mustdogen
mustdogen
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466015#Comment_3466015
They don't actually. Survivor mistakes mostly ends with loses. Killer can make a lot mistakes but they can come back. Thanks to tunnelling, slugging and camping.
Uhhh no.
You can mess up nearly everything you can mess up and still finishing 4 gens in 5 minutes constantly as survivor, at least in my mmr.
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What is NFT?
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@Slackrimosa said:
Sprint burst or lithe extend your 24 meter chase to 47s without considering the 16 meters you gain being hit and wounded which you presuppose in the example for MfT. Is that why you left it out?
It seems silly to make all these napkin math assumptions unless every pallet is infinite and evenly placed, and all the generators are next to each other on the other side of the map.
In practice it's a handful of seconds added to a chase and maybe one extra pallet with the prereq that you're a one-shot.
I don't understand your point?
I just said that if the distance between you and killer is more than 24 m than MFT is stronger than SB.
And the 16 m and 9m stuff just try to explain to you that a chasing is at least more than 24 m.
What is the napkin math mean?
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@UndeddJester said:
I think you mean 20% not 25%... but otherwise checks out.
yeah my bad.
25% extra distance. =20% closer window and pallet, not 25%.
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This might technical workable, because killer can't switch character during waiting time anymore.
And honestly killer might not really feeling the difference due to the difference of the players number.
But dev already giving up MMR just for shorter q-time for survivor.
It's hardly believe that they will make the q-time become longer just for this mechanic.
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Dev.. play... killer?
Which time line are you talking about?
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Ok.....so.....uh.......
What?
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It is feeling like even without EMP, this killer is still won't be too strong, but anyway just another no one play killer,who care.
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All of your problems are mmr issue.
Just rank up then all of your problems with be solved expect the top tier killer one.
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Really? even after the cob and OC nerfed?
What do you want? make him can't be invisible?
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Does anyone even play against Myers?
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456561#Comment_3456561
I disagree, the past year we've seen:
- Wiretap
- Reassurance
- Hyperfocus
- Blood Rush
- Background Player
- Made For This
- Scavenger
- Troubleshooter
These are all very good perks and I feel like you're sleeping on them
TBF i don't think troubleshooter is a useful perk,meme it's more like a toy level.
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@Eelanos said:
So the conclusion to all of this is that survivors should no longer have content. From now only, only killers and killer perks, because survivor perks are OP.
It doesn't matter if it's 1%: Extra generator progress is bad for the game, extra movement speed is bad for the game, extra healing speed is bad for the game...
Extra health states are bad for the game, stealth perks are bad for the game, aura reading is bad for the game... so what exactly do people want survivors to have?
Everything on the survivor side has to have obnoxious requirements with low increases (If all other survivors are hooked, slugged or dead and the killer is within line of sight, decrease pain noises 1% after fast vaulting a window) and never be able to counter "strategies".
A perk to stop a survivor from dying when the killer is facecamping? "BUT WHAT ABOUT LEGITIMATE SITUATIONS FOR FACECAMPING?!?!?"
A perk to prevent killers slugging? "PICKING YOURSELF UP ONCE IS OP. KILLERS CAN'T SLUG LIKE THAT??? WHAT IF IT'S NEEDED???"
Wiggling being able to reduce time for carrying a survivor to a hook for 1 second was OP, but backpack builds are fun and niche.
Just admit you don't like survivors having a chance to survive, guys. It's okay, I understand, we all like winning. There's no point to build unsustainable rhetorics like "A bloodlust 3 killer can't catch a +3% speed survivor". It's not an objective opinion about game balance, you just don't like losing.
The most fun part about this is that MFT will inevitably get nerfed and we'll go back to the bi-monthly "Survivors are OP but 90% of survivors are just really bad at the game".
Uhh do you have any ideas what 3% extra speed mean?
It means that killer need to spend 25% more time to catch up the distance.
In other words, with MFT, it's like every windows and pallet are 25% closer with each other.
Oh even better, because you would have longer reaction time and longer looping time than just make pallet and windows closer.
