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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • All of them? No

    But there could be a couple more. Doesn't even need to be mayor like it was with David. Something like a cosmetic for Yui that says it's a font memory of a past girlfriend would already do the job

    It isn't a bad thing to leave a couple or even the mayority ambiguous

  • Hey now it's monday for all of us

  • The reason you feel you get screwed more by 99% gates then open gates is because you have way more matches where survivors 99% them instead of opening them.

    You're not comparing even numbers here.

    If the killer is in chase with someone and the gates gets opened then suddenly the killer doesn't need to hit them anymore. All they need to do is zone them from the gates for 2 minutes.

    If everybody opened gates all the time then i'm convinced that you would see just as much if not more people die to that as you do now from not opening the gates

  • I've played Billy a lot since his recent changes and i'm having a blast.

    It's not like his old glorious self but he's hardly umplayable.

    Also nobody is holding a gun to your head... you aren't forced to do every single challenge, that's a choice you make.

    What do you want the challenge to be in order to avoid "forcing" people to play a killer they don't like?

    Visit the store 5 times? Cause there are always going to be people that hate playing any one killer

  • Only if he gets his Bowser costume, maybe a Po one too

  • If all 4 survivors are on the ground they all die. That's the only thing that should be changed.

    If all survivors end up on the ground it's 100% their fault and they shouldn't get gameplay advantages against killers seizing a good oppertunity when they see it.

    You shouldn't be able to hold people in a game that's already over for 4 minutes though. I do agree with that

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469395#Comment_3469395

    Well tbf stretched didn't allow you to see more than you already could. It just made it easier which I think is what people who were educated had the problem with.

    You should look up some pictures of old stretch res

    You could 100% see more then usuall and not by a small margin

    You could even reveal ghostface from behind cover with it

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469447#Comment_3469447

    I think it should just be Hope that doesn't stack, if they change anything.

    Yeah that would be fair i think

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469447#Comment_3469447

    I think it should just be Hope that doesn't stack, if they change anything.

    Yeah that would be fair i think

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469393#Comment_3469393

    Without Hope, you're sitting at a measly 25%.

    Clearly, Hope is the issue in this combo.

    The stacking is the issue tbh.

    Both are fine sepperatly, they only get to silly numbers when put together

    They will need to be carefull about making it not stack. With the unhook haste effect stacking haste happens fairly often and not making it stack will have a big rimple effect outside of MfT and hope. Unless they make the not stacking solely a part of MfT or Hope

    It's also fair to point out this is looking at base 115 killer without power

    The numbers vs a base blight in rush change to this while the rush is active

    MfT: 5.2/5.08= 1.024 or 2.4% increase

    Hope: 5.2/4.92= 1.057 or 5.7% increase

    Hope+Mft: 5.2/4.8= 1.083 or 8.3% increase

    And while rushes are obviously temporary and there are bumbs to take into account it's obviously a huge difference

    Numbers vs base spirit phasewalk as bonus

    MfT: 3.04/ 2.92= 1.041 or 4.1%

    Hope: 3.04/2.76= 1.10 or 10%

    Mft+Hope: 3.04/2.64= 1.15 or 15%

    The main reason why i think MfT is overall fine. It's stronger vs weaker killers but falls off hard vs the stronger ones and people tend to want to bring perks that help against the strongest killers and not help them beat killers that already are easier to beat

  • Yeah like t-bagging but way sadder

    The ideal situation is ofcourse to not Bm but if you are going to do it do try to do in a way that makes you look as less pathetic as possible

    T-bagging has atleast some kinda flair to it. The whole humping thing just screams how desperate the person doing it is and the mocking gesture is completely lost in how utterly ridiculous it looks.

    Hit on hook if you are absolutely need to bm

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468876#Comment_3468876

    Hope is doing 99% of the heavy lifting in the end-game.

    In almost every case, Hope would have won you the game.

