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

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  • Rulebreaker
    Rulebreaker Member Posts: 2,034

    Judging from the literal rain of posts about it being dead, safe to assume alot of ppl think it was over nerfed.

    For our opinion we really don't care about it. It's about the same to us.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,411

    I used the perk once for a challenge. I couldn't care less.

  • CLHL
    CLHL Member Posts: 184

    I don't really care, that perk should not exist to begin with. Altering the base movement speed is gamebreaking and no perk should work around that. A rework would have been better, but these devs prefer to remove from the game anything that makes them uncomfortable.

  • Rulebreaker
    Rulebreaker Member Posts: 2,034

    True but that doesn't stop people from thinking it does it?

  • Mr_K
    Mr_K Member Posts: 9,228

    Clearly it's another nerf to Deathslinger.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,944

    That’s the one thing I dislike about the change, Slinger and Legion don’t really get the full benefit of the nerf compared to other killers. If they made it apply to deep wound specifically from endurance hits then it’d be perfect imo.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,934

    That perk was so unbelievably broken against m1 weak killers. The extended haste effect definitely had to go. There was no downside to it considering everyone just 99'd their health so they'd get the effect without actually being in any danger of being downed.

    Best to consider it a reworked perk as opposed to a nerf.

  • TheArbiter
    TheArbiter Member Posts: 2,622

    No, it still has value, some perks get nerfed so hard it makes no sense to run them ie DS

  • Rudjohns
    Rudjohns Member Posts: 2,200

    It should have been:

    1% speed for every teammate injured/dead

    Done

  • Caiman
    Caiman Member Posts: 2,911

    MFT is going to be a healthy perk after this.

  • KaTo1337
    KaTo1337 Member Posts: 551

    What nerf? Currently, the dev update changes are only for the PTB...

  • bornagain234
    bornagain234 Unconfirmed, Member Posts: 336

    It just shows how powerful it is. You could literally make current MFT 2 perks.

  • Talwuzhere
    Talwuzhere Member Posts: 17

    It was a perk that shouldn't have ever served 2 purposes tbh.

    it's a healthy rework, encouraging you to heal your teammates before you're able to get value out of it and more situational now.

  • RoastedGarlic
    RoastedGarlic Member Posts: 592

    it was only 3% mft defenders said, that was a lie and topics like these are proof. You still have your beloved 3% you just dont get it for free or indefinitely anymore.

    perk is balanced.

    now its ultimate weapons turn.

  • AddanDeith
    AddanDeith Member Posts: 54

    No. The most deserved nerf. There are ######### haste perks like game afoot that trigger like 1-2 times per game, so this is nothing new.

    It still gives 10 sec endurance for heal don't forget.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,890

    your assuming that this perk will be popular in first place.

  • crogers271
    crogers271 Member Posts: 1,844

    Nerfs were justified. While I think many who complained about the perk overestimated it, no doubt it was a strong perk.

    It's been nerfed into the ground. It may still see some use in dedicated anti-chase builds, potentially still have a place in 4 person SWFs, but its lost a massive level of value.

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    No, it was an overused and very annoying perk.

  • IamFran
    IamFran Member Posts: 1,616
    edited November 2023

    Because the chases would last too long, thats also the reason why bloodlust exist. Some people forget that survivor are not meant to maintain a chase forever so the killers can fulfill their objetive. ¯\_(ツ)_/¯

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 382

    Definitely overnerfed. The fact that it's reduced to being a DW situational perk just makes DH look like a baby nerf.

  • Yatol
    Yatol Member Posts: 1,960

    No it was an unhealthy perk, the killer had no way to know if you where using it unless they had 1000 hours and memorized the length of chase and everything

    its condition was so easy to trigger it made too many perks obsolete

    it had no reasonable counter despite having a strong effect

  • Killing_Time
    Killing_Time Member Posts: 894

    It wasn't NERFED enough. It didn't grant speed period!