So basically this one single perk, just break the m1 chasing mechanic.
I don't know if this is not overpower what is.
I really don't understand why people can keep defending it,it basically just a perk that"You can't m1 me because i have MTF"
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458648#Comment_3458648
Unless you're Nurse, Blight, Spirit, Wesker, Huntress, Deathslinger, Wraith, Clown, Legion, Oni, Pinhead, Twins or Knight.
You are kinda countered if you're Singularity or Billy.
Everyone else is pretty hard countered by it.
If you come about killer ability,then it's another issue,it will be more harder to make example due to every killer has multiple play style and every of them will be affected by MFT in different ways and different levels.
But besides that,a single perk that can't break the m1 chasing mechanic i think is already too OP.
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Right now you need to play those killer who has both anti shift w and anti loop to has a chance to play, otherwise you can't even play cause the chasing mechanic just no working.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458624#Comment_3458624
I see, it was just worded weird, my apologies.
Almost every Exhaustion perk gives you 150% movement speed for 3 seconds. In those 3 seconds, you move 18m. Normally, you'd move 12m, so you get 6 extra meters of movement, not bad. MFT gives you a 3% Haste effect. In order for that to be equivalent, you'd need to be in chase for FIFTY seconds while injured. You are better off running SB or Lithe to delay the first hit.
Made For This is a "win harder" perk. It's not going to save you from someone the same skill as you or better than you. It's only going to let you dunk on people worse than you.
Lots of people say that, but they actually underrated the power of MFT.
We don't even need to talk about how op it would be in the looping.
Just talk about the skilless and steady game play,the shift W into pre-drop.
You only need to shift w after being hit, then pre-drop a pallet once with MFT,then it is already longer than 50sec.
How could it be? sounds unreal right?
Yes, this perk just too powerful that it sounds unreal.
With MFT, killer need to spend 50sec to catch up a 24m distance.
And being hit already gain you 16 m, pre-drop a pallet force killer to kick it gain you another more than 9m (2.34sec*4m).
See? it's already more than 24 m.
In other words, you only need to shift W and pre-drop once, it's already stronger than SB.
And you can keep doing the shift w into pre-drop stuff, cause due to the MFT ,killer need to spend more than 18sec (9/(0.12*4)) to catch up,and in that time, survivor can easily went to next pallet and pre-drop it.
This doesn't even consider if the survivor actually knows how to loop.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458363#Comment_3458363
I thought we were talking about original Mettle of Man.
Also, your numbers for MFT are the absolute worst case scenario and assume that the Survivor is both in an incredibly favorable positions and makes no mistakes.
It's original mettle of men, what do you mean?
25% extra distance is literally it's effect, what do you mean the absolute worst case?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458368#Comment_3458368
So, two things:
You've mentioned in other posts about a '24m chase' which is where (I assume) your getting this 25% value from. If so, this is incredibly misleading since that is a single *thought experiment* number that, even if it captures real game data, it only captures one, very specific, and honestly, cherry picked scenario to try and highlight your point.
Why a percentage? When people were complaining (rightly so) about old dead hard for distance the argument was always about chase time. 'It adds 40s on average to chase', even if the number didn't apply to every chase.
Again, we're back to trying to make MfT as evil as possible, because the percentage is highly dependent on chase time, which only BHVR would have, though I'm not sure they even have the tools to track that level of detail.
In reality, exhaustion perks like lithe or Sprint burst will extend chases by as much or more than MfT, even while healthy, in a lot of situations too. Especially if the chase involves any mechanics that hard counter MfT, such as instadowns from healthy, bloodlust, or nearly any killer power mechanic.
Most exhaustion perks grant 3s of 150% movement speed, and in those 3 seconds the survivor moves an extra 6m over base move speed (18m vs 12m). In order for MfT to even come close to that distance, you'd have to be in chase, while injured, for 50s to gain an additional 6m of distance to even match a Sprint burst or lithe.
50s is an absurdly long time for *half* a chase. Bloodlust 3 takes less time to obtain than that, and even bloodlust 1 could be gained *3 times* in that long of a chase if the killer is intentionally kicking pallets to get rid of it.
