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Made for This [yes, yet another thread on that one]
I didn't want to just go on a tangent on a different thread to somehow throw my two cents in. So here's my personal take on it:
I played it on PTB and it was fun. But it's PTB and you can't really tell too much when going up against a new kiler that you don't know much about yet and the killer player doesn't know much about either. But MFT+[Speed Perk] is what we all tried in various combinations - mostly for the sh* and giggles. We did laugh out "kek, this is busted" though.
That was the first impression. It's been a while now and I look at it with a little more nuance now.
MFT+Hope is pretty busted - but also a lot of fun (and you can argue you earned the powerful combo by making it to end game).
MFT on survivor is also extremely powerful. The event's random perk challenge threw it in for me without me realising until pretty late into the match. I kept wondering how that Wesker kept missing / kept not being able to do the funny stuff Weskers usually do with their bound hitbox. Took me a while to notice the haste icon and actually take a look at the perks I had that match. I had a lot of fun that match, the Wesker not so much, I presume.
I also had other teammates run MFT (both in SWF and SoloQ) and while I obviously can't say for sure it did seem like people with MFT or SB managed to extend their chase/lifespan during a match, as in: there were survivors that seemed to "just do better somehow" and what they had in common was that they had MFT or SB.
So much for the survivor side.
I also played a lot of killer recently and encountered my fair share of MFT. One MFT is usually alright, as soon as you notice you adjust / approach a chase differently (similar to how you approach a chase differently when you know a surv has SB). - But when you get stacked MFT it becomes a serious issue. There's a reason why killers have additional movement speed - and 4xMFT pretty much removes that aspect of the game mechanic. It also synergises well with, e.g. Resilience - and if you can't catch a surv before they make it to that really strong loop (or a defacto infinite with those two perks) you're just screwed. And they know that. - At the end of the day that's more of a tile/map issue than a perk issue --- but it kinda highlights how much of a difference MFT makes.
Conclusion: While super fun on the surv side - and also super strong - it is also very close to being game breaking by default. It certainly is on some maps and/or against some killers. A perk should not be able to do that.
That being said, I think the perk isn't too far from being very much alright. It needs some boundaries. - My spontaneous take would be to either have it after having been in chase for x seconds. - Or to have it work for x seconds when you start running in the killer's terror radius (and maybe give it a super short exhaustion of 3-7 seconds or so in order to require some skill to reset it mid chase and benefit from it throughout the chase).
Comments
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Honestly even as a 115% killer I can tell when the survivor has MFT 90% of the time. But that's fine, slightly faster looping against a regular killer is something a perk can do.
But 110% killers? It's ridiculous. Especially combined with hope.
And you said you earned the combo if you make it to the endgame. But it means you're punishing killers for not tunneling. Most of my games, I get my first kill at around 6-7 hooks. If I instead killed 2 people, I wouldn't have to worry too much about MFT + Hope.
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It really needs a Nerf asap.
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Noed basekit for killers solution?
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I said there is an argument to be made: you can argue you earned it at that point in the match; since one of the things that comes up very often is how there is nothing that has to be earned with the perk and it comes up especially often with the hope combo, I figured I address the briefly. Personally I think there is an argument there but I don't think it's strong enough to justify current MFT and other haste stacking the way they do atm. There is a reason it doesn't synergies well with exhaustion perks.
That being said, I don't think tunneling - or justifying tunneling with a perk - belongs in that discussion. Mostly because you could copy paste the logic: if [perk] increases a survs survival chance in late game, it punishes not tunneling. You could probably argue that way - it would be a separate discussion though.
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They stated they don't have any plans to change it ATM so will probably be a bit before they look at it again
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its bad game design and should be removed
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I don't know what kind of matches you got - but at least for me all gens get done in about half the matches. Slightly more than half in swf and significantly less often in SoloQ.
To know how many gens get done using the median would certainly be interesting to know - however, only the devs have those stats. Everything on the user side is either anecdotal or accidental.
The earning part relates more to Hope rather than MFT; you played the match up until then with three instead of four perks. That those endgame perks can be game changers during end game is by design and imo alright. So while MFT isn't "earned" the MFT+Hope combo is. But like I said; that doesn't mean it should be a thing. And as for MFT; as I said rather than being "earned" I think it needs to be kept in check / there need to be boundaries within which you can use it.
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This content has been removed.
