jeffkillsyou96
jeffkillsyou96
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@Raconteurminator said:
If Lightborn is bad because it encourages people to not learn the game, what about all the second-chance perks? Nothing encourages poor choices quite like a lack of consequences. Of all the perks that "encourage" someone to not learn to play the game, singling out Lightborn is certainly a choice to make.
As for fun alternatives to gen-rushing, I wouldn't call 4 Survivors nix doing gens to troll with Flashlights a fun and engaging experience for the Killer. I have had it happen to me multiple times, and even a 4K doesn't feel like winning - it feels like babysitting.
Well 2nd chance perks have been nerfed to the ground where the killer has to be tunneling for them to work while lightborn always stays active no matter what also I don’t ever have problems with flashlights without lightborn it’s called know how to play killer the only exception is dead hard and it’s barley useable now and what would you rather gen rush meta just saying I don’t really ever see pro killers use lightborn
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How I feel about how the game is that the game is at the most balanced it’s been but it’s the least fun
I just hate that instead of addressing issues the game has like map RNG ,how swfs work and overall look into other methods to help fix the problem instead the devs either 1. Throw a perk at the problem and if people still complain they just refer to the perk or 2. Gut all the fun perks both killers and survivors have granted did some perks on both sides needed a little tweak sure like DH and DS needed a little nerf but now I feel nobody is allowed to have fun anymore and a recent example is with MFT is it op? Maybe but it’s just gonna be another gutted perk and the cycle is just gonna continue it’s like this community wants more PTSs or BKs
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I feel the pipping system for survivors is unfair because a lot of times rather I pip or not can depend on how others rather it be the killer or survivors play
for example if a killer wants to camp with leather face how can I get the points?
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I wouldn’t mind something like this
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467900#Comment_3467900
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.
I’m sorry are we remembering the same old school DH back on 2016-17
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467918#Comment_3467918
Yeah, but your problem was that DH doesn't activate unless you get hooked. Which is true about OTR as well. If you get hooked in end game alone you never got any use out of OTR either.
Perhaps the thread should be about if it's alright for an exhaustion perk to have instances when it can never be activated and if its risk should be this big (you literally get 1 try per hookstate, so a maximum of 2, and if you fail them you don't get them back) and compare it to Balanced Landing, which is highly map dependent (since they might be trying to address Balanced Landing with the new map's small ramps, correct me if I'm wrong, BL does work with those ramps right?)
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467918#Comment_3467918
Yeah, but your problem was that DH doesn't activate unless you get hooked. Which is true about OTR as well. If you get hooked in end game alone you never got any use out of OTR either.
Perhaps the thread should be about if it's alright for an exhaustion perk to have instances when it can never be activated and if its risk should be this big (you literally get 1 try per hookstate, so a maximum of 2, and if you fail them you don't get them back) and compare it to Balanced Landing, which is highly map dependent (since they might be trying to address Balanced Landing with the new map's small ramps, correct me if I'm wrong, BL does work with those ramps right?)
Well BL maybe situational depending on the map but BL can make second floors/high ground more safer like RPD and mid witch which are some of the worse maps and also doesn’t require timing to pull off or be injured
I don’t mind DH having some sort of skill and requirement to pull off I just feel that a skill based perk shouldn’t activate for not having skill just seems to be counterproductive kinda like how old Tanta had heal speed slowdown but the counter to tanta was to heal
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Well the perk is limited to the amount of chest in the trial also taking the time to find and rummage through the chest along with the healing I kinda compare it to a BTL medkit I like to bring
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@JustAnotherNewbie said:
Same can be said about DS though and OTR, as they don't activate at all if you never get hooked. They end up as wasted perk-slots. I don't think you are supposed to run DH as your only exhaustion perk anymore.
Well DS I feel has been needed a little too hard I just feel it’s a worse OTR and OTR give endurance for 80 secs along with 2 other perk functions so OTR doesn’t require timing/skill to pull off and doesn’t cause exhaust
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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
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@KenwanObinobi said:
Forgot to mention this : what is the point to nerf a perk like DH if you release, 3 months later, a perk that is even stronger than the old DH ?
