fulltonon
fulltonon
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@Mane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470965#Comment_3470965
You think its fine that Medkits are not worth bringing?
How is it "not worth bringing" when it still allows you to heal solo (twice with addon) at lot higher efficiency than healing others? I don't get it.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470851#Comment_3470851
Ds is garbage thats why no killers respect it anymore
Untrue, those who gonna tunnel never respected DS because even with 5 chases that's still faster than 9 hooks to kill a survivor.
Also biggest factor people decide not to care about it is because people stopped running it.
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personally I believe devs don't know what they want this game to be.
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Ah yes, the "counter", when all those killer powers actually get countered by MFT to some degree.
Why do people keep thinking if a power marginally negates the effectiveness of a perk it will be considered "counter"? all of those powers actually gets reduced effectiveness against MFT, which tells those powers are getting countered by MFT, not other way around.
@GoodBoyKaru said:
Let's bring back old DH for a week and see who thinks that MFT is worse after that because in no world is it as bad as DH4D
And that's just your assumption, which will never be proven to be true or not, seems to be a pointless imagination.
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Actually, fragile pallets are super strong at higher than middle gameplay, pallet stun is always a biggest factor during chase after all, same goes for window block because lot of windows are basically forced vault for killers in unique tiles.
Not going to say killer power is weak, but BL expose is also easily countered by literally just counting and standing still too.
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I'd rather have him something like breaking locks instantly if he teleported during chase, might make interesting gameplay.
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Uh if you get DC early game, the game is basically guaranteed win and might as well finish it up and go next.
It's not like everyone loves to waste time in done matches, either.
And it's quite strange you decided to get mad against killer rather than your teammate, though.
Not to mention the fact you labelled tunneling/camping as something that is not "normal", which is objectively false as those things are literally a normal gameplay everything is built around.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/381719/yeah-mft-has-to-go
I agree it's too strong but nothing should be "gutted," that's raw kneejerk reaction balancing
I'd rather not have CoH treatment where it takes eternity to finally solve a problem.
@jessiejanemuerto said:
This is my favorite part "It's completely BS to be given a BONUS just for getting hit". and thats because youre a killer main that you think so. It's completely BS to be given BLOODLUST just for sucking at loops for 15 seconds. Wait, it doubles after 30? and triples after 45? Give me a break.
Bloodlust argument never makes sense, that's like killers saying "it's completely BS to be denied a hit by just vaulting windows/pallet", it's a base game mechanics after all.
Everything is balanced in Bloodlust in mind, at this point.
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CoH no point now? I hardly doubt it, two heals and it will be net gain.
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@C3Tooth said:
Losing a match is okay.
It's not like winning is fun against MFT users though, win or lose, they are always a miserable experience.
25% more holding W slogfest.
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@Monlyth said:
Honestly, "Never hook the same Survivor consecutively, for any reason, ever" is pretty restrictive. Some Survivors literally want to be tunneled and will follow you around to annoy you if you don't. Some Survivors will give you a free down right off the hook. Some Survivors will use the basekit BT to bodyblock. Sometimes you literally just can't find anyone except the unhooked Survivor. And needing to hook all 4 Survivors is a tall order for a similar reason; sometimes you just can't find the last Survivor and they absolutely refuse to take any risks.
Imagine a survivor constantly following you with flashlight simply because they know you can't hook him... no one would use this perk.
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Seems to be a nerf, you can't even distinguish who is who sometimes.
If you kept 25% as is, it might work, otherwise no.
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@GolbezGarlandGabrant said:
Yes because people are making 20% sound extreme when in a game sense it probably doesn't mean much.
Thinking 20% as "does not mean much" is new to me, generator progress, hook speed, hit cooldown, vault speed, 20% is extremely large deal in basically everything.
Are you mistaking this game as some sort of hack'n'slash?
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@Deathslinger1of2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469386#Comment_3469386
That makes sense. I guess tunneling just bothers me from my personal view of DBD “morality”. Like I personally think it’s not cool to tunnel because the person doesn’t get a chance to play.
But then in "proper" matches where everyone try to win, killers doesn't get a chance to play if they don't tunnel/camp due to lack of literal time.
Yeah that's not 100% but it can be good chunk of games like at least 60%.
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Because wraith is actually good at tunneling.
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Are you legitimately saying brutal strength is OP?
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Yeah, they should rework everyone except wesker!
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468752#Comment_3468752
Don't forget that bloodlust exists for every killer, base kit, no additional effort required.
For a perk that's hard countered by bloodlust as well as nearly every killer power, there's an awful lot of complaining.