    That's not really correct, When it comes to reducing speed every percentage is worth more the more you have

    MfT turns survivors into 4.12, Hope turns survivors into 4.28 and MfT+Hope turns them into 4.4

    What you do divide the speed difference normally by the speed difference from the new speed to see how much extra time it gives you

    The extra time MfT gives is 0.6/0.48= 1.25 or 25% extra time to catch up

    The extra time Hope gives is 0.6/0.32= 1,875 or 87.5% extra time

    The extra time MfT+Hope gives you is 0.6/0.2= 3 or 200% extra time

    So MfT is giving a huuge boost to what hope normally can do. It is a big difference

    I don't think MfT is superbroken but saying that in Hope+MfT hope is doing all the work just isn't correct

  • Lockers muffle your breathing so it's very unlikely that's why he found you. But there are numerous ways how he guessed right.

    First and most obvious, you were next to a very loud gen aka one that clearly has been worked on. If you approuch a clearly worked on gen and there are zero scratchmarks anywhere searching a locker isn't a farfetched idea.

    There are also crows on the map that are pretty obvious when you scare them. If the killer sees a crow fly off near a locker and there are no scratchmarks you don't need a degree in rocket science to figure what happened

    Knight can also see through his orb which turns invisible to survivors after a distance but i assume you would have noticed the guard spawning so that's probably not it. Still worth a mention.

    Remember you are facing real thinking humans that can reach conclussions of events they have not seen by thinking logically.

  • Lost me at "scared to play 110 killers"

    Most 110 killers have the least issue with MfT cause the whole reason they are 110 is cause their power is strong enough that they don't need traditional chasing.

    Only exception to this rule is maybe trickster but that's a trickster issue

  • You just admitted the reason why. He needs addon nerfs.

    Most people who talk about a blight nerf are talking about his addons

  • Buff Trickster, mostly stuff to make him feel better to play and suggested blades being more or less effective depending on range to make mindless knife spamming up close less the way to go and actually reward you if you hit people some distance from you

    Nerf blight, but i did specify just his addons

    Rework Myers. This icon has been stuck with a outdated power for far too long

  • @Hawk81584 said:

    Survivors got the short end of the stick on this just like usual

    Yes the original snowmen were such a short stick.

    Both roles have had big sticks in events

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    I got this response shared via image on discord, expressing themselves as feeling pain over reading it. I too felt that. But I should have been more skeptical, this response is just an answer to the rude quip and its not a sorta final word on Made For This as the way it was shared and read -- this is the first response would have read by bHVR on Made For This feedback, but that isn't what this is.

    But I only realized this after like 30min of feeling and reading like bHVR does not acknowledge the feedback we give here.

    Today is a rollercoaster and I cant find the brakes.

    Welcome to the internet

    Never trust anything at first glance

  • I think it has been a succes.

    I can't personally play the killer well but i'm enjoying his perks

    Survivor perks are fun too

  • In the same regard that people will complain about anything.

    I've seen people claim whispers was the most broken perk in the game

    That's why the devs are doing a good job to rely on data and numbers. You can't count on humans to be unbiased

  • Welcome back, you're quite a blast from the past


  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466449#Comment_3466449

    Survivor base speed – 4.0

    Killer base speed (mostly) - 4.6

    Survivor with MFT - 4.12

    0.12 is 1/5 or 20% from 0.6

    or 33% with 4.4 killer

    definately not broken

    small correction it's 25% more for 115 killers

    0.6/0.48= 1.25

    a survivor at 6m distance takes 10 seconds to gain normally and 12.5 seconds with MfT Which is a 25% increase in time

    10*1.25= 12.5

    What you calculated was how much slower normal is compared to Mft

    12.5*0.8=10

    Yes it is quite the mindscramble those aren't the same number

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465157#Comment_3465157

    Aside from what I think is a typo with 6.6 m/s listed for Sprint burst (you have it correctly as 6.0 elsewhere) this is roughly right, but represents a worst case upper bound for chase time.

