fulltonon
fulltonon
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25 seconds out of 450 with all four survivors equipping it doesn't seems to be strong tbh, and I don't care about aura part because any competent survivor I match with always know what gen to do.
@Aurelle said:
Never thought I'd see someone complain about Deja Vu, of all perks.
The perk just recently got changed, therefore a lot of players want to try it out. Also 3-genning is very prominent nowadays and Deja Vu is the only thing that can counter it.
And I believe that is false, flat 6% speed boost will not really help breaking 3 gen that much, you need toolbox/prove thyself/potential energy and all such burst speed.
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Yeah it's always been a thing, one interesting quirks he has.
Still it doesn't counter OTR sadly, but can be used against actual borrowed time to some degree too.
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@Nazzzak said:
Devs said zoning 3 gens from the start isn't the way the game is intended to be played, so yes, Deja Vu was changed to deal with it. Gen regression perks got nerfed for the same reason. You can blame survivors all you like but the devs didn't want 3 gen stallmates either. They're even still working on a longterm solution to it.
And it's funny you think survivors want "easy mode" when you admit to 3 genning and are complaining about losing the gen kick meta perks. As if all of that wasn't easy mode.
That's no true easy mode, I'd say normal mode at most.
easy mode is truly easy in this game.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457150#Comment_3457150
You could not bait out old Dead Hard, not when it was being used in the way that made it OP. It required no skill, happened in every chase, and you had absolutely no way of outplaying it.
You can, in fact, outplay Made For This. Haste is strong, but it is just Haste. It is not i-frames, or Endurance, or anything that actually prevents you from getting the hit unless it's a proper boost like Sprint Burst. You can loop people with MFT. You can use your power to stop them getting to a new tile. It is harder, because it is a chase perk and they are meant to make chases harder for you, but it is more than doable.
In fact, MFT is a lot more like reworked Dead Hard, at least for most killers. That was the one you could bait out and that did have counterplay- the difference is that even that Dead Hard unfairly punished certain killer powers in a way MFT doesn't, at least not directly.
And in that "just for distance" part, it's no different from made for this, both requires no skill, happens in every chase, and has absolutely no way of outplaying it.
I-frame is irrelevant because when they used it for distance, there is basically no way to hit them anyway, the only times it matters is when they used dead hard to dodge the axe/rush/gun/whatever that damages them and all such, but which part is still skillful and not considered broken, not to mention the fact MfT can also make all those things harder to hit while also hard countering powers that slows killer down.
Dead hard is just a distance, so is haste, there is no real difference between two, everything you've said pretty much applies to dead hard too, the only part is killer power but then MfT also counters different killer power, both is at least equally bad and with additional capability to use proper exhaustion perks and not to limited once nature, MfT is worse.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457175#Comment_3457175
The killers where BL doesn’t kick it have no need for it in the first place as they have anti loop abilities for easy health states.
Yeah and that is what makes BL not problematic, made to have extreme amount of limitation to make it not broken.
MfT doesn't have anything like that.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457063#Comment_3457063
You’re lying if you don’t think bloodlust kicks in pretty much every chase. By the time you spot a survivor and run to a loop, half the time is already up and then one loop and it kicks in. Most pallets in maps can be mind gamed especially with bloodlust active
Power oriented killers can very well have matches BL doesn't kicks in.
Of course M1 killers would have it and even reliant on it to get a hit, but then none of that doesn't change the fact game is made with this in mind.
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@Perpendicular said:
You can pretty much guarantee a 2k by standing still for 90% of the game. Camp and tunnel with deadlock and pr and it’s an easy 2k against SWF. 4K against solo, killer isn’t difficult at all right now. A killer with actual skill can do much more
it's more of an outlier though.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457043#Comment_3457043
It kind of does since it's only an issue when it's stacked with hope
2% and/or making it disable in endgame would be good enough of a nerf without making it completely useless like scavenger
Hope was never been a problem despite being 7% which is extremely big, why do you think it will be problematic when adding MfT?