Lmao this perk is not stronger than old school DH get real
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What I heard about rewards for p100 when I asked about it is that they’re not coming anytime soon
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I think DS shouldn’t go away after doing an action because to me it’s just a worse OTR with that but it shouldn’t be accessed in endgame like DH though
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@YOURFRIEND said:
Nah. Give it a timer like lucky break.
only if the perk work while exhausted
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@not_requested49 said:
I think this is the first I've heard about someone complaining abt the Endurance part of the perk lol
I would guess you hate WGLF too huh?
No I just think that WGLF only works on dying survivor while MFT works on either
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@[Deleted User] said:
bruh theres no winning; either i get called boring for chasing survivors as legion or i get called boring for hitting and running🙄
I main legion too so I feel the pain
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Last I checked deep wound timer pauses as long as you’re running and the progress bar from mending doesn’t reset so unless you’re just standing still or walking while in a chase than idk what to tell you
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Well from my experience with hook suicides from killer and survivor perspective is that the main reasons why people do it is because game quality. I don’t expect every game to go my way but it just seems that in order to have 1 fun game as either survivor or killer you gotta go through like 4-5 games that are complete one sided and seeing how the average length of a match is around 10-15 minutes if you play through the entire match that’s like a average of 1 hour of dealing with garbage matches just for 10-15 minutes of fun so people try to cut their losses however to save time and stress
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I wouldn’t mind something like this either something similar I suggested was an item converter where you can trade in lower tier items into higher tiers at a certain ratio
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if the knight is trying to block loop then run to a different loop
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I wouldn’t mind having auto blood web on unprestiged characters I only just prestige all the other characters as survivor/killer once to get their perks unlocked and if I wanna learn/play the character I’ll look into it on my own
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Well tbh prestige doesn’t mean anything I’m only getting my David to 100 just because of items other than that there’s not much point in prestige
I wish there were cool cosmetics for getting high prestige
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i would say SC on its own is garbage but revolved around a build it can be good like here’s one of my fav SC builds
1.SC
2.DM
3.BK
4.resilience/WMT if you wanna be medic
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Well then those perks need looking into not SB
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@rounder247 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457762#Comment_3457762
I’m strictly a killer main so i don’t know survivor side of things. The devs have basically made all gen regression perks unusable and I’ve never seen gens get done faster than they are now and making it harder for killers to even catch survivors in chase. Thank god for bloodlust in the little window that killers have to use it.
Lmao i main both killer and survivor and tbh if a 3% haste is all it takes for you not to get kills then it’s you probably not looping tight enough
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All prestige really is it’s only how many times you been through the blood web with that survivor and you could of gotten those bps from doing anything in the game
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Ya I agree med kits are kinda bland
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Lmao you’re complaining about soul guard
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A voice of reason finally maybe the most MFT needs maybe is the endurance time reduction to 6-8 secs at most
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457478#Comment_3457478
Ive never heard of anyone complaining Post release abt perks like blood pact, WGLF, Guardian, etc
So no, i think it IS just the perk
Well it’s mainly hope people stack with MFT and what most are complaining about
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@jesterkind said:
Honestly, you could ditch the Endurance entirely and the perk would be totally fine. Either way, Haste definitely shouldn't stack.
Also the only haste that should stack is bloodlust
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457699#Comment_3457699
From a pallet, MfT grants 5 seconds, which translates to literally 20% more time
https://forums.bhvr.com/dead-by-daylight/discussion/379653/did-the-math-on-mft#latest
Well seeing how MFT is meant to just help you in a chase resilience has more of the utility which helps in everything
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457662#Comment_3457662
.1s faster vault doesnt sound like much but when you take in consideration you have to be roughly half a meter closer to get a hit through a window or pallet you realize just how much value Resilience gives you during chase. It also gives you more wiggle room while at a pallet where youre forced to guess if a killer is going to double back or not.
MFT does the same thing but gives more wiggle room to greed pallets instead of windows. Both of these perks have a reason to be ran, it just depends on what the user values more. More utility in every situation while having a nice bonus in chase (Resilience) or more utility in chase and being more greedy to finish pick ups/heals (MFT)
Well there’s a counter to greeding pallets go for the lunge/don’t respect if you know they’re gonna greed
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457709#Comment_3457709
Even then, I think it's still too slow on its own, plus it is very vulnerable to Mangled and Haemorrhage.