Uhhh
I said it gain 25% distance because it gain you 25% distance.
It doesn't really matter the start distance between you and the killer,it will always gain 25% extra distance.
24m just an example, because the number is not crazy far or too close,it is more realistic in truly game play.
Sured we can use 16m as examples either.
Normally a killer need 26.667(16/(0.15*4))sec to catch up .
With MFT, it would be 33.333(16/((0.15-0.03)*4))sec to catch up.
See?it is still 25% more.
And fairly to said,i think 25% more distance for anything in chasing forever just by 1 perk without limit, downside,set up, just too gaming breaking.
And 50 sec isn't long at all especially with MFT.
Just like I said,a 24 m distance with MFT already took killer 50 sec to catch up,and in reality you even have pallet and windows to gain more distance than just shift W,for example you being hit already gain you 16 m distance, you just need to pre-drop pallet one time then you already gain more than 24 m.
And this is even the most skilless game play example.
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@ElodieSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458354#Comment_3458354
If you told the truth then maybe.
25% distance is not joking.
Just imagine the pallet and windows are 25% closer than now,oh it is even better, because you have more reaction time than just make pallet and windows 25% closer.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458344#Comment_3458344
lmao, it's not even close to MoM.
It's closerto Hyperfocus. Really good in theory, not often good in practice.
It's not an issue that I see a desperate need to be addressed immediately. Perhaps it does turn out to be slightly overtuned, perhaps it doesn't.
MOM is a Op perk right?
But even MOM has these limits
1.need to set up(even if you must can set up before you die in most of cases)
Which limits it can using in early game.
2.having downside(if killer drop the chasing after MOM affect, killer can seeing your arua forever until you got down)
3.Can only use once.
Value gain from MOM
One extra health Bar,
And MFT?
Limit:
no limit,no set up,no downside
Value:
25%extra distance for everything in chasing which could be consider better than an extra health bar.
Ah almost forgot,it even has a second effect.
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@Pulsar said:
To be fair, Reassurance isn't that good without coordination and OTR is only good if the Killer decides not to tunnel, which is becoming more and more an oddity.
CoH was very busted for a long time, but that perk released TWO years ago.
I do think MFT is probably fine. I would really only nerf the Endurance affect, I don't think the perk needs that.
A perk giving you extra 25% distance for everything in chasing FOREVER can't be fine unless it has a huge downside.
But in this case right now it just a perk makes shift W into pre-drop become so problematic,it could actually be more problematic than MOM consider that unlike MOM it can even active it's OP effect in the first chasing make the first chasing (the weakest state of killer) become so much longer.
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456668#Comment_3456668
Literally not true at all, people just don't want Killers like Skull Merchant or Knight who have extremely irritating and boring counterplay. Killers who have nothing but anti-loop are also boring because the counterplay will always without fail be to just hold W which isn't enjoyable for anyone. People want Killers like Wesker, Hillbilly, Oni, and Blight who not only have a lot of depth to them for both sides but also have fun and interesting counterplay.
I think people hate weaker and Blight either.
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@nars said:
yeah MFT really isnt that big a deal. its strong no doubt, but SB is undeniably stonger. I think from a game design standpoint it its not great (providing a reward for not doing much, resilience is different because theres reward for staying injured out of chase), however balance wise its probably a little weaker than lithe.
but CoH absolutely needed the nerfs though.
No it is wayway more stronger than SB
And even don't cost exhaustion.
In a 24 m chasing, it's already as strong as SB,but MFT would active forever.
The 25%more distance for everything in chasing just too game breaking.
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I totally agree with you.
I mean SM at least has her ability.
And the update for her actually give her some chasing potential.
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@Sharby said:
Also idk how many times it needs to be said, this perk will not singlehandedly win chases for you unless you were already good at looping or the killer is bad.
Its a win-more perk not a automated perk.
No actually it isn't.
Extra 25% chasing time doesn't only affect looping.
It gain 25% extra distance for some brain dead game play like shift W in to pre-drop gain too.