110% movement speed is ridiculous yes, but so is 107%, "it's only problematic with hope" is plain false because in that situation game is basically over and doesn't really have impact in outcome, and people played almost a game with just 3 perks.
True problem with this perk is having haste in half of the basically every chase no matter what, 2% or 1% doesn't fix that problem even though it could be weaker.
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@GannTM said:
This wasn’t something I necessarily cared about when it existed but it still shouldn’t come back. It had counterplay but it wasn’t intended by the devs.
being unintended doesn't always make it bad though, lot of games have unintended mechanics.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456375#Comment_3456375
What about a mechanic that gives 5% haste after 15 secs. By the time a survivor gets to a loop and does one loop bloodlust pretty much kicks in. If mft is a problem then so is bloodlust.
15 sec for a hit is already 30 seconds for a down, which really isn't that bad as is, and then it doesn't even allow killers to actually hit survivors in most of times unless it's blood lust 2 or 3, which is 25 seconds and 35 seconds respectively, on top of it survivors can easily force killers to throw it's effect away.
And unlike MfT it doesn't really affect any killer power or the survivor's capability to reach new tiles much too, you should think more like "if bloodlust requires this much of restriction to exist, why MfT should be this easy".
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457132#Comment_3457132
Old Dead Hard, and from context I assume OP is talking about pre-6.1.0 Dead Hard, did not just give you passive "reach new tiles" distance. That's close to what it did, but trying to frame it that way is deeply, deeply misleading and misses the part of it that actually made Dead Hard OP.
The main distinction that matters most here is that Made For This gives you the chance to reach a tile. If you aren't outplayed, if the killer doesn't have a good power for stopping you, if you aren't just too far away. I'm not saying that's rare, but I am saying it isn't guaranteed. The killer has agency, and the ability to stop you.
What Dead Hard did was guarantee you reached the tile, and guarantee the killer could do nothing about it. Period. None of the nuance of MFT, you just dashed, the killer could do nothing about it, and then the chase was reset. It wasn't just about reaching a new tile, it was about how, when, and how little the killer could do about it. After all, the Exhaustion perks as a class are, with few exceptions, meant to make you reach a new tile, that's their entire purpose- that alone isn't enough for a perk to be OP and it definitely wasn't what made Dead Hard OP.
I'm not even personally committing super hard to saying MFT is balanced, I don't have enough experience playing against it to say with concrete certainty. It seems fine, I've noticed its presence and it wasn't overwhelming in those trials, but I could be missing something there. All I can say is that a lot of the arguments for saying MFT is overpowered are deeply, deeply flawed.
Made for this still helps when you are outplayed, by reducing lunge distance and giving lot more time to actually get close for hit, dead hard can still be stopped in killer power for plenty of situations, all it did was making you invulnerable for some time and giving survivors distance, so hitting him with power after or before that is viable, and if you are too far away dead hard still can't help you cuz using tap hit right behind the survivors can basically counter dead hard.
MfT still doesn't allow killers to do anything about it, beside exhaustion which is also a counter for dead hard, they are just faster, killers have nothing to stop them being faster, and only way to deal with it is just run straight to catch up which allows them run 20% longer or even more with killer stuns, and then chase will reset by them reaching new tile.
If it is about "how, when and how little killers could do about it", it IS certainly worse than dead hard, dead hard was more or less one time perk and also technically counterable by "just bait it out" or tap the hit, made for this, on the other hand, it's working ALL the time (in the same circumstance dead hard can work, of course), without any input of survivors (which is worse than dead hard because dh still required "skill" per se), and killers have "literally" as in literal literally nothing, unlike dead hard.
And even then it CAN still be used with dead hard or balanced landing, thanks for not technically being an exhaustion perk.
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At least BHVR said they want to balance the maps, I wish them to be actually competent this time and not just for words.
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Because you needs 4k for iridescent emblems and there is lot of achievement/challenges that require 4k.
Can you convince me why killers shouldn't get consistent 4k in winning match with lot of additional effort?
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MfT unironically destroys every killer power, to a degree.
every killer power is made for 100% so they have slowdown/stun/slow projectile speed/limited amount and all such, it hard counters certain killers while also reducing effectiveness of ALL killer powers.