    Some hidden assumptions here are that the killer isn't using their power in any way (so for example a huntress hatchet or exposed ability could just end the chase within 10 seconds regardless of move speed).

    You're also assuming that chases are lasting upwards of 40+seconds, but not including any estimate of a lower bound with bloodlust. This actually can impact the comparison by quite a bit, since Sprint burst and overcome could cause the chase to drop and not only reset the bl timer, but also prevent chase until the killer gets close enough. But bloodlust doesn't drop with MfT without deliberate killer action (like kicking a pallet on cooldown).

    Since you have a worst case scenario, which assumes no bloodlust, adding in bloodlust changes the MfT time. There could be minor adjustments with Sprint burst and overcome, but likely the amount of time breaking chase entirely will only result in bl1 at best, with a pretty minor impact to the time for those two. There's no chance to break chase with MfT simply by movement speed, and I think it's fair since none of the other comparisons include mind games or other factors (body blocks, etc).

    For MfT: First 15s no change, then 10s of bl1, then 10s of bl2, then any remaining time is at bl3. Keeping in mind bloodlust only takes effect after the initial hit, since a successful attack resets the timer.

    So using your 15.8m distance, the killer gains at .48 for 15s, so 7.2m gained (8.6 left), then 10s at .68 for 6.8m (1.8m left). A lunge attack causes the killer to move at 6.9m/s for .8 seconds, so a lunge from max range is possible after about .31 seconds of bloodlust 3. Without a lunge, and going for 'exact zero' is roughly 2 seconds of BL3.

    So 27 seconds plus the initial 8.33 from your head start, gives 35.33 total. Which is far, far shorter than the exhaustion options.

    Yeah, that's why i left the disclaimer that these numbers don't represent well what happens in actual matches, there are so many variables to think of. They are nice for estimates but that's about it

    The 6.6 isn't a typo btw, the on hit speed burst is slightly more then the standert exhaustion speed boost

  • I'm really happy for you.

    Great talent deserves to be recognised

  • @JawsIsTheNextKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465086#Comment_3465086

    You can remap on console. I've remapped mine to Triangle as I had the exact same problem. Unfortunately this leads to another problem - If you are moving using one stick, turning using the other stick, the only way to hit triangle at the same time is to press it with my nose.

    It's still preferable to regular accidental activations though.

    That gave me a very funny mental image, thank you.

    Wouldn't one of the back bumpers be better to map it too then?

  • @Sonzaishinai said:

    If you are good at looping and aren't facing a insta down killer or are confident enough to know you'll be able to force m1's then Made for This will be more vallue in the long run.

    Sprint burst is more concistant and safe i feel and will prevent you from going down in a dead zone

    Overcome is terrible. If the killer uses the very common strategy of tunneling you without giving you a chance to heal it will save you exactly 13.56 seconds once. And that is if you're lucky and it isn't a killer with a movement power or a oneshot power. Then it will do even less.

    Edit for currect number

    ok i fluffed up the math hard yesterday so here is everything together.

    Killer starts 5m with hitting distance, hits you and you just hold w untill hit again

    Killer moves at 4.6m/s, Killer has a 2.7 second cooldown on attack where they don't move. Survivor base is 4m/s, on hit survivors gain a 65% speed increase for 1.8 seconds which by base is 6.6m/s

    Perkless

    It takes the killer 5/0.6= 8.33 seconds before the initial hit

    Survivor makes (6.6*1.8)+(4*0.9)= 15.48 meters of distance

    Killer catches that up at 0.6 m/s so in 15.47/0.6= 25.8 seconds he makes up the difference

    add the 2.7 seconds of swipe cooldown and it takes 28.5 seconds after the first hit to the second hit

    So total time waste is 8.33+28.5= 36.83 seconds

    Sprint Burst

    Sprint burst lets the survivor run at 6m/s for 3 seconds so they gain (6-4.6)*3= 4.2 meters additional distance