Yes being to self heal without a medkit will always be strong that’s why you need to make a build around it
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456624#Comment_3456624
Fine; using it is a risk because you're missing a health state, and it doesnt help in chase except for like a 0.1s faster vault time or something, which is miniscule, but enough to just make it. MfT however makes it take longer to get downed, enough that it renders the fact you're missing a health state moot
Well if you’re being looped then ya MFT helps but if you’re just running in a straight line to a loop then MFT doesn’t help as much granted can MFT help you get to a loop yes but again that’s not guaranteed like how old dh was
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/379639/made-for-this-is-broken-with-hope
The fact that you can hit a survivor and they can run straight across the board with no obstacles and can't be caught is a huge issue. Made for This makes it worse.
Well that just depends on the map
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457633#Comment_3457633
i think you dont understood what i wanted to express
Um not the perk is not unconditional
it, objectively is. You will get injured in every chase against 95% of killers, getting your perk-value. You as survivor dont need to do anything other than being chased. You just equip it and get the value.
calling the perk “unreasonable strong” is the same thing as op
no its not the same, unreasonably strong means it is strong but dont has a reason to be. I dont think its game breaking or op in any way. I just think the price you get for doing nothing except putting it on is a bit to high.
being injured as survivor makes you one shot by like 99% of attacks and being easier to spot
this is not my point, my point is that you make chases longer just by equipping this perk. Of course, if you stay injured all the time its a high risk perk but you dont have to play it as such.
as for the whole combining MFT with exhaust perks you generally need to revolve a build around it
you have to make a build around everything if you want to do it properly, be it gens, healing or looping.
if the killers out plays you then there’s nothing much MFT can do
This is true but only to a certain point, because those 3% will help you over the edge, making things work you would not get to work without it. It helps to polish the mistakes you make during a chase. Washing away minor misplays that would normally give the upper hand to the killer over a long term.
Well again being injured as survivor is terrible on its own and the perk doesn’t work when healthy so if a killer has a insta down then MFT doesn’t help a lot also in order to get the max value from MFT relies on
- map rng cause if there’s nothing around to loop then that 3% won’t do ######### if you can’t make it to a loop granted does the haste help sure but it doesn’t guarantee safety and
- Skill cause 3% haste won’t make someone a better player
so it does have conditions
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457637#Comment_3457637
Not really, saying "git gud" is what /darksouls redditors use as an excuse to avoid helping an individual.
In terms to a company strategy, if bHVR came out with a blogpost saying "Ah well Killers are complaining, but they just need to get good" more than once people would leave this game pretty fast. Maybe Mandy if she comes by and reads our musings here, she is community manager and she knows how to listen and take the feedback, she also knows what a good community strategy is unlike /dark souls redditors who have no relation to anything and does not have a goal of maintaining a video game.
Well my bottom line is that if a killer main knows what they’re doing MFT on its own without other haste perks wouldn’t be a problem and it’s unfair to revolve any game around players who can’t even play the game
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Lmao even with the medkit nerfs it’s still the best if not still op so idk what the devs are doing here and also self care can still be strong you just need to revolve a build around it
I like running self care with a healspeed build this is my self care build
1.selfcare
2.BK
3.DM
4.resilience or WMT
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457554#Comment_3457554
It's not about player, it's about specific killer.
Blight, Nurse won't care that much about MFT, but many lower tier killers do. They are not supposed to be one to get worse.
Perk that makes weak killers worse is not well designed perk.
Which killers would MFT ONLY by itself effect not counting stacking haste like with BP or hope
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457626#Comment_3457626
Yes ofc the Killers are faster, they are playing 1 vs 4. if you have a problem with that, you have a problem with some of the oldest structures of the game. And yes, bad Killer players are part of the community too. You cant just add a perk that invalidates a demographic man.
Well I understand killers should be faster that’s not the point the game shouldn’t revolve around the bad killers they should git gud
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457596#Comment_3457596
i agree with your point about stacking haste
and i also never called MfT op, i only think it is unreasonable strong for the little you have to do for it. Which is nothing. You just equip it and instantly have a better match-up against every M1 killer or every slow killer, you dont have to do anything.