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@jesterkind said:
I'm starting to think a lot of players don't understand why old Dead Hard was overpowered.
Dead hard doesn't allow you to reach new tiles twice or thrice, it just allows you to reach it once.
MfT on the other hand, always increases the distance surivors can make by 20% and even more, it works once, twice, thrice and fourth, it's a lot worse than dead hard because it can very well act as additional health state in many situations AND still works infinite amount of times, then also increase the effectiveness of every loop by tremendous amount, works as hard-counter to certain killers and also even reduces the effectiveness of lunge.
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Skull merchant has desired kill rates of around 60%, she is doing fine/s
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And it doesn't help they somehow made rarity distribution of items lot worse.
...But I'd rather have it as is if it means we gonna nerf higher rarity items.
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@GentlemanFridge said:
As much as it's been memed thanks to some bad-faith creators, I do think they, in fact, did a pretty good job so far.
Depth and versatile gameplay is for sure unique thing to dbd I think.
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Well we could Identify problem in match making too.
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@Perpendicular said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456851#Comment_3456851
If 3% speed is such a game breaker, then why is 5/10/15% not a problem. It’s also related to the fact that OPs argument is that you shouldn’t be rewarded for being outplayed
Because it takes 15 seconds of killer commitment at minimum, game has infinite, can be disabled with being hit/forcing to use the power/breaking pallet/losing sight.
So much limitation, even though it's a basekit mechanics there can very well be a matches where bloodlust didn't even kicked in, unlike made for this which is pretty much guaranteed to happen.
And not to mention the fact literally everything is balanced around it's existence, which isn't the case for MfT because literally everything IS actually balanced around survivors running with 100%.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457041#Comment_3457041
Well that perk will start to become a problem if they add stuff like MFT.
It was already questionable that they made it last forever considering how significant the speed boost is
Not really, 7% is already strong enough to escape from pretty much any killer, people just thought being as fast as killer is ridiculous.
the problem is MfT and MfT only.
Btw you can just stack bloodpact and hope to make 114% survivor, and in the endgame there is not a much reasons to go farther too, if endgame is something important people would run that perk combo especially with duo... well it still requires you to keep obsession but that's not very unlikely I think.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456891#Comment_3456891
You need to stun a killer with a pallet to disrupt bloodlust (not prevent it, it can’t be prevented). And the easiest counter to that is just respecting. Lol. I can’t remember the last time I was stunned with a pallet unless I allowed it (farming).
Didn't know survivors can't force the killers to break pallet.
I think in your dead by daylight there is not a single strong pallet that is faster to just break? like every pallet is dogshit pallet that can be hit with mindgaming.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456145#Comment_3456145
Making it limited would make it virtually useless for such a small amount
If anything the speed can be nerfed to 2% and buff dark theory to 3%
1% or 2% or 3%, it doesn't change the fact how unhealthy it is, honestly the idea of adding haste effect should be scrapped altogether unless it's extremely limited like PWYF or exhaustion perks or all that 7% haste perks.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451763#Comment_3451763
LMAO Hope is an endgame perk that gets shutdown by non-M1s, and is useless if you don't make it to endgame. Nice try buddy.
This post is a great reason why the forums are considered a joke btw
Hope definitely doesn't gets shutdown by non-m1s, but yeah that perk is not a problem.
It's like a killer perks that activates on last two survivor remaining, at that point it doesn't really matter how strong killers are, they basically won.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456702#Comment_3456702
Except that perk has a time limit and can only trigger 5 times, it would be like giving the killer perm speed whenever a gen got done, that would be crazy. thats the equivalent
0.6% additional movement speed per every generator has been finished, now that seems so interesting... we can even stack it with NOED and fire up!
Oh wait, maybe I should make it so it's 1% movement speed up to 3 gens done? or outright 3% boost upon 4th gen completion? it should only activates for like half the game, but with full strength right?
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454196#Comment_3454196
What value? 3% Haste??? By that logic, Dark Theory and Blood Pact ALONE are busted, yet Dark Theory is one of the worst Boons in the game, and is awful overall outside of being a Boon.
