Singularity addons got nerfed but not MFT
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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.
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Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.
So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..
I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.
Is Knight getting more changes in the future or is this interaction intended?
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Knight is good in two thing in chase
Dispersing pressure and hitting multiple survivor in the same times
forcing survivor to going into a trap and take them where there's no escape for them
If you see a survivor who outrun your gard, try to block them by outrunning them, because, in this scenario, theses survivor don't think to get the flag, but just running in a straight line
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Why can't survivors have good perks?
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The Knight is not good at hitting multiple survivors at the same time, especially not with made for this making them literally unable to catch up. It's not just, "oh it's like really hard but it's doable", its "they literally can't catch up because they move slower the survivors now""
So basically what is being asked of Knight players now is to chase them across the entire map until you have them pincered in a corner so you can actually cut them off.
I'm sure there isn't any sort of time based objective that you need to keep track of in this game right? All the time in the world to get this one particular survivor into that one particular gameplay scenario.
Anyone who claims that Knight can chase multiple survivors at the same time efficiently has not played Knight against a competent team. You spend more time setting up the guard than the duration of the actual hunt.
I love being lectured on a character I've been playing since release.
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Because you just thinks anything that exists as "bad perk" and only consider broken perks as "good perk".
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Don't have this kind of problem, sometimes, yes, but not always, if I want to disperse some pressure, that make the job, and that make my point, I'm gonna repeat myself, if you see one of your gard struggle to catch a survivor because x or Y reason (like using MFT), go trap them in a corner, you are litteraly two killer at the same times running after a survivor
Sometimes I read these kind of thing and I'm wondering if you are aware that, it's a game, where you face some other player and you are NOT supposed to always win
Sometimes you win, sometimes you lose, and like you said, that's not the perks who make difficult for you to win, but only how survivor play... Ask yourself the right questions and don't put the blame on something else
Again, it's not because you play some character from the beginning that you ARE the most effective people who use it, I see some match with insane Knight who obliterate the survivor, and like I said, at chassing multiple survivor at same times
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I got this response shared via image on discord, expressing themselves as feeling pain over reading it. I too felt that. But I should have been more skeptical, this response is just an answer to the rude quip and its not a sorta final word on Made For This as the way it was shared and read -- this is the first response would have read by bHVR on Made For This feedback, but that isn't what this is.
But I only realized this after like 30min of feeling and reading like bHVR does not acknowledge the feedback we give here.
Today is a rollercoaster and I cant find the brakes.
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Lets put the masks away, shall we? you're not obviously nerfing it (AS YOU SHOULD DEV'S) because more potential sales on it just for the perk.. I'm not gonna spend shards for it knowing it's bound to get nerfed.
Also why did that perk was allowed to get released like that? it's very problematic to give survivors move speed for literally getting hit in combination with a perma 7% on the end game is just terrible combo for most killers.
I would like to think that somehow bhvr would learn a little bit and avoid more DH perk situations but no.. I wonder how broken nicholas cage perks are going to be just for the sake of boosting sales.
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Welcome to the internet
Never trust anything at first glance
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its not my first ride to the rodeo, yet I was already prone to disappointment after playing Hux for so many matches and getting wasted.