    It then takes the killer (5+4.2)/0.6= 15.33 seconds for the hit

    add the 3 seconds of sprint burst and it takes 18.33 seconds for the initial hit

    Everything after this is the same so in 28.5 seconds the killer has gained the distance

    So total time waste is 18.33+28.5= 46.83 seconds

    10 seconds more then base

    Overcome

    Overcome changes the time of on hit speedboost from 1.8 seconds to 3.8 seconds

    So again 8.33 seconds for the initial hit

    Then the survivor makes (6.6*2.7)+(2*1.1)= 20.02 meters of distance

    Killer catches up at 0.6 so 20.02/0.6= 33.36 seconds before they gained the distance

    add the 3.8 seconds of Overcomming and we have 37.16 seconds after first hit before second

    So total time waste is 8.33+37.16= 45.5 seconds

    8.66 more then base (I don't know how i got 13.56 seconds last night lol, don't half ass things if you want it to be correct is what i learned)

    Made for This

    Made for This increases the survivors movement speed by 3% to 4.12 m/s while injured

    Now i'm not 100% sure how that interracts with the on hit speed boost but i'm pretty sure it stacks addictively so the on hit speedboost turns to 4*1.68=6.72 m/s

    So again 8.33 seconds for the first hit

    Then the survivor makes (6.72*1.8)+(4.12*0.9)= 15.8 meters of distance

    Killer catches up at 0.48 meters per second so in 15.8/0.48= 32.9 seconds they gained the distance

    add the 2.7 cooldown and we have 35.6 seconds after the first hit before the second

    Total time waste is 8.33+35.6= 43.93 seconds

    7.1 more then base

    Ofcourse it is important to remember that our matches aren't happening in infinite voids so these numbers don't really represent what happens in actual games but they give a close enough estimate i think. These numbers always feel so unbelievable (my solo teammates don't usually last 28.5 seconds after the first hit) so anyone who wants to skim through for errors feel free

    Another important thing to remember is that this is vs powerless m1 killers, Made for This power comes from how big the percentual difference is between 0.6 and 0.48. Which allows it to gain a lot of distance over time. This greatly deminishes vs any power that adds speed. For example 0.48/0.6 vs m1 killers adds 25% to the chase time while vs a blight who moves at 9.2 m/s during rushes it only adds 5.2/5.08 or about 2.4% to the chase time while the rushes are active. The burstiness of perks like sprint burst will help waay more vs bursty speed killers when it comes to holding w. Even Overcome has this going for it

    In short if you want to delay the first hit or want to be able to hold w vs burst speed killers go sprint burst. If you're confident in looping go Make for This, if you want it easy without thinking go Overcome

  • You can't remap on console? I know you can on pc

  • If you are good at looping and aren't facing a insta down killer or are confident enough to know you'll be able to force m1's then Made for This will be more vallue in the long run.

    Sprint burst is more concistant and safe i feel and will prevent you from going down in a dead zone

    Overcome is terrible. If the killer uses the very common strategy of tunneling you without giving you a chance to heal it will save you exactly 13.56 seconds once. And that is if you're lucky and it isn't a killer with a movement power or a oneshot power. Then it will do even less.

    Edit for currect number

  • That's honestly a very common logic loop humans have. Our brains are designed to be problem solvers. As long as you win it won't detect any problems.

    The moment you lose it activates and frantically starts searching for what the problem is and for solutions and those solution very rarely look inside.

    Confirmation bias kicks in and it forgets about the previous matches you did win cause it didn't recognise those as problems.

    Displayed out and with balance in mind it seems very weird ofcourse but as far as how our brains work it's a very logical way of thinking.

    Win is good, lose is bad, what prevents us from losing less . Balance is not part of that equation unless you force it in which most in the heat of the moment won't

    That's why, no matter how much it's complained about, devs are 100% right about using stats to govern what needs changes and what not cause you can't trust the human brain to be unbiased.

