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The Perk : Hope
Hello there,
A few time ago before the release of MFT, Hope wasn't very present in the loadouts of survivors. After seeing survivors abusing with this combo Hope + MFT, I think it's the time to nerf this perk ! Because of the 7%, it's reduces the gap between the speed of the killer and the survivor by 46.66% for a 4.6 m/s killer and by 70% for a 4.4 m/s
And exemple : https://youtube.com/clip/Ugkxj-_srWwcYRRVGlhYmTxAJyKVHhTyZAO6?si=YyrAgC9BRAGJx_h8
killer like the Huntress.
An idea to equilibrate this, it's to make that the speed boost of the perk will be proportionate to the number of pallets which still up in the map. But the perk will still very strong against killers who don't have mobility like a Trapper.
I HOPE this Idea will be toke in consideration.
Comments
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Why are we nerfing other perks because MFT exists now? Nerf MFT if it's a problem and deal with it individually. Nobody even cared about Hope until that combo was possible. Stop trying to balance the entire game and haste around MFT.
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What i want to say, it's that before using MFT people don't know about the potential of the this perk. And i think that we have discovered an underated perk which is a kind too strong at the endgame. Because if the four survivors have this perk it can change all of the endgame.
In my initial post, i only talked about the effect "Hope" which reduces a lot the speed gap between the survivor and the killer.
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Without MFT, Hope is a fair perk despite it's potential in the right hands for several reasons.
It rewards good play and succeeding at your objective and gives you a little help for the very end. Like "you survived with 3 perks for 95% of the match, here's a little reward for that last 5%.". Same principle as Adrenaline.
Hope on it's own is nothing spectacular outside of good loopers or against slow Killers (and those usually have a way to compensate for distance) and doesn't magically restores pallets or give you extra health states, if all ressources were used mid-match and/or if you aren't a very good looper then it will just buy you a couple more seconds. It's the MFT combo that makes it too much.
Hope only has a single effect and offers 0 value if downed or hooked when last gen pops. No action taken are augmented, no opening gates boost or healing boost or Endurance. It has a singular effect only useful if chased.
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Don’t let the last gen pop and you don’t have to deal with hope. Crazy concept.
Hope if a completely fair perk. Don’t know why we’re talking about nerfing it.
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People are just looking for any way to nerf MFT, directly or indirectly, even if it's ruining other, fair perks.
MFT needs adjustments but nuking perks that synergizes with it doesn't fix the issue and only reduces variety (which will be reduced even further when MFT eventually gets nerfed/reworked). And people aren't realizing that nerfing other perks will only make people use MFT even more.
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Agreed. I don't understand this logic. Why are we rewriting other perks over MFT? Just because MFT exists now doesn't make Hope overpowered or nerf-worthy all of a sudden. Hope has been the same perk for a long time.
Some people also don't seem to understand how different Hope is from MFT. They see "both are haste perks=they are the same thing" when Hope's work condition makes it very different from MFT.
With MFT survivors have very easy access to haste and it can last the entire game. If we think about the fact that you're bound to get injured throughout a match, you are endlessly guaranteed to get value from this perk. On top of this it also gives you Endurance after healing someone but I ain't even gonna talk about that.
Meanwhile with Hope you're risking a perkslot and playing the majority of the game with only 3 perks. You aren't even guaranteed to get value from it or see it activated since you have to make it to endgame. It's a reward for completing all generators, a hefty task.
Hope is high risk, high effort, high reward while MFT is low risk, ,low effort, high reward.
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Survivors have to play the majority of the match with 3 perks to use hope. It should be very powerful, just nerf mft or make haste not stack(or both)
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Making haste not stack would just lead to picking the perk with the most haste provided, and any other perk providing less will fade away.
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Low % haste perks would be balanced via low requirements. While high haste would be ideally hard to get, so there would be a point in running both if they didn't stack. And the value of each % of haste grows exponentially the closer you are to the killers movespeed so bhvr should add a check to open up perk design
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This is not a good design however, because per power attribution would overindex on the part that is also provides haste% even though most of the time it would be overwritten by a equal or larger amount coming from a different source. This would lead to more "weak survivor" perk design where the additional or main power of a perk must be kept low as it also provides some % of haste.
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"Rewarded" with something that makes you virtually uncatchable in endgame...when it isn't hard to get to endgame...puts off some serious Idiocracy vibes.
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I agree that it stacking with MFT is pure BS. I regularly go out of my way not to camp, tunnel or slug, allowing survivors to get into the endgame at times where they otherwise likely wouldn't have, only to have to deal with this busted combo, where survivors become essentially unchasable if you are not playing a killer with a top-tier chase ability. What's particularly bothersome is that even in the endgame I prefer to venture out seeking chases instead of camping, an already objectively "unoptimal", "kind" thing to do, that is punished even more now by this combo.
Sure you can argue that for killers that do camp, tunnel, slug and so on, survivors using perks that only, exclusively benefit them in the endgame can become part of the reason why they may never get into that endgame to begin with. But if we are looking at the game from the base balance perspective of on average having around 2 kills and 2 escapes, getting into the endgame is literally intended in a balanced matchup. Not only that, but since killers can regularly all but guarantee at least 1 kill in the endgame, having at least 3 survivors left standing once in the endgame is part of the working balance expectation. Throw the MFT + Hope combo into this equation and things can get messed up. Not least because unhook Haste plus Hope also plays into this.
Hope simply shouldn't stack with other instances of Haste. Haste stacks "non-linearly" in the sense that every further percent does more than the one that came before it, with regards to how the movement speeds between killer and survivor relate to each other (this is easy to understand if you think of the fact that a jump from 114% survivor movement speed to 115% would change the time required for the killer to catch up to them from "a long time" to "literal eternity"), and Hope already has a hefty movement speed boost to boot. To compensate, they can give Hope some slight buff, such as having it reveal the auras of all totems to its user for 10 seconds once the last gen pops. That would cement its character as an "anti-NOED" perk.
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You said it yourself: hope wasn't used until MFT entered the battle. so clearly MFT is the issue in this interaction.
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Hope is a fair perk. The survivors must finish all the generators and make it to the endgame - only then this perk works. This is enough to make it balanced. I mean, this perk is completly useless untill the endgame and helps them not at all if they die early/the killer wants to see the survivor with hope dead ("wasted" Perkslot, because it does not help with tunnling, camping, teamwork ect.).
The main issue is Made For This. This perk is unhealthy, since it's does so much for just getting injured and makes the gameplay unhealthy for many killers. But this is a different story - and I hope the developers will finally deal with it. However, Hope on it's own is completly fine.
2