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Mft isn’t a broken perk. It’s of your opinion it’s broken
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Guards aren’t meant to just be able to catch survivors like killers do. They are there to apply pressure or help the Knight in his chases. An effective Knight isn’t going to stop chase and summon a guard to do it for him. He’ll summon a guard to a gen, gate switch, hook, etc. to halt survivor progress and then potentially cut them off while they’re outrunning the guard. Also, he gets a speed boost after drawing a long enough patrol path. But a 3% haste while injured is an issue? No, even during endgame when paired with Hope a survivor will only move as fast as the slowest killers but 1) it’s endgame and they have to actually work to get to it, 2) even moving at the same speed as a killer isn’t guaranteed to get you an escape and it’s unlikely that’ll even happen as only a handful of killers move less than 4.6 ms - Nurse whose movement speed isn’t an issue due to her power, Shape but only when he’s in EW1 and Undetectable, Hag who has teleports, Huntress who has ranged hits, Spirit who has phase walking, Deathslinger who has a ranged weapon able to break distance, and Trickster who can just spam his projectiles. Almost all killers have add-ons as well that can grant haste. Killers like Blight, Wraith, Hillbilly, Demogorgon, Clown, Legion, Mastermind, Skull Merchant, Dredge, and more can utilize their powers for speed boosts or to cut distancing. There are perks that can inflict exhaustion or hindered or even more importantly - give killers a greater chance of preventing all 5 gens from getting done in the first place. More than half of the time when someone brings Hope they’ll get no value out of it since it’s endgame only. Pairing it with MFT is fair during endgame and as I stated can still be countered. Hell, using exposed can prevent giving them MFT during endgame at all and there’s plenty of ways to utilize that. Everyone acts like this is a perk that can’t be countered or gives a game-breaking advantage but the truth is these people are just entitled and can’t handle having to work even a little bit harder to secure a win.
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Today I learned that I need to care about Knight matches where people are unironically getting value from a solo guard.
It's suuuuper hard to take this community seriously sometimes when the arguments boil down to "well sure it doesn't work against good survivors, but it will work against everyone else!"
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Seriously though.
How is no one else seeing that it is a problem that made for this single handedly kills long range patrols?
You unironically must do the quick insta drop at loops to zone them away otherwise it's just an objective distance loss.
Did we all forget that the Knight is stationary while placing guards? Survivors have always been free to keep on running. So not only does the Knight have to catch up after the fact, now the guards will get left behind.
If anyone is actually getting value against good teams running the perk I'd love to see it. The statement is basically asking survivors to purposefully not play optimal and ignore the flag/standard for absolutely no reason.
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To be fair, knight’s guards couldn’t catch survivors before Made for This. They’ve always been terrible and worthless.
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So the Singularity, despite being easily countered, sees some of its best addons nerfed but Made For This, which can stack with Hope in the end game and get survivors to run at 110% speed, is just fine?
Do you play your own game? MFT bare minimum should shut off in the end game once the gates are powered or the hatch opens.
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The difference is that it actually forced them to commit to a vault or lose distance hugging map geometry at some point (well, not with Jailer, he is still worthless either way)
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as a MFT enjoyer you're wrong.
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Whether you like Tru3 or not, the video is pretty funny.
It will be nerfed when the required number of sales are made.
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What really confuses me is how quickly these addons got changes, despite there being no obvious balance implication to them whereas Made For This has obvious balance implications to anyone who knows about stuff like hope stacking or how most killers have to slow themselves down while charging their power and so on.
As much as the changes don't bother me, the nerfs aren't major - It does make me wonder why again they take the BIlly approach of making changes but not telling us why.
Why were these addons changed?
Too much use (I.E Marvins Blood, Engravings)? Discrepancies in matches where they are used vs not? Other addons not being used at all? If we were told, we wouldn't have to speculate.
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This isn't even the nastiest build.
I kind of enjoy Tru3, as long as he doesn't sing 😅
edit: yes, this is a perfect example of how stupid that perk is. And that was a 3 vs 1 with only one MFT.
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Absolute clown response from the devs to think that MFT is remotely fair above beginner level. Would people enjoy if killers just play tunneling/camping nurse/blight/spirit until it gets resolved? Doubt it.
Btw it takes a 110% killer an additional 70% more time to catch up to a survivor using MFT.
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oh look mr complainer
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Agreed, kneejerk reaction to a vocal minority on your forums is a bad move. As much as people hate "metrics", it's the most baseline you can go on at first, then move on from there.
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It's not hard to find alternative sources saying the same things.
@ScottJund also just uploaded a video.
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I do agree that the haste stalking is a problem. I do also think that the endurance part of the perk should go to soul guard. I just cant take a person that complains about everything even when they win seriously.
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"We added a built-in cheat. We think it's fine despite its rampant popularity and the myriads of complaints. Give us your money."