    DbD should honestly be in psychiology courses cause it's impressive how many biases and logic loop holes you can find in the avarage player

  • The weirdest thing was the use invitation button was bound to Q by defauly and i have a azerty keyboard.

    So I would randomly get buffs everytime i strafed left and it took me a while before i realised what was happening

  • Ow boy Darkest Dungeon 2 could be a cool crossover

    Flagelant as a survivor with perks that benifit when he gets smacked a lot would be fitting and the you could have Death as a killer

    Or maybe Jester as survivor with more support oriented perks and a cultist killer that can generate worship to summon the bigger badies of that game for a short while

    Would be really cool to see one of DbD killers be a boss in that game too

  • I don't think every single perk has to have hoops to jump through before it becomes usefull

    Look at machine learning. It's effects are powerfull but because of the extreme convoluted way of getting to even activate it's barely usefull.

    Renewal for the survivor side is another example of a perk that could be strong but the having earned part it's just inconcistant and not worth running. What about diversion? Superfun perk but hardly ever run as it's a gamble if your perk will even be usable in the game you'll play

    Almost all perks that have to be earned are just not worth it. The only reason perks like pop are is cause it's doing is what you were going to do anyway.

    Judging from the previous having to earned perks i would rather advocate for more perks that are just equip for a bonus and use cooldowns to regulate how often they are available.

    Once or twice having a perk like devour hope that has to build up for a extreme powerfull effect is fun. But way to many perks are never being played because you have to jump through several hoops to get a mediocre effect

  • Good almost there. And if you don't have that how do you get it?

  • @Exerlin said:

    your math is wrong

    No it's correct.

    A survivor normally runs 0.6 meter per second slower then the killer. With MfT it's 0.48 meters per second

    0.48/0.6= 1.25 or 25% more

    If you're 6m from a killer then normal chase takes 10 seconds and MfT chase 12.5 seconds

    10×1.25= 12.5

    If you're 20m from a killer a normal chase takes 33.33 seconds and an MfT chase 41.66 seconds

    33.33×1.25= 41.66

    It always checks out.

    I personally don't think it's brokingly strong, just regular strong but facts are fact and this math is fact

  • @UndeddJester said:

    I'm still learning this game, but I watch a lot of streamers to help me learn the game, and I would be against hook stages being on HUD for the killer.

    I think if you're playing the game properly on Killer, you don't need a counter, its part of the game to track downs on killer. You should be actively tracking hook stages in your mind to decide which of your targets are more valuable to you. That isn't necessarily a tunneling strategy, but it is important to keep it in your mind so you can effectively pressure by proxy of "you guys should be helping this survivor get away from me because he is down a hook" so that I chase them instead".

    The principle I take on tunneling is I try to avoid doing it, but:

    • Getting your first hook is a no mercy situation at all times. After hooks you should always move to pressure gens...
    • If someone unhooks in your face, or has been stalking you for the unhook and does it while you are close by, let the unhooked survivor go and take the exchange. Another survivor will need to heal them, so that's 3 gens not being repaired currently.
    • The unhooked survivor gets a 20s grace period where I will prioritise chasing the unhooker if I see them. If they linger around to help with flashy saves or pallets instead of getting away to heal, they are fair game and I take their second hook.
    • Similarly if the unhooking survivor manages to completely remain out of my sight, they should be trying to get my attention to save their teammate, so if all i csn is the unhooked survivor, that is also fair game, I will take their second hook.
    • Once at 2 hooks, this survivor should be playing safely, not making risky plays. I will pressure gens and chase other survivors, I will even avoid them if I run into them off hook when they couldn't reasonably help it. However if they are going for saves, trying to rush gens, doing risky heals, or generally running around in the open or into my arms, once again they are fair game.