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@CodeDB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580
Survivor perks you mentioned usage rates:
Overzealous - 1.04%
Reactive Healing - .35% (lol at this one even being mentioned)
Reassurance - 3.35%
Hyperfocus - 1.51%
Potential Energy - .74%
Fogwise - 1.12%
Teamwork: Power of Two - .32%
Blood Rush - .54%
Killer perks since that time that all have higher usages rates:
Deadlock - 11.78%
Hex: Plaything - 4.44%
Scourge Hook: Pain Resonance - 14.75%
Call of Brine - 5.21%
Nowhere to Hide - 10.24%
(Stats from Nightlight)
Just like I said these perk being unused is not because they are bad,is becasue survivor has too many perk can used.
In the other hand, Perk like Deadlock that nobody used it before can be in meta now just showed how pathtic killer's meta right now.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456585#Comment_3456585
Deadlock, Gift of Pain, PR, CoB (before nerf), Nowhere to Hide, Hubris
So Pr and CoB got nuke.
And the rest of them i think is the same level of reassurance (B- in your words)
Why are the suddenly becomes great perk for you?
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456534#Comment_3456534
Using Sprint burst to go to the nearest strong tile 100% is using sprint burst wrong. What you do is go beyond that tile and then loop back around to it.
That aside let's make some quick comparrisons.
say you're working on a gen and every pallet around it has been broken. a 115 Killer shows up 5 meters within hitting distance
Without perks it will take the killer 8.3 seconds to hit you and you can make 33.3 meters of distance to find a tile
With MfT it will take the killer 10.4 seconds to hit you and you can make 41.6 meters of distance to find a tile
With sprintburst it will take the killer 18.3 seconds to hit you and you can make 79.33 meters of distance to find a tile
So yes while it helps can you see how it's not even close to the perfect safety sprint burst offers
The perk is very strong but you are severely overestimating just how strong
How the hell a 115 killer some how showup in 5m.....
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580
Non of these perks are close to being meta. And most of them are garbage. That's why you are not seeing them in trials so much. Because they have a lot pointless weaknesses.
Reassurance, Fogwise and Hyperfocus are the only good perks (B-tier max) but even they are not great.
I see ,so just like i said, what you wish for is OP game breaking perk like MOM, COH ,Old Ds.
Then yes,i think survivor can't and shouldn't have "great perk".
Jesus.......
Just for curious, can you list the "great" perk for killer,after Mikaela patch?i kinda wanna know.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456570#Comment_3456570
Name one good perk after Mikaela chapter. Because CoH was the only meta perk from newest chapters. After her, non of survivors brought any meta perk until we got Gabriel.
People just hates when survivors gets one good perk.
And no, MfT is not even close to og MoM. You are just overacting.
I don't know.
Overzealous?
Reactive Healing?
Reassurance?
Hyperfocus?
Potential Energy?(this one is tricky one, I don't know why nobody used it to counter 3 gen killer.)
Fogwise?
Teamwork: Power of Two?
Blood Rush?
And made for this of course.
All of them are useful perk, some of them are even in my build right now.
Unless the meaning of great perk for you is Op game breaking perk,then yes dev should not make any new "GREAT" perk.
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Infectious fright is quite good.
Can well combined with noed,and useful before end game, giving you some slugging playing style ability.
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Maybe because it is not only a 'good' perk.
You can't really blame for people complaining about a MOM level perk,it just too broken.
And by the way, survivor usually got useful perk nearly every patch, the only reason you may not see people running new perk is because survivor really has too much choice right now but only has four perk slots.
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i thing EMP can use in chasing is such a poor design.
The EMP is too powerful and easy to have?
Well i guess it can't used for map control then.
Try to using it in chasing,3 EMP in a Row in one chasing made your ability doing nothing but slow down yourself.
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@Chadku said:
3% is meh when using it to run straight but strong on loops because of the hitbox size difference between killer & survivor.
It actually not meh for run straight,it gain you extra 25% distance.
Using 24m chasing as examples
If the distance between you and killer is 24.