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It is literally the same problem as old Dead Hard. Only now they cannot use it once and be exhausted...no, they keep it. They make another tile or loop simply by doing nothing. It is the most unhealthy perk to enter the game since old Eruption. Hence 90% of survivors use it.
A change to make the perk less broken but still useful: after unhooking a survivor the unhooker get a x% haste for 30 seconds.
This will also encourage people to unhook their fellow survivors.
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Completely incorrect.
The distance at which a chase can begin is 12m. Lets say that a chase starts at that distance. The speed advantage of a killer over survivor is 0.6m/s or 15%. Since the survivor will be running away, 12/0.6= the time it takes to reach them and hit them. Without mft, that time is 20s. With MFT, its 25s.
mft gives 0.12/3% speed bonus. This decreases the killers speed advantage by 0.12, down to 0.48. So now we divide 12 by that 0.48 instead of 0.6.
12/0.48=25. Thats a 5 second increase just from having MFT. 5 seconds doesnt sound like a ton of chasetime, but think of it like this: Thats 5 more seconds to reach a pallet. Survivor speed with mft is 4.12, 5 x 4.12 = 20.6. So with MFT, you can cover an extra 20.6m of ground before you go down.
In this example, if we look at where the survivor would have gone down without MFT, if there is a pallet within those 20.6m then the survivor would not go down with MFT. Now imagine that on the chase wide scale.
Other exhaustion perks are oriented around tile chaining, mft just flat out increases chasetime for nothing. Thats a rather specific scenario I know, but it isnt about that scenario. its about the fact that MFT will provide that much extra ground in just 12m of running. No earning it, no activation condition beyond being injured, just equip the perk and you cover so much more ground.
A side effect of MFT is also providing an extra 8s of distance of onhit burst.
onhit burst gives 165% speed for 1.8s.
Killer hit cooldown makes them stand still for 2.7s.
Without MFT:
6.6 x 1.8 = 11.88m of distance
The killers hit cooldown still has 0.9s left, so thats 0.9s of 4m/s. another 3.6m of distance. So overall onhit burst will provide 15.48m of distance. Some killers have methods of regaining that distance quickly or have the range to just not care, but the vast majority of the roster will just have to walk it. Regaining that distance as a 115 killer will take 15.48/0.6=25.8 seconds.
So without MFT it takes 25.8s.
With MFT:
Onhit burst will now be 168%
6.72 x 1.8= 12.096m
killer animation takes 0.9 more seconds so thats 3.708 more meters. 15.804m. A 4m difference than without MFT.
15.804/0.48= 33s to regain it.
25s without it, 33 seconds with. Thats another 8 seconds of covering distance.
MFT is not a balanced perk.
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Other than Trickster, 110% killers can either teleport or click on you from a distance to make you instantly die.
Now do this with Sprint Burst.
It's almost like exhaustion perks are supposed to give you an advantage in chase.
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Except with sprint burst it just gets you to a tile, and thats it. It doesnt extend how long that tile lasts, it just helps you get to a new one. And if you want it to proc again or sometimes at all you need to actively lose distance via walking mid chase just to manage exhaustion.
MFT helps you reach tiles, MFT extends those tiles excessively, MFT is unearned and has no purpose in dbd.
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Cope it won’t be nerfed for a long time and I hope killer mains every where suffer you got dead hard nerfed and you guys still hate sprint burst lithe mft ect and it’s just funny to me the math you guys literally sit and do about made for this it proves some people don’t go outside like we don’t care about the math it’s a useful refreshing perk and you guys are gonna have to Cope
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And it’s in dbd and it’s gonna be in dbd cry more
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hmm guess if something is in the game, that means im not allowed to criticize it.
just admit your a bad survivor crutching MFT. What, was LITHE too hard for you?
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do you mean I’m a good survivor using made for this too it’s full potential oh man I love my made for this and dead hard combo I love that fact you cry literal tears over it and nah I used sprint burst see when you are a good survivor you can 99 it or I was a balanced landing gamer I would run you 10 gens
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sure, sure... you definitely use sprint burst.
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mad cuz bad rip cries about made for this when it’s your own skill you should be looking at and I used sprint burst after dead hard got nerfed till made for this came out now I use mft and dead hard love it
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"i need 20% longer chases + a third health state so I can loop" pinnacle of skill; enjoy it while it lasts bestie.
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