Morbus
Morbus
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- Morbus
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Not very accurate for most of them i can say confidently but I cannot do the list since I am too lazy
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491773#Comment_3491773
I said hope was fine, not MFT+Hope was fine. MFT is its own can of worms, and the perk is 100% overtuned, and WILL get nerfed. This thread isn't about MFT+Hope, or even Hope, it's about Adrenaline. Let's stop playing whataboutism. Hope is fine.
I would nerf Hope, being bigger fish with 7% haste needs a change rather than 3% mft, it is only that mft made hope stronger
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/384508/made-for-this-hope-require-a-nerf
"Hope was fine before made for this now it is broken with this new perk, nerf either hope or nerf them both slightly." This sentence makes no sense, you're saying hope is fine excluding MFT, so either way nerf hope? how do u come to that conclusion
so either way nerf hope--- because of the combo with made for this perk, read carefully
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491694#Comment_3491694
That's the point of the perk. That you lose chases in endgame. If it's evident a survivor has Hope, zone them out, break the pallet, and get the down. I wouldn't be against seeing the speedboost dropped to 5% (still very significant), but the perk is fine. It doesn't magically give you an extra health state and a 5 second sprint burst, with your team instantly on gates as soon as last gen pops, which basically guarantees you get out no matter what.
I agree that Adrenaline is too op and should get a nerf, but this mft+hope combo is way beyond and above that, not only it lasts till the end and is not a momentarily boost but also makes catching up and downing survivor impossible (assuming the situation is that you are not about to down him when last gen pops but during a chase when the last gen pops and he gets amped like a beast) + let me quote you on this one and i "hope" you are not trolling
you say mft is op but hope isnt, is your math correct? 3% is but 7% isnt, what in the world is that mindset mft makes a small impact during a chase just like for example resilence sometimes you get away to a pallet in the last second or get to a window and vault in the last second and THAT IS FINE but mft + hope combo isnt something to underestimate and I didnt make a post out of nothingness, you get fricking 110% speed movement and on top of that a slight vault speed if you have resilence, let me repeat a 110% speed movement you literally cant catch up as a 4.4m/s killer, who in the office thought that making survivor the same speed as killer was a good idea at any point in any point of the game (yes endgame) mft and resilence is fine, but hope needs a drastic change now that another haste perk has been added and stacks making this ridiculous situation
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@Zeidoktor said:
Simplest thing might just add "Made For This doesn't stack with other haste granting effects/ is overridden by stronger haste effects". They nixes the combo, but leaves them viable to use together, and there isn't much else haste wise that doesn't also give Exhaustion. The ones that do grant more haste in exchange for other requirements, which would override MFT's 3%.
Great solution