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Made For This cannot continue to exist in its current state
Comments
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Resilience isn't basically MFT. Resilience provides a mild increase in vault speed and gen speed. It also only provides benefits on vaults, and only fractions of a second instead of entire seconds tacked on to the chase. All it does is let a survivor MAYBE make a window/pallet they wouldn't have otherwise.
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M1 killer gets into chase with Survivor, Survivor takes M1 killer to strong loop, M1 killer forced to drop chase.
Now for the rest of the game said Survivor gets a 9% bonus to every action including vaults for getting outplayed by said M1 killer.
Apply x4 for multiple uses of perk, M1 killer loses game.
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I personally have no strong feelings about MFT. I don't own it and I have no interest in it as it has no real interesting applications for me. I like things such as the pebble or Plot Twist (Become as Roadkill). It's a perk that does help you reach safety in situations you would otherwise get downed in. It should do that as otherwise it's completely useless as a haste perk.
I can agree that the perk should not have any secondary functions. It's a good perk with only the haste effect. The secondary function also overlaps with other perks, making them somewhat redundant. That shouldn't occur so it's removal seems uncontroversial to me.
I really am against BHVR's strategy of nerfing whatever is popular. It results in a bunch of watered down perks that leave gameplay feeling stale on both sides. I'd rather other playstyles were buffed so running other options felt appealing. I'm all for busted stuff going. BU + FTP is kind of stupid to the point I would 100% support BHVR if they decide to remove it's synergy. The 3% haste by itself I don't see as an issue, although I'm less sure about MFT + Hope. In isolation, both are fine. But I can see an argument for the removal of it's synergy, despite Hope being an end game only perk.
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MFT isn't fine on its own. You're also missing my point entirely. I'm not arguing that it shouldn't do its job as a Haste perk, I'm saying that it shouldn't BE a Haste perk, because Haste is simply too strong. If it will have a built in Haste effect, it has to be conditional somehow. I wouldn't be opposed to seeing it provide something like a 5-7% Haste for 10-20s after finishing a heal (pairs with the Endurance you get) and removing the Endurance from picking up slugs (as it overlaps with BU). In this configuration, the perk is balanced and still interesting, but still strong. You can use it on a medic build and essentially guarantee a heal+a hit if killer is pressuring a reset.
My main point being: Haste should NEVER be given unconditionally (to either survivors or killers).
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It's not unconditional. You have to be (and) stay injured. Meaning you're not gonna be healing mid chase. You may disagree that it's not restrictive enough but it is conditional. BHVR could add more requirements to it and it would still be a good perk though.
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Being injured isn't even worthy of being considered a condition. Most teams spend the entire game injured. Not to mention you can 99 your heal with a medkit, with a perk like Resilience, and repair 9% faster as well as loop better, then pop your heal whenever you're deadzoned and about to take a hit.
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I previously said I wouldn't use it because it wasn't that good. But this turned out to be a lie LOL. I love this perk and I am certain it will be nerfed so enjoying it while it lasts. With the reworked buckle up the endurance part of the perk is now a bit redundant though. They could really take that part off.
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Wrong you can 100% SB aka icon is active without actually activating the perk
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- When starting to run, break into a sprint at 150 % of your normal Running Movement speed for 3 seconds.
Sprint Burst causes the Exhausted Status Effect for 60/50/40 seconds.
Sprint Burst cannot be used when Exhausted.
You can't recover from exhaustion while running
With the above information how can you run with an active SB? You need 0 exhaustion to even have SB active and as soon as you start running, SB triggers, making you exhausted again.
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He's not wrong, you can have a true 99 SB where you're not exhausted and SB hasn't triggered yet, which means MFT can also be active. Any experienced player knows this. The trick is to do very small walk/run cycles when your Exhaustion is nearing 99, but to start running before fully triggering the SB.
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Thank you people like to be loudly wrong instead of just going ingame and testing it. I honestly feel like it should be considered a bug it wasn't really useful until now.
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I think the better question is, how many more pointless threads do you people need to spam to realize that the developers don't use your incessant crying as a measure for if a perk should be nerfed or not.
MFT is fine, it's scary in a good player's hand but 99% of survivors can't use it effectively, it's all in your head. I bet you complain about MFT non-stop during your matches only to go to the scoreboard at the end and realize that people weren't even using it.
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I saw a Killer streamer complain about MFT making him miss hits in his chase after he just saw the survivor use Dead Hard, the perk is psychologically owning people lately.
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Nah, every time I think to myself someone has MFT, the end screen shows that they indeed had it. The fact that they consistently make far away loops and vaults within loops is a pretty good clue.
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sprint burst isnt borderline permanent.
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