt change my playstyle for this perk but if you want go ahead.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459074#Comment_3459074
So instead of making builds I find fun to run and interactive for all survivors, I have to drop those completely:
Use Exhaust, Anti Gen, Chase, and Instant Down (all that are inconsistent and due to limitations of the perks/addons) to counter one single strong perk and play perfect at every loop just to break even with the 4 perk slots and 2 addon slots I have.
So why shouldn't I just play Nurse instead?
I mean, first of all those are not few options to have if you want to counter it.
Second, you can still play like normal if you want, mft does not automatically make every survivor into an unbeatable god looper, you are still faster, you still have bloodlust, you still have your own killer power and your own killer addons.
You are acting like mft gives survivors an automatic win if you dont hard counter it.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459058#Comment_3459058
SB and Lithe have limits. As I said, I main Sadako and go against those all the time. They won't always have 150% Haste, it has a cooldown and at least SB has a skill with 1%ing the exhaustion cooldown. Anyone who has a problem with those two is the only time I can confidently say skill issue.
MFT is as long as you're damaged or not exhausted, and since killers have hard requirements to exhaust survivors, they can just stay injured if the killer doesn't have at least 1 of those as a perk or addon and is able to apply it reliably, and it'd be disingenuous to say a lot of exhaust effects are consistent for killer to apply aside Fearmonger, and even then that's 5 second and can easily be waited out at a few loops.
In fact MFT makes Lithe easier to use since that's faster times to reach a vault after greeding pallets.
And there are many more situations where sprint and lithe are better also.
I dont play sadako so i cant fairly measure how much of an impact mft may have over sb and lithe.
Said that, even if you were to be right that is only one example. Instadown counters mft, speed chase power counters mft, anti loop killers counter mft. I dont seriously believe that Mft is consistently better than those two. You are still better using sprint or lithe
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459047#Comment_3459047
The problem with that is if you buff the weak M1 killers to match the perk, then you screw over the survivors without the perk. The opposite problem when the simple solution is to limit the problematic perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459048#Comment_3459048
My dude doesn't know walls, vaults and pallets exist. Those buy you plenty of time to get to another loop against the killers this perk hurts. There's no lies about that, as a Sadako main that the post pointed out.
Mft is not stronger than your traditional exhaustion perk. Meaning that those weak killer were already struggling with exhaustion perks before mft was introduced.
I would say mft helped those killer by making survivors give up on sprint/lithe to test it.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459009#Comment_3459009
I could quote another example. Prior to the new patch, I could get decent value from Wraith Dissolution since getting the first hit was easy, but against MFT users, that 3% boost gives them more distance to not have to vault a pallet while the perk is up, forcing me to have to break the pallet.
I ran Plague against two survivors running MFT and they didn’t even need to cleanse until end game because being injured benefited them so much more in chase.
One could argue that MFT only affects weaker Killers and balancing those Killers would be better in the long run. However given BHVR’s track record, I don’t see the balance happening anytime soon.
Given how much the odds are already stacked against weaker Killers, wouldn’t adding a perk that hurts their chases even more either push players to stop playing Killer or only play Blight, Nurse etc in the long run?
Removing mft would not help those weaker killers. Every survivor would just go back to using exhaustion perks that are arguably and stronger than mft.
Dont get me wrong, i am not saying the effect of mft is not strong, but if you want this perk to be picked over sprint or lithe it does need to be good.
And i would choose to go against 4 mft than 4 sprints or lithes.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459009#Comment_3459009
Wouldn't you want perks that make it harder on the stronger killers and not punish the weaker ones then? Where's the logic in phasing out the weak killers some people love to run and make the more problematic killers/tactics more favorable?
I would rather choose to buff those weak m1 killers than try to kill a perk that is being overhyped and is not nearly as strong as people think it is.
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@JustWhimsical said:
its really a strong perk ngl, i managed to 1v1 a killer with hope + made for this in endgame and saved my entire team, its definitely strong that's for sure. It allows you to greed pallets way more and I kind of wanna do a meme build with a friend to push the build even further with the speed increasing perks ik that isn't likely to work well, but I just find it funny how fast you can get with just hope and made for this.
I would not consider mft strong just because of an endgame combo with hope as you are more likely to die before you reach that state.
Said that, i dont think it would bother anyone if they made hope and mft not stack with each other.
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@appleas said:
Seeing a Sadako on bloodlust 3 not be able to catch up to a Claudette running MFT + Resilience on a Macmillan pallet tile has convinced me that it’s not a “niche” perk.
Look, this is what i really dislike when people want to prove X perk is strong.
You take a weak m1 killer(sadako), then take a specific tile on a specific map, then take a certain survivor with a specific build that is focusing on looping and after this perfect scenario where everything is set for the perk to work fine you conclude is not a niche perk.
Imagine if i would say that mft is a weak perk because i went against a nurse in glenvale and she tunneled me at 5 gens.
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It is the same as the other recent survivor chapters. People read a perk with a decent effect in the ptb, theorize that all survivors will have godly masterful skill using it that will break the game, flood the forum with nerf posts and the perks get either panic nerfed or they realize that is not nearly as strong as they thought and nobody uses it.
Remember all the Scavenger will break the game post?
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Imagine the next month a "Nicolas cage is the worst chapter ever made" post😂
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Nurse could
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@CorvusCorax86 said:
With Hyperfocus, Stake Out and Déjá Vu I'm having fun with Scavenger.
Hyperfocus somewhat compensates for the slow speed (after recharge). Sometimes I can only take a common toolbox to matches so with Scavenger I get an uncommon one from chests. In some instances I managed to get 2 refills. In most cases it's just 1. Helps tremendously if it happens towards the endgame.
Due to genrush, however, there are matches where it gets stuck at 4 tokens as the match is already over.
Thing is i dont think is worth to use scavenger to refill a common or worn out toolbox, and using a commodius + charges you will probably repair the gens before the refill.