Normally killer need 40 (24/(0.15×4))secs to caught up.
With MFT killer need 50(24/((0.15-0.03)×4) to caught up.
Even if you only shift W in to pre-drop, this is still a problematic perk.
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@Chocolate_Cosmos said:
I think only it becomes problem when you add up a lot of haste boosting effects on top of each other. Maybe instead of nerfing the perk, maybe add a max haste cap for Survivors.
No you don't even need to stack up to make it problematic.
3% itself is already broken.
3% mean that you can gain extra 25%more distance in chasing.
We don't even need to talk about how 25% distance would effect looping.
Just extra 25%distance for shift+w in to pre-drop is already so problematic.
Where is 25% come from?
We using a 24 m chasing for example
Normally a killer need to spend 40 sec (24/(0.15*4)) to caught up.
With MFT it took killer 50 sec(24/((0.15-0.03)*4)) to caught up.
So yes,10sec of 40sec is 25%of extra time, the distance will be little more than 25%.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454617#Comment_3454617
You can’t be a ‘both sides’ player. How many chapters have dropped with killers receiving 1-3 solid perks and survivors receiving… well, trash or subpar perks? Like, four in the last year, right?
I really really don't want to bring this to a killer vs survivor stuff.
This will lead every one unfocused the post.
But still,i will answer you to clear your misunderstanding ,killer are already received 2 chapter of trash perks,and even before that killer is still getting maximum 1usable perk per chapter,so what you said about,in the other hands, survivor actually got lots of useful perk even have more than 3 perks per chapter, some of them might not being seems too often in game,but that's not because it's bad, it's because survivor has too many choices.
I hope you can calm down and actually see these perk in wiki.
And about i could not be a both sides player part.
I actually play more survivor than killer now,if you really want to see the proof, you can click my ID and find the discussion i made before which called "why people like to say solo is hell" or something like that,i have put some my game play as a reference of the post,which i think can at least prove that i have playing survivor.
At last,i wish we can focus on the post itself, like what we did before,if you really think that MFT isn't op,try to prove it with math or some examples, not just finger pointing other and said you want to nerf it because you are killer main.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454598#Comment_3454598
If we look stats, OoO needed buff. If we look stats, Nurse never needed any nerfs. If we look stats, Trapper was just fine.
But this is not the case, you know.
If we are just nerfing something because of high mmr players, then we need to nerf Nurse & Blight as well. If we are going with this way, both sides will get same judgment.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454601#Comment_3454601
Then "No" to you as well.
You can't nerf only one side. Devs can't risk to favor one side.
Like how you are asking for survivor nerfs, some people will ask killer nerfs as well. And this will happen too. Blight is probably the next one.
Wut?how could you get your conclusion?
I don't really want to bring this to killer vs survivor.
But as a both sides player.
This perk just too ridiculous.
And if you really care about not faver one side.
Then survivor should not get 2 op perk in one patch when killer get trash perks.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454467#Comment_3454467
So good survivors can get good value from this perk, let's nerf it?
Alright, let's nerf Nurse & Blight as well. Because good killers have amazing value from them.
No.
First of all.
You don't really need be great player to gain value.
Even if you only use this for shift W you can still gain more than 20% longer distance.
And when longer distances comes to looping.........
It just broken.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454531#Comment_3454531
Let me try that math myself.
The pallet break timer is 2.7s, with a stun of 2 seconds.
2.7(4) = 10.8
4.7(4) = 18.8
compared to
2.7(4.12) = 11.124
4.7(4.12) = 19.364
less than 1m increase. At most this would gain about over half a second of time over just not having it equipped. How does that make it stronger than sprint burst? SB provides 4.2m and 4.8m of distance depending on killer speed. How is it not better to bring sprint burst?
SB gives 4.2m of distance over a 3 second period. Can be used multiple times a chase.
4.2/0.12= 30s of running just to gain the same amount of time a SB gives instantly. Not to mention that in those 30s, an SB user probably has like 25% of the timer back down now. so its what, 30s late SB when it comes to chase extension?
