General Discussions

General Discussions

MFT as bad as old DH?

I see this coming up a lot so I thought I'd google a DH compilation and show how old DH was.

I'm not saying MFT is balanced or not (I have no opinion on the subject) but as bad as old (pre 6.1) DH? Please watch some of their plays with old DH and then say that with a straight face. MFT might or might not need tweaking but old DH was an abomination whose code needed to be metaphorically burned down to the ground and the earth salted after. And if you played Trapper? People could use DH to counter your entire power. Sorry but MFT is nowhere near as hideous and PTSD inducing as old DH.

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Comments

  • Member Posts: 2,123

    2 perks to run faster only during EGC? It gets harder to get the survivors, but not impossible. Its just the flavor of the cycle. It'll be something else later. :)

  • Member Posts: 377

    People overblow how good old dead actually was, it wasn't called "press e for exhausted on the ground for nothing"

  • Member Posts: 22,857

    Dead Hard for Distance and Dead Hard for Dodging were 2 completely separate things and DH4D is the bit that people complained about.

  • Member Posts: 377
    edited July 2023

    Yeah look fair counterpoint. But you had to dh for distance because using it for i frames didnt work 90% of the time

  • Member Posts: 675

    It was still one of the best perks in the game especially after some netcode fixes to help prevent that situation

  • Member Posts: 524

    Nothing is as bad as old dead hard

  • Member Posts: 1,725

    Can't help but laugh at the fact that Distance and Dodging both start with the letter D. So while I understood your acronym, it looks like the most political response🤣

  • Member Posts: 5,962

    No. Old DH was literally the worst thing in this game and it ruled the game for years.

    But MFT is just as bad in how dumb that perk's philosophy is. The killer played right and got a hit? Good. Now try again but this time against a survivor that is even stronger. Basically the killer is punished for playing good.

    And unlike DH, MFT is all the nastier against already struggling killers. Blight and Nurse can handle an extra 3%. But Trapper, Myers, Pig, Freddy, Trickster, Clown, Nemesis (Shift + W is already his biggest weakness) and other killers that have no real way of catching up to a survivor are screwed.

  • Member Posts: 658

    I don't really think MfT is as ridiculous as old DH was but it has the same unfun feeling of it. For me it's not fun chasing ppl right now who are slightly faster than I and I have no confirmation if they running MfT or not till the result scene. The only survivors I will know who has this perk are the SB survivors and that it. It's similar to DH in that aspect, where I have to now think every survivor has MfT. It also has lead me to having to run perks I really don't like just to counter it effort. I'm not a fan of running bloodecho on plague but ever since I had a loddy of 4 MfT and hopes I now have to think every lobby is going to be that way (,bc that how my brain works). Btw that match on plague was one of single most unfun games for me in DBD and I have gone up against plenty of Bully Squads. It was unfun bc I thought I was doing decent and was also playing fair(I never tunnel anyone or camp that match), yet I lost so badly and the survivors were rude as hell to me in the end game.

    Either way yeah MfT isn't as strong as DH used to be that is true but it's not fun go against as a killer. I'm not looking forward to having 90% of my matches having MfT, resilience, and hope on every single survivor. May just become a nurse main at that point and abandon my favorite killers like legion, doctor, and knight.

  • Member Posts: 9,728

    They both have the same problematic design where the survivor is rewarded for being injured.

    I don't think mft is as strong as dead hard was though.

  • Member Posts: 2,137

    rewarded for being injured

    It's a perk that does nothing until the activation conditions being met. No one ever says this is 'punishing the survivor for being healthy' because that's looking at the entire system wrong.

    Health states (and hook states) are resources for survivors. This perk costs a health state to activate.

    Dead hard costs both a health state and a hook state to even be usable.

  • Member Posts: 298

    MFT is stronger than the old DH but a video cannot pove it as the impact of old DH can be instantly seen. The impact of MFT is not as impressive visually but it is way more impactfull.

    MFT gives you extra time in every chase when you are injured, the whole time, during the whole chase. It gives you those 2 to 3 extra seconds you need to reach a pallet/window you would not reach without it.

    2 or 3 extra seconds in DbD is insanely OP and reaching a new loop result in 30 extra seconds of chase.

    If the survivors using it are good, MFT will have a bigger impact on the chases, way bigger than the old DH.

  • Member Posts: 9,728

    Becoming injured itself is not a threat and having perks that buff the survivor when they are injured with no other condition attached to them is a problem. It's why dead hard is now attached to being unhooked, because having the perk be solely tied to being injured is not enough of a downside.

  • Member Posts: 22,857

    Tbh that's why I call it DH4D and DHFD. The 4D bit is Distance because it's a joke about how people claimed Distance DH needed so much skill and brain power to use and thus 4D chess

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