Community Manager - 2023
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Fella if Made for This proves anything it's that survivors being 3% faster doesn't make playing Killer completely unplayable. It's not comparable to cheats at all. People always say man I'm sure cheaters had extra movement speed and in some cases they did but it was more than 3%. Way more.
Is the perk annoying? Sure. Do survivors moving at 110% in the endgame make the game kinda unplayable? Sure I can agree with that.
There's no need to be disingenious, it's not Mandy's job to decide if made for this is balanced or not lol. Go fill out the survey or something and tell them you think this perk is xyz
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They'll change it in a year or so, look at coh. I advise quitting.
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Killers: Genrushing is a problem, no more gen perks for survivors
BHVR: hmm maybe a new exhaustion perk?
Killers: No! Clutch second chance perk!
BHVR: Maybe a new endurance perk?
Killers: No! Third health state!
BHVR: maybe a new aura perk?
Killers: No! Too much info!
BHVR: maybe a new chase perk?
Killers: No! Haste is problematic!
BHVR: healing perk?
Killers: No! Too OP!
BHVR: Oh, maybe an anti-tunnelling perk
Killers: No! It's a legit strategy
BHVR: Anti-camping?
Killers: strategy!
BHVR: ....
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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.
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I wish the first part of this post was true so bad.
I'd be in heaven after removing all the stuff I find that feel bad to play against.
No sloppy, no bloodlust, no grabs, no stealth, no noed, no stbfl, no pain res, no jolt... man, what a dream.
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The secert is releasing perks that heal u half way like resurgence, solidarity, etc.... No one ever get mad at those!!!
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So The Singularity's add ons were so powerful they needed immediate nerfs but made for this is still just fine?
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Didn't know what it did, but make the guy go faster while running and endurance when you finish heal? Nah.
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Nerfing MFT would affect sales for the new chapter, doesn’t take a genius or spreadsheets to see the motivation behind it.
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And yet their hand was swift to instantly nerf the new killer addons.. clearly something isnt really adding up here.. alot of bs. The perk is problematic and more so with the combination of hope. This is another example why dh was a constant battle in this community. This is no exception this is the new DH and in combination with hope only makes it worse.
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And that get completely countered by a perk like sloopy😮
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Please don't just monitor the perk. Monitor the perk, the feedback AND the pick rate.
We don't need another Dead Hard/Mettle of Man/Object of Obsession/Decisive Strike.
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Good time to take a break from the killer side again. I already took 3-4 month break wen't back after this event started and every single match i see 2-3 people with made for this + hope.
Getting to endgame isnt that hard guys. These 2 perks together are absolutely disgusting. Tried it myself. Killer could not catch up to me. Even made for this alone felt like i had old dead hard sometimes. I reached to windows and pallets i would not have otherwise.
Made for this - Hope - Resilience + whatever 4th perk you choose is extremely powerful at the moment.
If you really want to keep made for this as it is at least make it so haste does not stack. So if you have made for this + hope . Hope is the highest haste you will get and made for this will not add anything to it. To me biggest problem is the stacking.
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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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Nobody compains about adrenaline, lithe or sprint because the gave a secondary advantage for some loops and then goes to cooldown, but MFT gives you a permanent advantage without any problems.
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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.
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I don't trust their " statistics " anymore. Do i need to remind you about perks that were in this game for years and they were extremely broken but nothing was done * cough dead hard cough *
CoH was extremely broken perk too when it came out and it took them a while to nerf it. Even though they shouldnt even let that perk in the game as it was.
Funny thing is that it didnt take them as long to nerf eruption or now singularity addons that no one was even complaining.
I think behaviour is just extremely slow with survivor perks because we all know survivors are the majority of the player base.
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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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to be fair they was trash before sloppy was meta hahaha
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Object of Obsession was infamously defended by the devs as being statistically a bad perk, since it had a low survival rate.
The community was very quick to point out that its impact with comms far outweighed its low survival rate. It finally got updated not long after.
Stats don't tell the whole story.
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I mean, we need a reminder every 3 months to be sure that they don't play their own game.
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