Also, in what world is shift W overpowered? its literally throwing. predropping and wasting every pallet when you can milk at least 20s of time from each one is the definition of throwing. Thanks MFT users, now your whole team is stuck with 0 resources.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454531#Comment_3454531
Either your memory is wrong, or your source is.
In a 24m race:
- SB takes 4.5 seconds (3 seconds at 6m/s, then the remaining 6m at 4 m/s)
- MfT takes 5.82 seconds (going 4.12 m/s the entire time)
- Completely perkless takes 6 seconds.
- A 110% killer takes 5.45 seconds...
MfT is far, far closer to perkless in your example than it is to Sprint burst, which is what you should expect from a 3% increase. SB or other 150% exhaustion perk is the only way to beat the killer in this scenario at all.
The point isn't the distance you gain from beginning.
Is the distance you gain from the longer chasing time.
In a normal 24m chasing.
It took killer 40 sec(24/(0.15×4)to caught up.
With MFT
It took killer 50 sec (24/(0.12×4)to caught up
With SB
It took killer 50 sec (3+(24+(0.35*4*3))/(0.15*4))to caught up
So yeah,my memory was wrong.
The post is saying that in a 16 m chasing,MFT is a 70% SB not 24 m
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454531#Comment_3454531
Let me try that math myself.
The pallet break timer is 2.7s, with a stun of 2 seconds.
2.7(4) = 10.8
4.7(4) = 18.8
compared to
2.7(4.12) = 11.124
4.7(4.12) = 19.364
less than 1m increase. At most this would gain about over half a second of time over just not having it equipped. How does that make it stronger than sprint burst? SB provides 4.2m and 4.8m of distance depending on killer speed. How is it not better to bring sprint burst?
SB gives 4.2m of distance over a 3 second period. Can be used multiple times a chase.
4.2/0.12= 30s of running just to gain the same amount of time a SB gives instantly. Not to mention that in those 30s, an SB user probably has like 25% of the timer back down now. so its what, 30s late SB when it comes to chase extension?
Also, in what world is shift W overpowered? its literally throwing. predropping and wasting every pallet when you can milk at least 20s of time from each one is the definition of throwing. Thanks MFT users, now your whole team is stuck with 0 resources.
The point isn't the start time you gain.
Is the longer caught up time for you to gain distance.
Normally,in a 24 m chasing.
Killer need to spend 40sec (24/(0.15×4)) to caught up.
With MFT
Killer need to spend 50 sec (24/(0.12×4))to caught up.
And my memory was wrong.
The post i told about is saying that in a 16 m chasing, MFT is 70% strong SB, not 24 m.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454442#Comment_3454442
- disagrees with me
- provides no argument beyond "me right u wrong doi"
Classic. So how about instead of strawmanning, we have a mature conversation? This is a forum for discussion. You bring nothing to the table with your worthless comment, except for boosting the post so thanks.
"in chasing for everything ever"
this is just... wrong. Its only while injured, its not like it just gives you 3% all the time. Its like resilience, improved basekit for chase while injured. Except with resilience theres actual incentive to stay injured bc gen speed up, not with MFT. Theres no reason you should just be healing up. Meaning actually, you only get it for HALF the chase. So its probably closer to a 10% increase to chasetime.
Except its not. because you forgot the part where killers have these things called POWERS. You know like blight where he moves at 230%, and will absolutely still down you if it goes down to 227%? Yeah. All the high tier killers dont give two elodies about MFT.
I will now list every single killer and why they dont care.
Nurse moves at 16m/s through walls. She doesnt care if its suddenly 15.88m/s.
Blight moves at 9.2m/s with 5 tokens and speed addons. He doesnt care if he gains 0.12m/s less, because hes still gaining 5m/s.
Spirit holds a button and goes at 7m/s. see blight.
Plague doesnt really have to bother with injured people in general. She justs infects you, either gets you to max and downs you bc no on hit burst (MFT wont make up for no on hit burst) or infects and leaves you. Then you either go cleanse or are injured the whole game. In the former, she gets omega puke with great range and minimal speed loss. She can shred through you like butter. Or, on the contrary, you stay injured and get MFT value. Except since you are injured at the start, the chase will be a lot faster. Faster than made for this can make up for.