  • HandsomeJack_049
    HandsomeJack_049 Member Posts: 136

    It was for sure a perk that provided too powerful an effect for an asym like DBD without having a precondition. Keep in mind that killer perks should overall be more impactful than survivor perks because a killer can only bring 4 perks, and survivors (between them all) have 16 perks. Similar killer perks are all tied to a pre-condition (often to the killer's detriment). Play with your food (PWFY), for example, requires the killer to enter chase with a specific survivor (or burn another perk slot to have a perk that changes the obsession) and then lose chase with that survivor to gain 1 stack of 5% movement – a stack that is lost upon performing any combat action (regardless of whether a survivor loses a health state). Swing and miss? Lost a stack. Used your special ability? Lost a stack. Killers could lose entire games trying to get max stats or consistent value. Because of that, PWFY is balanced.

    MFT on the other hand, provided a flat 3% just for being injured. And, normally a good counterargument would be that the pre-condition is actually pretty dangerous for the survivor (after all instead of 2 health states, they are limited to 1 before entering the dying state). However, the modern survivor playstyle encourages staying injured (medkits and COH nerfs directly enforced this). Therefore, you’d have survivors running perks to capitalize on being injured to the point where the one lost health state is almost an uneven trade. Personally, I don’t think the 3% speed increase was overly impactful by itself (but when paired with resilience or hope it could be) – the issue was that survivors got it for free indefinitely. It's not like Overcome, which provides a minor boost following a hit in return for the exhausted status effect. Or lucky break, which is a powerful chase perk that is directly tied to a proportional altruistic requirement.

    The only counter a killer had was something to inflict the exhausted status effect. The problem? The majority of perks that inflict exhaustion are poorly designed and provide little to no benefit except for that purpose (and have terrible pre-conditions). Fearmonger is arguably the best, and even that allows survivors to simply walk a few seconds and remove the effect – making the perk only truly impactful if the killer was either a stealth killer or had the undetectable status effect, allowing them to catch the survivor off before they walked off the debuff. Furthermore, a large portion of killers lack add-ons that provide the exhausted status effect either.

    So, the change to an anti-tunnel perk with synergies for its secondary effect (provides endurance for completing a healing action) is a change that is in line with the game’s preconditions for powerful survivor perks. They are either tied to generators being completed, worked on, or healing actions. The removal of the exhaustion limitation is justified if these changes come to live. We will have to see if the PTB makes a notable difference or not, or if further tweaks are necessary.

  • Raccoon
    Raccoon Member Posts: 7,720

    I'm indifferent, but I'm a filthy Self-Care user...

    Synergizes with several perks and Styptic so it's far from 'dead' (hard, lol).

    Also procs vs a few killers that rely on Endurance.

    It was previously one of the best perks in the game and allowed for the ever exciting 'passive' build of Windows/MFT/Resilience/x.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    it's just a 3% haste, what is this massive fuss about then, right?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,944
    edited November 2023

    And it might not be. But it doesn’t matter whether it is popular or not. The point is those killers get punished by the perk more just because deep wound is part of their power and it’s not something they can avoid using. Personally, I don’t think that is fair, nor is it reasonable to expect the killer to go chase a different target just to counter MFT. It should revolve around avoiding endurance hits as killer to counter it. Not be an “I hate Legion” perk.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,890

    why does it matter if you see perk 1/20 games? Vigil is a perk that reduces hindered effect by 30% but almost nobody uses it even though freddy's snares applies 15% hindered for 3 second. I don't know what usage rate of this perk will be after change but i imagine it will be under 4% because of how situational it is and how low 3% is.

  • fussy
    fussy Member Posts: 1,648

    I'm talking exactly about mft, chill. Of course, there are crazy posts from both sides players. But, frankly, more often I read such posts from survivors, If we're talking about it. The last example was a guy who asked to bring back endurance staking KEKW

  • egg_
    egg_ Member Posts: 1,933

    I hadn't, more like I forgot to add [...] after only, I just want to point out precisely at what part of the message I was replying, and saying "disagree with the survivors part" wouldn't really make it obvious