    The best piece of gameplay advice I learned thus far in this game came from Otz, and its the principle that if you are dead on hook, staying hidden and quiet, not doing much but staying alive is much better than playing risky and getting killed. The fact all 4 players are alive means they MIGHT be doing gens, so passively continuing to exist creates pressure on the killer.

    My point is tracking downs on survivors is a huge part of the killers game plan. If you add it on HUD, you encourage tunneling from all killers, and you rob the killer of an important skill in tracking and decision making.

    Sadly too many hit to the head have made my short term memory really bad. Keeping track of things in my mind while i have to focus on other things doesn't work well for me any more.

    Even worse if i played multiple matches that day. It all blends together

    But even with that i would have reluctingly agreed with you if it wasn't for one thing.

    Survivors do get them. And they are capable of keeping track of hook stages just as well as the killer.

    I'm not usually one for us vs them nonsense but the fact that all players in this game gets the information of when somebody is hooked but only 1 out of 5 has to remember it while the others conveniently have the info available on their hud isn't fair.

  • And what do you need to level up once?

  • As the person above me said controller issues could be a cause.

    It's also (i think) trickier to cut corners and really hug the walls on console compared to pc and that matters a ton in how many loops you can do

  • @Sharby said:

    I mean are they wrong.

    Cakes are so easy to get you could literally put in a single BP code and get them.

    Zero reason to not use one. Had someone offer a map over bringing a cake lol. Fist pumped when the killer DC'D.

    Seeing how it's the first day of the event. Yes they are wrong.

    People seem to forget that not everybody is a hardcore gamer who plays this game 6+ hours a day and has millions of bp saved up weeks in advance specifically for this event.

    I didn't have bp when the event started. They all went to singularity and Gabriel. And the lower level bloodpools don't guarantie the cake so my first match was without cakes.

    I can also be pretty impulsive about who i play so it happens that i put my bp into billy and then right before queueing up i realise i haven't played Legion in a while and switched to them. No cake for that match either.

    There are honestly dozens of good reasons why someone might not have a cake, especially on the first day

  • This is the second person i've seen complain about people not using the aniversarry offering.

    Are you people that oblivious to the fact that it's the first day? Not everybody plays this game 6+ hours a day and hoards millions of bloodpoints you know

  • What and only play with 321% bonus bloodpoints?

    What kind of peasant life do you think i have?

  • Reduce the amount of meters slightly and it honestly sounds like a pretty decent perk.

    You move faster, but you can only follow directly behind to enjoy the speed, no cutting off and stuff.

    It's the best rework idea of bloodhound i ever saw atleast

  • I think he's a fair bit better but i'm just going to have to accept this killer isn't for me.

    Changing cameras is just too dissorienting for me

  • @jesterkind said:

    That'd make for a pretty lousy anniversary for the people who like Skull Merchant.

    The Anniversary event should be a celebration and be fun for everyone.

    Except those nasty Skull Merchant players. naught but coals for them

  • @MyelinXCVIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459974#Comment_3459974

    Trackable by her radar means the survivor has a claw trap on them.

    Tracking via killer instinct from drones does not give SM haste.

    What ReikoMori said originally was correct.

    Bit awkward but read the post above you.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379875/riddle-me-this

    Skull Merchant only gets that haste if a survivor has a clawtrap, not just because they are tracked. Survivors are rarely in the a situation outside of totem and gen defense playstyles where survivors actually are forced to interact with her drones in any meaningful way. That means she's actually quite gated on her buff it isn't by any means omnipresent and it's timed. It goes away when the clawtrap runs out of power and can be forcibly stopped if a survivor vaults a pallet. Made For This is a free 3% for the killer just attempting to play the game with you normally and stacks with other haste perks. Skull Merchant actually isn't really allowed to stack haste like that. She gets whatever effect is higher and that's about it. She'd need to have all four survivors with clawtraps and her movement speed addon to be really fast, but that's highly unlikely to ever happen. Made For This is guaranteed to happen because if it didn't happen then that means you were much better in chase than the killer or hiding in which case you didn't need it to begin with.

