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Did the math on MfT

AetherBytes
AetherBytes Member, Alpha Surveyor Posts: 3,062

I'm going to assume there is a pallet between the killer and the survivor, with them both touching it, that the killer is a 115%, and ignoring the (honestly meaningless for this case) acceleration that movement has. No other perks are in effect on killer or survivor.

Killer takes 2.34 seconds to break a pallet, and the survivor starts running at the same instant the killer starts to break it. Both parties run in a completely straight line, killer does a basic hit, not a lunge

Without MfT

The survivor makes 9.44m initial distance moving at 4.00m/s, which is approximately 15.73 seconds of distance to catch up if the survivor keeps moving

With MfT

The survivor makes 9.72m initial distance moving at 4.12m/s, which is approximately 20.26 seconds of distance to catch up if the survivor keeps moving

MfT + Hope (For my own curiosity really)

The survivor makes 10.38m initial distance moving at 4.4m/s, which is approximately 51.92 seconds (!) of distance to catch up if the survivor keeps moving.


This time, lets assume a 110% killer (though these are ranged/trap killers, so they aren't as weak as it appears).

Without MfT

The survivor makes 9.44m initial distance moving at 4.00m/s, which is approximately 23.60 seconds of distance to catch up if the survivor keeps moving

With MfT

The survivor makes 9.72m initial distance moving at 4.12m/s, which is approximately 33.71 seconds of distance to catch up if the survivor keeps moving

MfT + Hope (Once again, for my own curiosity)

The survivor makes 10.38m initial distance moving at 4.4m/s, which is literally infinite seconds distance to catch up if the survivor keeps moving. The only way you'll catch up without a power is when they hit the opposite wall or if they decide to try and loop, and mess up tremendously.

Comments

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062
    edited June 2023

    Gotta love tryna divide by 0 in the 6th example. Almost accidentally nerfed the pig again.

  • Brimp
    Brimp Member Posts: 3,054
    edited June 2023

    Basically any haste on survivor thats accessed with relative ease will always be very strong. Dark Theory is a decent perk for the speed alone but for a boon slot definitely not. Now you add MFT and you just get a free 3% boost for simply getting injured and you cant use 2 (sometimes 3) out of the 7-8 exhaustion perks. Thats either barely enough distance to make it to a pallet window, or an extra loop or two entirely because of survivor vs killer environmental collision boxes.

    This is all not mentioning the fact that you move even faster now vs an m2 killer like demo, nemesis, huntress and doc.

  • Exerlin
    Exerlin Member Posts: 1,352

    It's a good thing a killer doesn't have to hold W behind survivors all the time. You have the option to leave and go to a gen or another survivor, you know. There are MUCH better things to do with your time other than follow a survivor from pallet to pallet.

    Also, I find it really funny when people bring Hope into this equation. Like, y'all seem to want to nerf hope as much as MfT! Hope is really strong by itself, doesn't really need any other speed boosts to be useful, and is only activated in the late game. The killer has basically lost at this point or is about to lose, so who cares if a survivor can have +10% movement speed instead of +7%? Just admit that if Hope activates, you've already been outplayed.

    I swear, if Sprint Burst was released today, the forums would be 90% about THAT perk instead

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,062

    Mhmm, mhmm, and what if every survivor is running MfT? I don't want hope nerfed, in fact I'll be pissed if they nerfed hope instead of MfT, just pointing out that them together is an issue, and its MfT's fault, not hope's.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    People will read this and continue to defend it too. I've seen both 'Killers should just get better.' and 'But the bad survivors need perks that help too.' 4 1/2 seconds, roughly, is huge in a game like this when every second could mean being downed or not. Can't even ask for some kind of restriction or downside to it without people comparing it to Sprint Burst or some other weak defense.

    Honestly I'm just playing Nurse at this point. I'd rather lose and learn as her than deal with it as Sadako. And I may just avoid SoloQ entirely since every time I've loaded in since the update killers target out whoever doesn't run it.

  • Trollinmon
    Trollinmon Member Posts: 691

    I swear, if Sprint Burst was released today, the forums would be 90% about THAT perk instead

    Remember when players said that if DH was nerfed players would just complain just as hard about SB? Pepperidge Farms remembers

  • fulltonon
    fulltonon Member Posts: 5,762

    5 more seconds, allows survivor to reach 20 more meters, which is huge as heck.

    Yeah it doesn't matter whether we have hope or not, MfT alone is the problem.

  • SkeletalElite
    SkeletalElite Member Posts: 2,713

    You have not accounted for the fact that after 15 seconds of chase the killer gains 5% haste, then 10% at 25 seconds, and then 15% at 35 seconds.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    Bloodlust isn't the 'gotcha' you think it is. Even that has multiple things to deactivate it.

  • Lost_Boy
    Lost_Boy Member Posts: 678

    I think the issue is the accumulation of those extra 5 seconds across multiple chases throughout a match. You could potentially have the equivalent of a gen's worth of time accumulated if everyone starts running it.

  • fulltonon
    fulltonon Member Posts: 5,762

    This is not always "5 seconds" either, if you managed to reach the new tile with that 5 seconds (and I doubt it's rare or anything), it's whole an additional chase.

  • Lost_Boy
    Lost_Boy Member Posts: 678

    Yeah I agree that extra 5 seconds could easily become 30+ seconds depending on the tile & pallet layout on a map. You would only need this to happen a few times in a game for it to start becoming a real problem.

    It's basically why DH was nerfed to remove the additional time good players could get by extending chases, but now it doesn't really require any skill & pretty much everyone can do it without even thinking about it.

  • SkeletalElite
    SkeletalElite Member Posts: 2,713

    The thing that deactivates blood lust is breaking a pallet or using your power.

    In the context of the post (distance made after pallet drop) this means it is very significant because it will legitimately reduce the amount of time needed to reach the next pallet drop and restart the process.

    As for power usage, most powers will result in injuries or otherwise provide a benefit that removes the need for blood lust. Perhaps doctor is the most notable exception to this, he is notably weak against MFT.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    I agree, and MFT is harmful for M1 killers for this reason, considering there's strong chains on maps as it is. And Trickster on maps with high walls, arguably. I think Huntress has a better chance, but my main argument against MFT is for M1 killers and bloodlust is a very weak argument for having it.

  • SkeletalElite
    SkeletalElite Member Posts: 2,713
    edited June 2023

    I was just noting that the original post failed to account for bloodlust and could potentially be misleading as a result.

    For example I recalculated the 115 killer vs MFT example: The OP calculated that it would be 20.2 seconds to catch up, but because you start moving 5% faster after 15 seconds, it's actually 18.55 seconds compared to the standard 15.73 seconds to catch up.

    In the example of MFT + Hope the OP calculated that it would take 51.92 seconds to catch up, but because of bloodlust it would actually take 29.67 seconds to catch up.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    On that note, using OP's scenario of starting at a pallet and breaking it, chase begins 12m of the survivor being within the killer's range which should proc while killer breaks the pallet. In my experience the distance gained from MFT can break chase during the pallet breaking animation and the killer attempting to catch up the distance, but in the end this is a very situational thing.

    I might attempt this with bots for more testing to see if killer retains the chase or not in this scenario.