Pretty sure 'skill' is generally measured by how well someone can use the games base kit. If a killer is kicking pallets on cooldown, never mind games, and never throws a hatchet, that's not a perk problem.
Ah yes a perk that almost counters basekit mechanics that is mandatory in the game, what a weak perk.
Lol no, it's opposite of what you believes.
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What if you play killer? even que times are shorter too, its literally win-win.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468885#Comment_3468885
You did not need to consistently down Survivors in order to get massive value from Eruption, you just needed one or two to get 50+ seconds of time waste.
Thinking the average player can utilize 3% Haste is ridiculous, just like thinking the average player can knock out 6 Hyperfocus skill checks
Not even going to dignify the Nurse comment wirh a real response.
See, ultimately you are literally just telling "no it's different" without actually thinking the value of those perks, disregarding nurse "just because it's nurse" already tells you didn't even try to use your brain, when it's exactly same situation as those perks.
Thinking any decent survivors can't utilize 3% haste is ridiculous, all they need to do is just run and it will give them value literally no matter what, it's just a fact.
You just need to let killers break a pallet or two and it will immensely increase the chase duration, even 100 hour survivors can do that.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468856#Comment_3468856
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468863#Comment_3468863
Not in the same way, imo.
Lethal is interesting. It's a good perk that the vast majority of players will never utilize to its full potential that also had calls for nerfs.
Hyperfocus is interesting. It's basically the same situation as MFT. Hypothetically, Hyperfocus is extremely OP. In practicality, not so much.
MFT is a win harder perk. It will not carry you to wins that you do not deserve. There are FEW perks left that can and I think that's probably for the best.
Eruption is also a win harder perk, it will not carry you unless you can consistently down survivors.
Just like any regression perks carried killers for winning, so does MFT, thinking like it will not is ridiculous.
Or we could even say nurse was fine because statistically majority did not managed to utilize it's full potential.
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Yeah, It's as interesting as old eruption.
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Did you know you can move around while activating that power?
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Yes, in like four years later.
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@Eelanos said:
So what I understand from this is that your problem is Hope became popular, not that Made For This exists.
Yeah, people really should stop using hope as an argument against MFT, MFT itself IS what's broken and stupid, hope has not been changed with or without MFT.
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It will counter 99% MFT tech.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467827#Comment_3467827
See lot and lot of people complain about that before MFT was a thing
When Dead Hard was nerf, and the survivor try some other perks, lot of people here want a nerf on these perks
You are basically considering anyone else as some sort of hive-mind and getting mad about them being inconsistent and "complain about everything", that doesn't seems healthy or even sane to me.
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But then you realize most good killers never cared about pallet to begin with.
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Some people say he isn't that bad but honestly I'm absolutely believing he is weakest killers of all, including addon.
Too many counter, too many effort, too little reward, anything beside that cool lock-on is against him.
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@jeffkillsyou96 said:
Well MFT is strong but it’s not a guarantee safety net like old school DH was since in order to get the full benefit from MFT there has to be pallets to loop with and a few extra secs can buy some time but if the pallets are wasted or if map rng isn’t in your fav then MFT won’t help you very much
old school DH gave a huge dash with i frames and especially if the killer swings than thatcould guarantee a survivor safely to another loop MFT doesn’t guarantee you safety like thati
I use MFT this and does it help? Yes
Am I guaranteed safety from running the perk? No
Old school DH did nothing in most situations beside looping, if old DH guaranteed another loop, so does MFT.
The distance old DH made was extremely short, and were even limited to once per chase.
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@Volcz said:
Statistics probably go against all these people being loud and complaining about MfT.
If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.
Ah yes "statistics", the greatest reasoning behind why every broken things are kept intact.
I'm not believing BHVR is actually good at dealing with statistics after all.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467812#Comment_3467812
Not really, not everyone wants to win using overpowered and uninteractive strategies. Sure some people are that type of player, but a majority want to win on their terms doing something they find fun. If the most boring killer became overpowered tomorrow, there would be some players who would move from Nurse to that killer in a heartbeat, since that would be the new OP killer. others would still stay loyal to Nurse for the fun factor she can provide.
That doesn't mean they don't care about winning, they just aren't willing to make that sacrifice. Pro players are the ones who play whatever is OP. That's why they're pro, because they're always willing to adapt.
Yeah then those kind of people don't care about MMR in any way, period.
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surely hurting the game balance, but not sure if it's unfair or not.
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@JawsIsTheNextKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467776#Comment_3467776
The devs say that most people are at mid-MMR, even though players often think they are actually at the cap. If everyone suddenly found out their MMR was low, wouldn't that encourage them to play extra-sweaty? More camping, more tunnelling, more gen-rushing.
