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Should MFT gets reworked? Yes or no?
I saw alot of people arguing in the forum about this perk alot but still i can tell you i'm not pretty sure if i could say "yes" or "no" if this perk Should get a rework, because i play both equal as killer and survivor
So as a best advice for everyone, just put your own "vote" here if "yes" or comment down below if "no"
But as for me i say "no" because I've never complained about it during the gameplay as killer but sometimes it just makes you feel disappointed as killer when a pallet hits you after when you attempted to swing an attack with your weapon while using your lounge attack.
(same fact and conclusion with windows and pallet vaults)
Answers
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Not as clear cut, as I would say "no" it doesn't need a rework, but it could do with a fair nerf and still be just fine.
A fair nerf could be:
- It actually inflicts Exhaustion so you can't combo it into Dead Hard.
- It only activates in chase so you gain less advantage by pre-running/holding W (and stealth killers get a workaround besides bloodlust)
- It gets nerfed to 2% haste instead of 3%.
24 -
Umm the only change I would like is for it to inflict exhaustion on heal (maybe) and turn off when egc happens. I don't like setting limits, can you imagine jolt with a cooldown or sloppy with a cooldown. Both sides have perks that are good that require nothing but playing the game as usual. MFT is a hot topic but it doesn't need a nerf per se
1 -
No, I think MfT is fine. Maybe it shouldn’t stack with Hope, but I’m not necessarily sold on that even.
3 -
Yes i was thinking about that,
Like the perk level should be: 1% haste for level 1, 1.5% haste for level 2 and 2% haste for level 3
5 -
Yes i see, or otherwise it looks stronger than dark theory.
1 -
The MFT 3% is fine by me, but I would remove the endurance effect (that's a separate perk all on its own) and should not stack with other speed-related perks like Hope. Currently, it's got added extras which are really unnecessary.
2 -
I’m currently convinced Hope needs a hard nerf. MFT I am up and down on.
1 -
MFT is beyond broken and should be removed from the game
19 -
No
0 -
Get rid of the endurance.
1 -
It should have the Endurance removed.
4 -
It should make you broken/injured the entire trial, and it should give you 3% haste while walking and crouching too. It has 2 strong effects that both end up saving you from being downed in a wide amount of scenarios. Something's going to have to change about this perk for the sake of the game's balance, but the No Mither + Made For This playstyle is not one I want to see changed. It's the most fun I've had as survivor since the game's release, and if the endurance effect gets nuked, it will affect No Mither enjoyers like myself a lot...
2 -
It's currently two perks in one, similar to (but arguably stronger than) old Balanced Landing.
Remove one effect or the other and it's fine, I think.
1 -
I say no because it's been a non-issue for me on killer. If they do ever bump the numbers (which will probably happen eventually) then for a nerf, i'd throw out shorten haste effect to a flat 2% and reduce the endurance effect to cap at 5-6s instead of 10s
Post edited by Nun_So_Vile on2 -
Extra 25% distance for everything in chasing just too much.
And you don't really need to do anything to set up.
They should move the haste effect to no mither.
3 -
just add a duration.
0 -
Just nerf it already so people can stop complaining about it
0 -
I want it to get nerfed just because I am curious about which perk people will whine about next. There is always something.
3 -
Exactly ^_^
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The only thing I'd like changed is Endurance removed. If you want to go a step further, stop the haste stack w/ Hope.
Besides that, no.
1 -
Honest question: How often does the Endurance actually come up in matches? I was always under the impression the constantly active haste was the big issue.
My thoughts on that were:
* you gain 3% Haste for the duration of the chase in which you were injured, at which point the perk deactivates and only becomes active again once you're healed
* Made For This does not stack with other haste granting effects, so any other, stronger haste overrides it. This work since, other then Dark Theory, every other non Exhaustion haste is stronger but with limitations (reach endgame, stay by someone you healed, etc)
1 -
Is the use of double negatives on purpose or just a little typo?
0 -
a whittle typo
0 -
Yes it should be reworked.
Permanent haste effects shouldn't be in the game. Nuke it from orbit and take Hope with it as well.
1 -
No
0 -
Yes, remove the Haste effect, keep the endurance upon healing.
1 -
Hope is okay. It's a fixed amount of time and only works at the very end.
Maybe, now that EGC is a thing, they could reduce it to one minute instead of two, but I don't think it's really necessary.
1 -
This wouldn't do anything to fix the fact that M1 killers suffer from it the most.
1 -
I've personally only gotten value from the Endurance less than 5 times out of 50 matches.
1 -
Hope doesn't have a time limit any more. It was buffed a year ago.
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If you make a bad read/lose a mindgame/or briefly lose sight of someone with MFT, the distance they gain is devastating.
1 -
I really like the idea of it causing perma exhaustion, that is a really great idea, you should submit that to the devs. I also the the endurance bit should probably be axed.
3% haste for basically not being able to use exhaustion perks is a fair trade I think.
1 -
Jolt and sloppy already have limitations, they only work with m1 attacks.
3 -
I think it should stay since it is miserable to go against and that seems to be what the devs are trying to accomplish.
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Yeah and MFT requires an injure not the same as a cool down, it's a passive if your not hitting survivors then mft doesn't matter at all. People were calling for a time limit on mft. Imagine if sloppy had a timer like you hit the surv and they suffered for 15 secs then it reset pointless right?
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The endurance part of it is frankly bs. I'm going back 'n forth on the speed it gives.
Absolutely shouldn't stack with hope, though.
0 -
Both Sloppy and Jolt require you to win a chase by getting a hit. MFT is a reward for losing a chase by getting hit. I think anything, on either side, that rewards their side for not performing well, shouldn't have a huge reward attached. I think its poor design on BHVR's end.
1 -
See this is a curious sentiment, since MFT is still rather new. When we complained about DH, it was soon after it got fixed and players discovered its as-of-then unknown uses. Ie, fresh in players' minds. The same can be said for Hope.
Eruption, got buffed, got complained about a lot immediately after.
Overbrine, same deal.
CoH, same deal. Was just a bad idea from the get-go.
We don't complain en-masse 'cause we can, you know. There is always a reason. Either it's because it's a fresh addition, because it got buffed recently, or because players discovered a perk has more uses than they gave credit for, and those uses were too much.
There's 2 examples that I can think of that remained virtually unchanged, yet are still complained about; Nurse and NOED.
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