Um not the perk is not unconditional and calling the perk “unreasonable strong” is the same thing as op
being injured as survivor makes you one shot by like 99% of attacks and being easier to spot as for the whole combining MFT with exhaust perks you generally need to revolve a build around it and even that doesn’t make you invulnerable if the killers out plays you then there’s nothing much MFT can do and dh isn’t as guaranteed either now
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457589#Comment_3457589
What you mean, its 2% less than bloodlust 1 which means to you its fine to have it be activated after 0 seconds?
I think you are just scrambling for an excuse now, that sounds so unreasonable as an argument.
And Yes, I agree the stacking could be a problem even so the perk would still be solid without the endurance effect.
Well seeing how killers have a faster base movement speed and bloodlust a 3% would only effect bad killer players and the endurance can be reduced or removed I don’t really care but something that makes MFT great is that motive to actually learn to loop
also you guys can complaining about cherry picked examples about MFT being broken like with blood pack and hope but that’s not the perk individually
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457589#Comment_3457589
Walls, vaults and loops. Aside Nurse and Blight, other killers and especially M1 killers will lose a lot of space in chase if the map generation decides to put a lot of jungle gyms together. And that 3% speed can make a tight loop into a safe one that can be used to run to another safe loop without needing to mindgame, and even break chase to nullify bloodlust. Especially on The Game with so many pallet spawns just there to pre-drop so you can get even more distance and the killer's only choices are break the pallet and drop chase, break the pallet and fruitlessly follow to another loop, or leave to find someone else and hope gens haven't progressed too much.
I've had survivor games of me sitting on gen with my empathy build watching my teammate just run a trapper across the entire map doing this.
Well that’s not the perks fault that a map rng problem and can MFT buy a little more time at a loop sure but a killer can still counter and catch a survivor if the killer out plays them
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457574#Comment_3457574
"the perk is not strong when used alone" is not an argument, it is not used alone.
- Escaping is easy when the gates are open.
- Getting 4 kills is easy when all survivors are downed.
- Looping is easy when you know how its done.
I never said the perk isn’t strong alone but just because a perk is strong doesn’t make it op and again I just feel haste perks in general just shouldn’t stack is all and everyone on here is complaining about how the perk is the new dead hard ffs this perk is nothing like old dead hard and how broken it was a 3% haste doesn’t always guarantee you will make it to a loop or not unlike how old dh was
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457558#Comment_3457558
And if MFT activated after 15 seconds like Bloodlust, I would feel about it the same way. But it does not.
ok so but it’s less than bloodlust so it’s not like it completely nullifies it and killers are still faster than survivors even with MFT alone without other haste stacks but I feel that’s the only real issue with MFT is how easily it can stack with other haste perks so just removing the haste stacks should be sufficient enough
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Again MFT alone without other haste perks stacking is only op against bad killers if you’re able to predict survivors and counter loops then the perk wouldn’t be an issue especially bloodlust being basekit and ya I agree that the new map is too strong for survivors
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@jesterkind said:
Honestly, you could ditch the Endurance entirely and the perk would be totally fine. Either way, Haste definitely shouldn't stack.
Agreed the only haste that should stack is killers bloodlust
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MFT is strong but it’s not uncountable survivors still need to know how to loop and predict the killer granted can MFT stall a little longer sure but that’s part of being unpredictable if you know a survivor is gonna greed then don’t respect lunge through the pallet even if you get stunned you can at least trade
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457550#Comment_3457550
Yes that is what should happen, but instead this new perk is becoming more common than old DH.
No perk should have such majority.
Well the perk is only good if a survivor knows what they’re doing it’s not like you’re just guaranteed to escape a chase just because of MFT it’s knowing how to counter loops and out predicting each other and again bloodlust 1 alone gives 5% haste and that’s basekit and stacks
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457478#Comment_3457478
haste perk = problem
perk gives movement speed = haste perk
perk give movement speed = problem
Ya just like how killer pov perks don’t stack neither should haste perks the only haste that should stack is bloodlust and that’s 5% per tier so can a survivor loop a killer for a little longer ya but if the killer is good then MFT won’t be a problem MFT on its own is a problem for trash killers