Also, because we only know the basics of the MMR, not necessarily the specifics, you would be able to game the system. For example: If it turns out that a DC lowers your MMR, people will DC for easier games. If a DC invalidates your game, people who want to keep their high MMR will DC before their final hook.
Some people might even leave the game when they find out they aren't the great player they thought they were.
I don't get logic behind that, there is no reward for it.
And it's not like there is any point in "gaming" system, dc is a problem of it's own.
Those who want to win try to win regardless, and those who don't will not, nothing changes.
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@Gandor said:
And what should be the counterplay then? Because he would be able to deny everything consistently without any worries - no chance to do anything about it
Are you asking that for literally every anti-loop killers who exists in this game?
Same thing, anti-loop won't break anything in this game.
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@JawsIsTheNextKiller said:
Its purpose was to prevent imbalanced matches, not for people to strive for a rating.
If a simple lobby dodge wasn't enough to make the sweatiest SWFs get matched with casual killers doing dailies, maybe everyone wouldn't have such a low opinion of the system.
That doesn't really explain why it can't be shown, though.
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467176#Comment_3467176
"Artists surveillance is better"
On what planet is Artist better at surveillance than Singularity? At most you can make an argument that in the first minute or so of the game you get better intel with Artist or possibly certain maps like Lerys. But once Singularity gets his pods distributed throughout the map there isn't a killer with better intel than Singularity.
Artist doesn't need to stand still and watch around all the cameras taking like two-digit seconds.
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They use stats to explain their decision, but then they also make strange changes like "nerf deathslinger because it is frustrating to play against" which has literally no data to back up.
Being extremely inconsistent like that wouldn't really seems good to me.
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Killers have rancor, survivors don't.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466741#Comment_3466741
Sure, but if it "FEELS" bad to play against it, even if it isn't inherently overpowered, then it needs to be changed. Playing against a team of survivors who are running MFT and hope and get to the endgame for the sole purpose of just bullying you around because they run the same speed as a killer is a problem.
Even the deathslinger who didn't performed well at all, got nerfed because "too much frustration for survivors".
It just doesn't makes sense same won't apply to perks lol
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You losing doesn't really prove anything, but then it's not like actual maths and situational simulations can convince developers who are "monitoring" it for some reason or players who just deny it, there is really no way to explain how broken this perk is to those who can't accept it.
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@Rudjohns said:
Why can't survivors have good perks?
Because you just thinks anything that exists as "bad perk" and only consider broken perks as "good perk".
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Actually, just remove depipping, it serves no purpose beside making players miserable.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466758#Comment_3466758
A survivor loses all of that by performing a conspicuous action and because endurance doesn’t stack, a killer can still tunnel a survivor with it. I doubt you see it often; I think you’re being dishonest. I play both killer and survivor, I’m sure I’m in your MMR bracket, and I never see it. Most players just rely on basekit BT. And per Nightlight it has a 1% pick rate.
I'm personally using nightlight to record stats of my own matches, off the record is 10th most used perk there and has 15% pick rate.
I wonder how there can be this much of distinction between average and mine, is it MMR? No one knows.
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466748#Comment_3466748
"4 survivors using MFT almost every game is aparently less of a issue for BHVR"
In ALL MY games since the patch it did not have a single game with 4 MFT! And I would know, since I upload nearly every game to nightlight! In the last seven days, the pick rate by random team mates / survivors of MFT is at 18%. Sure thats quite much, makes it fifth most-picked perk, but still way to low for your claim. For MFT to be run "almost every game", it needs to be way higher than that, at least around 50%. Not even WoO reaches that.
So pls, stop such exaggerations. That doesn't help anyone.
For me it's 35%, which is actually a ridiculously high number but still not "4 mft every match" for sure.
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@Hawk81584 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467050#Comment_3467050
does it also counter blight, oni, nurse movement speeds? thats insane if so
Yes, it won't counter as much as it counter 4.4 or 4.6 M1 killers, but still counters them just fine too, that's literally what movement speed does.
@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467050#Comment_3467050
it's less than bloodlust stage 1
Ah yes, so this perk almost counters basekit mechanics without even requiring as much effort as those mechanics, thanks for explaining yet another strength of made for this.
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Honestly it doesn't seems to be anything more than side-graded, most doesn't even "nerfed" in a sense.
Was it needed at all? that's questionable.
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Made for this itself is actually ridiculously strong, basically counters literally everything killer has.
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@Mandy said:
Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.
Ah yes, and it'll take year just like old dead hard or even NOED?
I wish devs to be more transparent and explain the reason behind those thinking tbh, because that's totally opposite of what I will feel in actual matches.