And no, don't move the goalposts to "LIMITED RANGE" and "2 PEOPLE NEEDED", you're arguing that 3% is broken, Dark Theory gives nearly the same amount, yet it was never used because that similar amount of Haste isn't broken, so it wasn't worth dealing with range restrictions or trying to make it work because the effect was never strong.
And yeah, only a handful of people are defending it because you guys, including content creators, are fearmongers unironically who scream about new content, always, 24/7. This happened with Hyperfocus, this happened with Blood Rush, it never ends. You guys have no imagination and can't deal with new challenges, history has proven this is the case. Your arguments are all laughable, full of fallacies and misinformation, and I can TELL you guys are panicking and crying on the other end.
The people defending it are the ones seeing the truth, their logic is typically solid and they point out weaknesses in your reasoning.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454353#Comment_3454353
ATM, Killers kinda do with NOED and other Haste perks LMAO, man thought he had a good comeback.
And yeah, plenty of perks in this game are all about messing up, get with the program. This isn't anything new, and don't indirectly compare this to DH please by calling this a crutch, ty.
Yes, 2% or 7% is actually broken as long as it is working , dark theory can increase duration of the chase by a lot in certain tiles but at least it range makes that limited to one tile, bloodpact is a nightmare if you actually managed to find someone who can utilize it.
And then hope, it doesn't really matter because by the time of endgame it's pretty much survivor win.
The reason no one complained much about all those perks are just that they are uncommon (because it's not so reliable or hard to pull off), doesn't mean those perks aren't strong.
If you can't see the difference in having 20% more distance during any chase as long as you are injured, that's uh your problem.
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@JackOfTrades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456995#Comment_3456995
oooooooooh, should I try that to my basement build?
Using bubba within basement is a trap, you should hook in normal hooks because that way you can practice rescue denial, and has a chance to waste survivor's time by giving them false hope.
Deadlock, lethal/bamboozle/NOED, NWO, rancor, down the first survivor, camp him, find obsession, down him and wait till gen is done, mori, find another thanks to no way out, camp him, get a easy 3k.
You can consistently have 1k at minimum, can reliably get 2k too, and still get 3k many times, then it's pretty much guaranteed 4k if survivor makes a mistake or two.
The tips is to down the first survivor as fast as possible, that gives you more time to down obsession.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457009#Comment_3457009
Not if they're running at 103% all the time, that's what I mean. Either they're not running at that speed constantly, meaning it's a lot closer to other "burst of speed" perks or limited-duration/radius Haste, or they are running at that speed constantly, meaning they're injured the whole time and they're down a whole health state.
So they are running 103% half the time, I don't get how can this makes it any better.
I could simplify it like basically giving sprint burst on every pallet break or god windows even without counting additional loops/power/lunge interactions, as long as they are injured.
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@Eelanos said:
"While MFT gives it for free and permanent."
If it was permanent, people would have the effect either from the start of the game or from the moment they got hit and never lose it, but the effect deactivates as soon as you stop running around while wounded. It doesn't even help you walk faster.
"No, being injured is not your merit, this is your fault. The killer played better than you and you were injured. Imagine being rewarded for it."
Let's see. Ahem.
Machine Learning: While Machine Learning is active, the next Generator you damage becomes compromised, highlighting its aura to you in yellow, until it is completed.
Upon its completion, you are granted the following effects for 20/25/30 seconds, after which Machine Learning deactivates:
- Undetectable Status Effect.
- +10 % Haste Status Effect.
I don't see you up in arms because this perk activates when the killer loses a gen, actively rewarding them for letting gens be done.
I wish machine learning was actually free so I don't have to kick two gens, then wish survivors to finish up that EXACT gen, to get the value.
If that perk activated upon every gens finished, literally everyone would complain about how broken it is, because it's absolutely free, doesn't require any work unlike current machine learning, then it's effect is strong as heck.
on the other hand I don't think being rewarded for losing is any way unhealthy though...