Wesker not only has two tokens that move him at 11m/s, but he has a hinder effect on max infection and basekit slowdown to get rid of it. So if you get fully infect no mft value. And if you dont you still have to go cleanse, losing all the time you gained with mft (it wasnt a lot of time to begin with)
Artist. I dont need to say anything, shes huntress on way too much crack. she can and will down you through walls, and a 3% speed bonus isnt gonna scuff her prediction or how goddam fast those bird go. You are not outrunning a swarm.
Oni might have issues, being an m1 killer and all. Except most good onis hit one survivor, then go hit another to get power really fast. In that scenario, the most common way I've seen onis build power, nobody hes chasing is injured. And then when he goes brrr its a blight situation. And also an instadown, good lucking getting mtf value.
Pyramid head also hits you through walls. He will have 0 issues, against a good pyramid head looping is trivial. It isnt about distance, its about prediction and if he wins it you are injured. unless you are w gaming to avoid it, meaning you are wasting pallets meaning you are helping the killer. so its either looping is trivial and the sped bonus is worthless or you waste pallets. either way no mft value.
huntress. All she needs to down you is LOS. Charged hatchets move at 40m/s, you really think you can outrun a hatchet just because its moving at 39.88m/s now?
hag. If you are in her web, your dead. its just a fact. she can teleport. distance is trivial to a hag in web. out of webs a different story, but that goes without mft as well and is an issue with her basekit rather than the perk.
pinhead literally forces you to stand still, how is 3% gonna change that? good pinheads just open the portal right on you and insta land the chain. not to mention chain hunts, constantly getting slowed will not be alleviated by mft.
Twins, victor moves at like SB speed. charlotte will just run sloppy like all twins do, play hit and run then snowball downs with victor. pretty simple, you aint outrunning the mach 3 baby.
deathslinger: see huntress. the only reason he might be minimally affected is being he needs to reload, so you get an extra like 0.3 seconds worth of distance which could get you a pallet. but if he reloads then a good slinger will just shoot you and you done for.
skull merchant: 3 gen mid merchants just expose you, or everyone just stays injured. Regular and 3 gen mid merchants get a speed boost from drones being disabled. Just one disabled drone means mft now gives a free 1% speed boost. how powerful!
Knight forces the hold w strat, so you are gonna be wasting pallets against him by default. He is an m1 killer, so you'll get decent value but the pallets wasted will pretty easily counteract it when he gets easy downs later because of it.
demodog has great map mobility and chase potential. In a situation where mft would have gotten you the vault or pallet, he will just shred. and then you go down. because he can just pull a wesker.
doctors special, hes an m1 killer with no way to really down you quickly. but he does hard deny pallets and windows, so a good doctor could possibly nullify any pallets or windows you could have reach with mft. applies less to pallets bc predrop.
nemesis, he does have tenta strike but he has to infect you first giving you an on hit burst. If you are infected then similar to demo dog pallets and windows gained can turn into downs for him. Otherwise hes just an m1 killer.
Dredge benefits from you being injured and has great anti loop+map mobility. if hes in nightfall then his teleport also becomes a great chase tool. He is affected somewhat by mft, but like knight he forces shift w so it kinda evens out. And besides he can always just leave you and built nightfall. he benefits either way.
hillbilly: the first killer in the list to actually care. A cracked billy will obviously curve the hell out of you and just ignore the idea of multiple health states, but your average billy cant use saw in chase and functions as just an m1 killer. mft actually annoys him a little, possibly enough to matter. but he is c-tier and needs buffs either way, so its probably just an issue with his kit. if his saw were more versatile in chase he'd be deadly. but sadly right now it aint.
bubba is the insta down king. he doesnt care if you move 3% because MFT will just never be active. Bubbas weakness is windows loops like T Ls, but most of the time if they see someone is going there they can just go chase someone else. its all or nothing, either you get insta downed or hes an m1 killer dealing with mft.
