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Why Made For This shouldn't get a nerf
Hi guys, I've heard and seen many times where players (ofc mostly killers *akhem*) think that MFT is a broken perk that should get nerfed.
My honest opinion:
As a killer main, I am completely happy how MFT is in the current state. It makes chasing literaly tiny bit more challenging and fun, and that's what I like. If I see anybody running to down survivor I know that they have that perk for that juicy 10 sec of endurance and I can wait it out, 99% of the times I get a down. It's basically like a hazard game. Either they risk perk value or just keep on holding W.
And for the stacking with hope? I am also completely fine with that. Hope is an ENDGAME perk and survivors need to hardly work for that juicy 10% to happen. Basically is a reward for doing the objectives and not sitting in the locker or hiding around the map for 80% of the magch. If they pop all the gens and get it? Well, it is the killer's fault that they didn't defend the gens good enough and/or leave good chase survivors alone.
Conclusion? MFT endurance is overall counterable (and the speed CAN but DOESN'T have to be countered by bloodlust) + the speed stacking is the reward. I am happy how it is in the current state.
If they nerf it, I will literally laugh for those baby killers and literally make a 10 minute video why it shouldn't get a nerf.
I main The Singularity as a killer and yes, I know that it can teleport but the time I get a biopod on someone mid chase and then I need to catch up and then use the teleport it's a bit of time wasted. Singularity is an easy killer to counter if you know what you're doing (and not pre-dropping every pallet on the map when having a biopod on -.-)
Comments
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You could main trapper or Freddy for a while and then reassess. While I don't think it's absolutely broken but shouldn't stack with hope. Most of my hag games begin at 2 to 3 gens and sometimes rely on end game to secure kills if I'm not hard tunneling and camping.
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I dont think its this ridiculously overpowered perk, but I dont think it should be left alone either. The 3% extra movement speed is good enough on its own and its the reason why majority of people are running it anyway. The main problem here is the Endurance effect that comes with it, not only do these 2 effects have 0 correlation with each other but it has absolutely 0 requirements to activate it.
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"If they nerf it, I will literally laugh for those baby killers and literally make a 10 minute video why it shouldn't get a nerf."
I was about to read the whole post and take you seriously for having different opinion about this perk than mine until my eyes quickly read this part. What a nice, objective and friendly mindset.
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The more threads i see about MFT not requiring a nerf, the more i´m convinced that it actually should get nerfed.
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the killer must have a base kit noed that works all the time, it cannot be broken and it gives + 200% speed
By the way, I'm the main survivor and I can make a 30 hour video why is this not op
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Deadhard laughs after like 6 years being king
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i will steal your picture
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Ikr lmao
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You have a point here, same thing about eruption etc. high pickrate = nerf but the deadhard one is literally so true
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Hi guys, I've heard and seen many times where players (of course mostly survivors *akhem*) think that Alchemist Ring is a broken addon that should get nerfed.
My honest opinion:
As a survivor main, I am completely happy how Alchemist Ring is in the current state. It makes chasing literaly tiny bit more challenging and fun, and that's what I like. If I see any Blight rushing right after hitting a survivor, I know that they have that addon for those juicy 5 tokens of his power and I can wait it out, 99% of the times I escape the chase. It's basically like a hazard game. Either they risk addon value or just keep on holding W.
And for slugging for 4k? I am also completely fine with that. Slugging is an ENDGAME strategy and killers need to hardly work for that juicy hatch spawn denial. Basically is a reward for doing the objectives and not sitting in the corner or patrolling around the map for 80% of the match. If they kill 2 survivors and slug the 3rd? Well, it is the survivors' fault that they didn't repair the gens fast enough and/or split up on gens.
Conclusion? Alchemist Ring + Blighted Crow is overall counterable (and the speed CAN but DOESN'T have to be countered by pallets) + the speed stacking is the reward. I am happy how it is in the current state.
If they nerf it, I will literally laugh for those baby survivors and literally make a 10 minute video why it shouldn't get a nerf.
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According to your logic, Knightlight (one of the best DBD players in the world, both as killer and survivor) is low-skill, because he said that MFT needs to be nerfed.
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I'm guessing it's a skill issue
...cry
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It's overrated WoO is way stronger than mft, BHVR will nerf it and it's not going to change anything. You will get lobbies with 4 lithe/SB and gen efficient teams will still win easily
Idk why people are so focused on mft instead of gen speed, clown bottles and freddy snares are -15% it's not even good, average survivor get zero value from that perk they try to greed a pallet and die
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You got a huge point here bro, WoO will actually try to make sure you stay alive by telling you the nearest pallet and window. And the gen speed? Even after BNP and Prove Thyself nerf they both are still good and nerfing them further will literally make no sense to further run them so they are stil in a good spot rn.
The clown and freddy? Pretty annoying but counterable - Clown; pre-drop, Freddy; make sure to disable every snare.
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If you are so desperate to keep your 3% haste effect, then we should at least change it to have some actual downsides.
I think MFT should make you permanently exhausted but lose the downside of it not working while exhausted. This would remove any synergy with other exhaustion perks. Something that I've seen people claim is the case anyway in the defense of MFT. So it shouldn't make that much of a difference, right?
Second, the Endurance effect is stupid. You do not need to have an insanely strong perk and give it an additional effect that is also strong. And you shouldn't have so many possibilities to gain Endurance that the killer has no possible way of knowing how you got it.
Third, there should be an indicator on the HUD telling the killer, that a survivor has an active haste effect.
Fourth, haste stacking should not be a thing. The killer already has no early game, as they will be busy walking across the map to find the first survivor, while the survivors already get a head start on their objective. 3 genning is due for a nerf, which results in a significantly weaker late game for the killer. Haste stacking on top of that removes the killer's end game. If you manage to get caught while you move at 110% speed, than that is the worst case of skill issue I can imagine.
We want killers to play nice and not tunnel, camp and slug all the time and not run the strongest regression perks every game but we simultaneously shorten matches and remove more and more ways for them to create pressure. At some point, I've got to ask: "When is the killer actually expected to get stuff done?" Especially when matches can already end in well under 5 minutes and BHVR want the average chase to take about 45 seconds (which let's be real, is way shorter than in reality for many killers and isn't helped by MFT's existence either).
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And i thought the real problem of MFT is the endurance part...
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Genius image,no more words needed.
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So with made for this here is the real issue.
Against certain killers like nurse, blight, Singualrity. Killer's with fast downing potential MTS is honestly very manageable. I still think it should be nerfed, to at least 2% but it is something I can manage with as killer. The problem is some killers, the perks make the survivor almost uncatchable, largely because of how easy it is to break chase. Use it to break chase and killers will not get blood lust. MTS is another example of some killers being so far above what a killer should be that the perk appears balanced.
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MFT is the abbreviation, not MTS.
I do agree that the perk should have an indicator, and I do agree that it should lose the endurance. I also agree with the removal of haste stacking.
I think that having it cause exhaustion but allowing it to work while exhausted just removes one of the only three counters the perk has, and I'm not so sure that's such a good idea.
It would be less of a problem if there were more perks and add-ons that cause exhaustion.
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Fair point about the exhaustion part. I didn't consider the possibility of countering it that way all that much.
Most anti-exhaustion perks just aren't good and giving up a perk slot to have a chance of countering exhaustion perks occasionally throughout the game isn't the most promising strategy either. As it is with addons. Maybe, if they were a bit better or if there were more different ways to inflict exhaustion that could be a viable counter strategy but as it stands, I don't see it that way.
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