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456844#Comment_3456844
The maps were made with 100% speed in mind, sure, but they were also made with the idea that survivors have two health states in mind, which they don't if they're running at 103% all the time. Surely that'd make a difference of some kind?
It doesn't make them broken or anything, they still have two health state, it just buffs one of it.
I mean, it feels strange you say that because I actually wish anyone running MfT made survivors to have one health state.
How about adding it's effect for no mither? that could be interesting LOL
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I sincerely wish this is just a "good perk" and not a perk that can literally counter every single aspect of the things killers have.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456591#Comment_3456591
That really isn't that uncommon...
The terror radius starts at 32 meters. In less then 6 seconds the killer is within 5 m and if you have played survivor at all you'd know that leaving the second you hear the terror radius leads to gens never getting done. You need to stick to it sometimes
Not to mention killer powers/perks. Hillbilly get's within 5 meter in less then 3 seconds of hearing the terror radius. Sadeko get's within 5 meters after 4 seconds of hearing her subtle lullaby. Myers in tier 2 gets within 5 meters of distance in 2.3 seconds of hearing his terror radius. Less then one second if he has monitor and abuse.
Between this and the person who uses sprint burst to go to the closest tile i'm beginning to get the feeling you people don't actually play survivor...
Chase indicator do exists though.
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@JackOfTrades said:
My basement camping Bubba is doing fine
My rancor hasn't been nerfed in any way either, I've never had any games that has less than 1 kill yet.
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nice.
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I don't think it's worst, I think it's one of the worsts.
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@Shroompy said:
Can I ask you something
Yall who think Made For This is truly broken... what do you think of Resilience?
I think made for this is literally much better variant of resilience, I honestly believe resilience by itself is extremely strong, but then MfT does work on: windows, pallets, dead zones, within loops, against killer power, against killer lunge, even the time you are not chased by killers, and can be stacked with resilience too.
Resilience is great in allowing you to have little more time for safe vault, made for this is great in allowing you to have little more time in literally every situations, and then with MfT survs can even gain more distance when killers can't move/has to walk around.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456244#Comment_3456244
That does require someone else to heal you. I was specifically talking about self-healing from a solo survivor's perspective.
If I play with a group, I always tend to run We'll make it, to circumvent the effects of Sloppy Butcher (or add-ons that does the same)
You still have other players in solo and they can heal you just fine, yeah some people is basically non existent but then they are not so common.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456537#Comment_3456537
bloodlust is freebie. The window loop is an infinity with bloodlust 3. you have to entity block windows to remove it but once you get to BL3, you can pre-drop that safe pallet on outside house or go to one of those ultra long pallets.
Now this is quite interesting as I haven't seen this kind of comment.
I suppose actually bloodlust is freebie as it doesn't take the work (but it takes time and tiresome W holding siulator), guess I should use more proper words like "and bloodlust is not needed" to make it little more correcter.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456542#Comment_3456542
The pallet are limited? Do you have trouble downing survivors when 0 pallet are on the map? that is news to me.
Your not intentionally losing chase. you legit cannot mindgame the pallet and your forced to break it. 3% haste ensures that they will get to the next pallet in combination with your 2.34 seconds of being stuck in animation to break the pallet. I am just providing suggestion if you want to counter the perk.
Honestly I could very well have trouble even without pallet against MfT boosted survivors and certain godly windowed buildings...
Not sure what you really mean with that, breaking pallet is natural thing in the game but getting stunned isn't, especially when you get stunned AND breaks pallet, are you trying to say something like "MfT makes survivors to reach next pallet even if you respect the pallet, so you should just get stunned too to activate the counter perks"?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456486#Comment_3456486
MFT does not work all the time. it works when injured and when not exhausted.
how does that perk combination take a lot of time? you walk around as killer playing normally and hit people. When survivor get to a pallet. you follow them normally looping tightly like you always do as killer and when survivor drops the pallet, you get stunned on purpose. you see that the loop is safe so you break the pallet. The survivor hold-w to another loop. you will naturally gain 5% haste from the stun and pallet break. you do not need much input as killer.
