Does anyone think that MFT was overnerfed, or that the nerfs weren't justified?

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Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,691

    extremely strong? i don't see OTR as extreme strong anti-tunnel perk. I would say the perk is stronger at bodyblocking when killer then anti-tunneling. the same is true for DS. When someone uses OTR or uses Decisive strike, it makes me want to tunnel the person even more because of sunk cost fallacy. I don't know but lately I have been taking decisive strikes and animation feels longer. It feels more like 4 seconds instead of 3 seconds but I am not sure. either way, it is not deterring me as killer from tunneling.

    Current MFT is only perk on survivor side that deters me from tunneling as killer. If I see the loop is too strong and I know survivor has MFT. I will not chase a strong looper using MFT. the chase is too damaging. the dev are making MFT into anti-tunnel perk where if the haste becomes powerful enough, it will deter killer from ever hitting borrow time. Otz talks about this in his perks problematic perk video in STBFL section.

  • Unknown2765
    Unknown2765 Member Posts: 2,427

    People said the same about DH, and i still see a lot of people running it.

  • Unknown2765
    Unknown2765 Member Posts: 2,427

    I partly agree, the fast killers dont need more speed, this would just make them more unbalanced.

  • Rickprado
    Rickprado Member Posts: 561

    TBH, the scary thing is some people in our comunnity REALLY believes MFT is a fair perk, even being a perk that completly counter some killers (The Knight, SM, 4.4 Killers, 4.6 with no chase power) and make them unbelievable bad.

  • dbdthegame
    dbdthegame Member Posts: 699

    The fact you WANT to tunnel into OTR+DS+possible DH is very likely why you'll lose the game, and is the problem with using anti-tunnel perks aggressively. We don't need to throw funny 3% haste on top of it as an extra incentive to tunnel bait.

  • Kaitsja
    Kaitsja Member Posts: 1,833

    It's really not the sole reason for the current no heal meta. That was brought about when they decided nerfing medkits after self-care had already been nerfed (again), and absolutely gutting CoH was a brilliant idea.

    I feel like they need to pick a lane: Encourage survivors to heal more often, which keeps them off gens, or encourage survivors to heal less, which keeps them on gens.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Maybe not the sole reason, but the major reason, imo. Current Mft just synergizes way to well with the other meta perks. You are injured? Nice, now BOTH mft and resi work for you. Mfts haste allows you to being chased longer, so less reason to heal at all. With longer chases, you have more possibility to autpilot with windows. And bc you do not heal all game, you likely get to end game sooner, where your hope waits to disgustingly stack its haste effect.

    Sure the no-heal-approach works without mft as well, but it is significantly riskier. Mft takes the risk away, and makes the playstyle available / viable for nearly every non-potatoe survivor.

    Yes, medkits were nerfed, but SOLELY for self heals! For altruistic heals, the medkits are now even faster than before! The same with CoH, self-heals removed, but altruistic heals got buffed (faster speed). Before the nerf, you could have medkits healing yourself 3 times with insane speed. That was totally busted (for a LONG time) and certainly needed adjustments. Self-healing is a massive tool, such a thing should be restricted in some way.

    So even though altrusitic heals can be easier and faster now, no one heals. They rather sit the whole game at gens injured and be out of a game in 5 minutes, than doing something "suboptimal" like cleansing, looting or apparently healing. A bit like playing no-cleanse Plague rounds every game, one of the dullest experiences you can have in this game. Voluntarily. I just don't get it.

  • tjt85
    tjt85 Member Posts: 925

    The thing is, the no heal meta won't be going anywhere soon even with an MFT nerf. Higher skilled SWFs will still be using it because it works well with all the other annoying endurance perks that they favour. While SoloQ will keep bringing perks like Resilience + DeJa Vu because co-ordinating altruistic heals is a struggle, their lousy med kit only gives them one measly self heal, the Killer will probably bring Frankin's if they see a lobby full of items anyway and none of the self heal perks are really any good.

    The pace isn't going to slow down at the mid and high MMRs, because everyone will still understand that the best chance of winning for either side is to rush their primary objectives, or else the game will be a lost cause for their side in a matter of minutes.

  • Kaitsja
    Kaitsja Member Posts: 1,833

    You're forgetting a very important detail about the medkits. The healing speed nerf is fine. Not an issue. The problem was the change that made all medkits have the same amount of charges. You bring a medkit, you get one full heal out of it.

    But self-care was also nerfed prior to that patch. CoH was also gutted. So, what option do survivors have left? Altruistic healing. But there's no guarantee a teammate will heal you unless you're in a swf.

    Yes, MFT contributed quite a bit towards the no heal meta, but it was also the other factors that just made healing objectively worse.

    I'm not opposed to adding downsides to the perk that keep it strong but prevent it from synergising with Resi and Hope, but I am opposed to the current nerf to it which is to have it only function in Deep Wound. This doesn't eliminate the Haste stacking either. You'll have OTR + MFT + Lithe + Hope + Styptic all synergising. OTR doesn't work once the last gen is done, but that's where Styptic gets to shine.