    This is false

    Screenshot_20230621-042148_Chrome.jpg

    The moment they are trackable you get the haste effect.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459317#Comment_3459317

    0.6+0.138=0.738 and 0.6-0.12=0.48, it's 13.550 seconds(0.738), 16,6 seconds(0.6) and 20.833 seconds(0.48) for 10 meter straight line I think, the difference is 3.05 seconds and 4.233 seconds for each.

    To me it seems survivors being faster having more impact if we just look at numbers, idk why.

    Is it even correct numbers?

    Yeah those numbers are correct i think.

    Math is weird like that, in general reducing something has more impact then increasing.

    Kinda like to combat the 20% debuff from mangled you need 25% bonus healing speed. I guess it's something simular to that

    Yet if we put them together then you close the 10m in 16.2ish seconds. About half a second sooner then normal

    It's pretty weird how in terms of impact the reduction of chasing speeds wins over the increase when looked at seperatly but the increase wins out when put together


  • @Zokenay said:

    SM has no real chase power beyond that, besides making herself undetectable inside her drones or addon buffs.

    And for starters, youre dealing with 4 survivors, even one taking a bit longer to catch can greatly hinder your chances of winning the match, if not outright lose you the match.

    And the most important fact, hitboxes, Survivors have a smaller hitbox than the killer, which makes them able to run around loop tighter than the killer, which means that a haste buff is quite significant for them.

    Besides, MFT can be paired with other perks, most notably, Resilience which makes vaults fasters, making the chases way stronger for them, then we can also add other Haste effects, such has Hope or Blood Pact, and the survivors is essentially impossible to catch.

    Made for This is just a horribly designed perk that punishes M1 killers greatly, and 110% even more, specially Trickster.

    Isn't it kinda contradictory to say the 3% speedbuff doesn't matter as much for skullmerchant cause she doesn't have a chase power and then say the 3% makes a enormous difference for survivors against killers who don't have a chase power?

    Not to mention that the 3% of skull merchant is bigger then survivors 3% cause of the higher base speed

    Skullmerchant gets 0.138 extra meters per second while survivors 0.12

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459194#Comment_3459194

    I don't have the energy to explain it to them either.

    You'd think all of these things would be obvious but they don't even play the killer enough to find out.

    I play 75/25 killer/survivor

    Including skull merchant so no matter how this goes, I'll win

    The beauty of playing both sides

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459189#Comment_3459189

    Do you think the game is just a flat plane with no walls, loops, pallets, etc?

    I'm honestly suspecting you're just trolling at this point. I refuse to believe that someone with 7800 posts doesn't know that there are ways to extend a chase with the current map layouts and tiles and how haste extends that on top of it.

    Again those walls, loops and pallets are there regardles of mft

    Again if a 130% killer can't catch a 103% survivor with MfT then why was it not a problem before MfT that a 125% killer couldn't catch a 100% survivor?

    Untill you actually answer that question you are admitting that it was a gross overexaguration and by dancing around that question you are the one trolling

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459066#Comment_3459066

    I don't need to point to the many discussions explaining the math behind how much time walls, vaults and pallets save survivors with and without MFT, I guarantee you can find that information. And bloodlust is a bandaid to bad map design and, at least in my experience, doesn't come into play very often.

    In fact, MFT can break chase enough to make sure bloodlust doesn't activate or isn't active very long if you break LoS and get enough distance by, you guessed it, using pallets and vaults.

    If bloodlust wasen't active then i'm still right about the 130% sadekko not being able to catch the 103% survivor being a outright lie.

    You can say what you want about MfT and i'll agree that it's very strong. But you can't seriously pretend that a bloodlust 3 killer isn't able to catch a survivor purely cause of MfT

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