ghostface is another instadown king. Like he cares you've got made for this, he'll just expose you. unlike bubba, hes actually usable at window loops so he'll be insta downing you more consistently.
tricksters a ranged killer, see huntress. The difference is that he does care about range but not to the point mft matters.
legion cares about mft. probably the most actually. His whole power is based around injuring everyone and then chasing them down as an m1 killer. granted you are injured, but its legion.
pig has nothing in chase beyond ambush, some below average anti loop. probably cares about mft.
wraith cares so little its funny. In cloak he goes speed, and out of cloak he goes speeeeeeeeeeeed. Speed = no mft value.
clown directly denies any value with his bottles.
freddy does the same but much much worse, definitely affected
sadako has literally nothing in chase and will just cry
myers has nothing in chase except popping t3, which will deny all mft value. all or nothing.
trapper just catches you in traps and you go down instantly.
See how out of every killer in the game, only like 5 are actually affected? and their all the really bad killers that need buffs BECAUSE they have nothing in chase? Almost like the only way MFT can be good is if you are up against a killer whos literally powerless in chase...
Jesus.
You are serious.
Someone do a similar math before in the ptb feed back.
If my memory is not wrong.
MFT gain 70% value of SB in a 24m racing.
In other words,this unexhausted perk, you only need to put down a pallet one time in chasing to re-gain the distance,it already stronger than SB.
And guess what?it is still actived, forever!
We don't even need to talk about the strongest part of it like how it would effect to looping, just talk about shift W in to pre-drop,MFT is already an op broken perk.
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Yeah 20% extra distance for everything in chasing forever are not overpower.
I totally believe you.
When do dev turn MOM in the original version?
I still waiting.
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Yesh.
The new chapter is nice,if it is a survivor only chapter like next chapter.
But the truth is,it isn't,so people who care about killer experience will find out that killer got a killer that even worse than twin which everybody stop playing them in the day 2,and 3 trash perks that you may not seem anyone use it in your game in the next 7 years.
In other words,if you are the one that care about killer experience, you will be very disappointed to the truth that you got nothing new in this 7th years celebration update.
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Nahhh
Survivor only patch usually don't change the game too much,and we just get a boring patch that has a killer no one wants to play.
Even a balance changing patch would be more interesting than Nicholas patch TBH.
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@Aurelle said:
It's not. 3% movement speed is nothing. It's a weak and situational perk.
3%is a huge number when normally killer is only 15% faster than you.
3% just means that you can gain 20% (not exactly 20, little more than that) more distance for doing anything.
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Boring.
You don't see it in early game just like trapper.
Then in the mid game you can destroy everything it set up in early game by 1-2 EMP.
Then it will get mad and try to tunnel one of the players with basic m1.
Easy but even more boring than a normal m1 killer.
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@mikewelk said:
Hey don't forget Deja Vu! 😡
You mean the perk which punish normal killer more than those 3gen killer?
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@SirCracken said:
Reading this thread was a trip.
I've been playing nothing but Singularity since he came out and have won almost every single game with him. Since I'm a Knight main, I started playing him as a pressure tool to keep survivors occupied across the map since that's what came to me naturally when I saw how his power worked.
It turns out that being able to survey most of the map with a click of a button and instantly teleport to survivors who don't constantly pop EMPs is really good. Whenever someone EMP'ed one of my pods it was always really quick and easy to replace it and keep forcing survivors to get off gens if they didn't want to get chased by a killer with permanent Spirit Fury most of the game.
His biggest weakness is actually the same as Knight's; terrible map design. The new map is horrible for him. As is most indoor maps. But he's definitely not weak if you get something like Wreckers Yard and have your camera micro-game on point.
And that's the problem,this killer only viable if survivor don't know how to play against it.
Once they know what is EMP,this killer has no tool to use at all.
EMP is too strong Which makes the killer's ability tooooooooo unreliable.
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A toy.
At the point that hope active, the game is almost over.
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But i don't like exp,the word is ugly.
Fragment in other hands even through I don't even know what it mean,it is more beautiful
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