By that I meant there is no games where you won't get injured or is always exhausted, there is games you won't stack bloodlust at all.
So basically for some reason I confused that this is about the bloodlust, sorry for confusion lmao.
I think I've already stated the flaw of that "counter" just in the response he quoted, basically it's entirely on survivors, extremely easy to counter just by pre dropping , and then you have to purposefully lose a chase to get one token, and then pallets are limited.
Like if a perk is only counterable by intentionally losing a chase every time you have to deal with them, that's quite... funny I think?
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This is so obvious and some people still thinks "there is no infinite and bloodlust is just a freebies" lmao
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456491#Comment_3456491
Balanced landing is very strong in situations but very inconsistant and map dependent. Drop spots are not as numerous as vault locations and stuff. I believe there are certain maps that don't have drops at all.
Sorry but if you stop at the first tile after using sprint burst then you are using sprint burst wrong.
If you are caught in a dead zone sprint burst will save you 100% of the time. MfT won't. The times the 3% is going to make you reach something in a dead zone are very rare.
MfT ofcourse is way stronger then if you are in a tile. Giving the survivor a very clear edge but even then they still need to play well. A lot of mindgames still result in hits if they fall for it regardless of the 3%.
I do want to reiterate again that i don't think MfT isn't strong. It's very strong. Just imo not problomatic strong.
I honestly prefer facing it then other chase based exhaustion perks as it's at it's best in actual loops and isn't just a way to hold w for a long time
MFT just works fine in dead zones though, 3% movement speed is a 20% more straight chase duration (yes you can very well run "straight" from killers, there is still big obstacles that allows you to turn around even in dead zone), which equate to 20% more distance.
And I don't believe people are using SB wrong when they used it to reach strongest tile near-by, because it makes more sense to get strongest tile than just going farthest tiles.
MfT isn't just for "in tile" neither, it works best with between tiles, when killer breaks pallet/run around the windows they can gain lot more distance, and it takes lot more to catch up, then lunge requirement is also made worse too, effectively making every pallet breaks 30-40% stronger.
I know what you are saying, and I still thinks this is problematic as heck perk, this is too little effort, it's not situational unlike any other exhaustion perks, and is also really really strong by effect itself, and even allows you to utilize second exhaustion perk (dash is a dash even if unreliable) for some reason.
I definitely prefer SB over MfT, SB doesn't ######### with lot of killer powers like mft does, doesn't make them reach lot more tiles they otherwise couldn't, and doesn't give them "free distance" of one additional loops in actual chases.
If you don't think it doesn't help with hold w, that's just wrong, it immensely helps with it, actually the most beneficial way to use MfT is "pre drop strat" because it double dips with distance gained from pallets and then time it takes to catch up.
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You don't need any nerfs to other haste or stackable haste, the whole problem is literally MFT being broken as heck and not the other perks.
All the hastes perks were literally not problematic in any way (even though haste effect is generally problematic) because they were extremely limited, now this isn't the case thanks to hella broken perk MFT, a perk that is op by itself and can also break the game with any other haste perks.
I'd say MFT needs to go rather than MFT+hope imo.
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The problem is made for this and nothing else, we did lot of haste perks yet it was never problematic, simply because they were too unreliable to stack with each other.
Then made for this, a perk that activates in every match and no matter how survivors play, yeah that would be problematic, hell it's extremely problematic even without any perk combinations, it's broken as is
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@Sonzaishinai said:
I still think it's fine. The not exhausted clause is huge.
Like yes you can use certain exhaustion perks with it but look at the examples you gave. Balanced Landing? Smash hit? Those aren't exactly top notch exhaustion perks.
And even if you pair it with Lithe which is good then there is still dissynergy. Most really strong loops have vaults and having the awkward choise of having to avoid them to keep your 3% haste or use them and lose your benifit really doesn't work that well.
Now i'm not saying it isn't strong, far from it. But i do think the cons balance out the pros a bit leaving it as a strong alternative to sprint burst or other exhaustion perks without being clearly better in every situation.
Having strong alternatives isn't a bad thing. I don't believe this will knock sprint burst of it's throne but it will be used which just means a more diverse meta
Balanced landing is actually pretty nice exhaustion perk, it helps survivors when they are most weak.
Comparing it to sprint burst is entirely wrong, it can increase distance they gain in every windows/pallets/powers, makes killers to reach them slower, reducing the effectiveness of lunge so killers needs to be a little closer to confirm a hit, sb can only doe second and still not even good at it... because you will most likely stop at first tile, and not get the entire value out of it.
It's basically clearly better in every situation, because unlike other exhaustion perks it works in literally every situations, and when it doesn't, no other exhaustion perks works too.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455386#Comment_3455386
If 3% conditional haste is such a game breaking OP advantage, surely 5-15% is worth 2 perk slots and a little work to activate, no?
it is free but takes... hella lot of works to activates, let's be real, you won't be wasting 35 seconds just for a hit without breaking pallet or using powers, that's unrealistic and plain stupid in basically any chase.
even 15 seconds are already ridiculously big, to the point most of players didn't even bother to complain about it.
made for this, on the other hand, it works all the time and there is no way to stop it... I wish killer could slide the pallet and force survivors to break the pallet, which gives them exhaustion status effect for random seconds.
I mean, the one side (made for this) activates no matter what kind of match, then other side (bloodlust) doesn't even activates in lot of practical games, it's quite the big difference.
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@[Deleted User] said:
People on this forum tend to want everything nerfed always. I agree it’s fine it makes chases more fun killers just want Insta downs. This perk does nothing against speedy ranged and teleporting killers which tend to be the majority. I bought all this chapter with shards just because I knew all the good stuff would eventually be nerfed dbd just doesn’t do fun like it use to. Sucks we barely got any outfits for the new killer and survivor though…
You seems to think "fun" as "allowing survivors to increase chase time regardless of their skill levels by at least 20% minimum without any effort at all", that's strange.
It does very well against literally every powers, even for nurses it can largely reduce her practical lunge distance making her to require lot more precise blink.
I wish people to be stop being so ridiculous, "it's a fun perk because I can win with this" is not exactly a fair mindset.
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@IronKnight55 said:
It's fine Imo but whatever. Let's just nerf every decent perk into the ground. This game is seriously becoming boring fast.
Uh game seems pretty fun, especially when they nerf MFT.
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@Xernoton said:
The EMPs are a hard counter to Singularity's power. Not even Blight has something like that! And even if they completely removed the EMPs (not saying they should do that) Singularity wouldn't even be near base kit Blight in terms of strength. The teleport doesn't give a lot of value most of the time, especially when you consider how much time you need to invest to first infect them and then get the teleport.
The time that is necessary to do that would be better used playing M1 killer. Really, I feel even when you get a super quick down with Larry's power it'd be more time efficient to play M1 killer instead. I can only repeat myself. For a killer power to be worthy of such a hard counter mechanic it must be overpowered without it. Otherwise we get what we have right now with Singularity.
It's sad. This killer has great potential but they had to make sure that it could never be oppressive even against blindfolded survivors. So much handholding. You see the EMPs, see what will be affected by it, you cannot overlook a biopod because of the particle effect, EMPs remove slip stream and kill biopods (1 minute is an eternity, so the killer will have to reset them), survivors see which biopod is active, Shift + W counters the teleport and the list goes on. This isn't how a good killer works! Wesker doesn't have all that handholding and a better and more oppressive power and he is great.
pretty much agreed, he has to infect, shoot it, wait for a few seconds, catch up to killers, and then maybe you could do the spirit furier or ultimate anatomy things, and still don't get a hit.
I get it like yeah he is decent at 3 genning when manually replacing pods, but he doesn't really have much of chase power so basically making him as 3gen strat only killer.
The only time you'd get decent value from it is when you hit the survivor then used the pod, and then that would still be just a glorified save the best for last.
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I'm pretty sure you need quite the skill and thought put into him if you want to win with him, well I can understand your complaint if it's for 1v1 but that is just irrelevant anyway.
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I think people just want to play seriously and not get so ridiculous result.