The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

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

2

Comments

  • MrDardon
    MrDardon Member Posts: 4,033

    It's synergy with Dead Hard will be way better now as you can now trigger DH's Deep Wound and then gain 3 % Haste afterwards, which you'll keep because it's Exhaustion negative got removed.

    It can be used aggressively in anti tunnel builds now.

    My build which I'll try is gonna be Off the Record, Decisive, Dead Hard and MfT.


    And it will be a big f you for Legion Players. Blood Echo won't help anymore.

  • radiantHero23
    radiantHero23 Member Posts: 4,248

    Nope, absolutely justified.

  • radiantHero23
    radiantHero23 Member Posts: 4,248

    At this point, I'm fine with it getting nerfed only for the US VS them - fanatics to have their way.

    Won't change my type of play. The perks is bad for my playstyle. I dont use it.

  • drsoontm
    drsoontm Member Posts: 4,903

    The proposed PTB version of the nerf seems adequate. We'll still need to see it in practice.

  • Robotfangirl67
    Robotfangirl67 Member Posts: 640

    I don’t think MFT was over nerf, I think the new change will be fine. I’m sorry but that perk was a huge pain to deal with as killer. Only because it made strong loops even stronger and making hope even more powerful. I will say that each side should not have overpowered perks. It sounds better as ain’t tunnel perk also. That it also brings in more balance changes for everyone.

    That anyone who saids that they can’t survive without it. They are misunderstanding the situation. Cause I never use it while playing as solo survivor even before MFT came out and when Dead Hard was nerf. I mean yeah solo was a little messy but I it was okay and it will still be okay. So anyway at the end of the day I’m looking forward to the new changes. And I’m also looking forward to seeing how they work. Since that’s why we test things out to help make the game better.

  • Xernoton
    Xernoton Member Posts: 5,842

    It definitely needed a nerf and I think it's a step in the right direction but not exactly what this perk should be.

    I would like for MfT to become an anti tunnel perk. Increase the Haste effect to 5% and activate it for 60 seconds after the survivor got unhooked or until they do a conspicuous action. That would make it a pretty strong anti tunnel perk. We could even talk about increasing the movement speed a little more. I think that would be fair and a lot healthier than the perk is now.

    Regardless of how you look at it, a perk that affects the weaker killers to a super high degree and also increases the strength of Shift + W (permanently), that can still be paired with another exhaustion perk and does little to nothing against the strongest killers, cannot be healthy. Especially if it is a perk that gaslights players into thinking everyone has it with no way to tell, if they actually do. This is exactly why subtle cheaters are a problem. You can have a feeling but you'll never know until they make a blatant mistake or you rewatch a recording.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    I say good riddance to the speed crutch, far too many of my teammates were relying on this to save them in Chase. Now that haste is a situational benefit you can see the real utility of the perks shine which is to promote altruism and give you endurance for it.

  • DarkBrilliance
    DarkBrilliance Member Posts: 5

    Prove thyself, resilience, off the record, decisive strike, and adrenaline are all perks that are situational and benefit from using other perks with them to make them stronger. Your perks are supposed to synergize together, not perform 4 completely different functions.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,327

    I feel it was nerfed incorrectly. It would have been better to either take away the 3% or the endurance part; make them 2 seperate perks essentially. It's a change that's gone in a direction that feels like they wanted to make it stand out as a unique, technical point.

    However, I do applaud them for finding a change regardless. I'm still not a fan of Deep Wound as it doesn't feel like it achieves anything, other than a passive annoyance or differing version of Mangled in terms of healing times.

  • lav3
    lav3 Member Posts: 774

    Overnerf for those who thought the perk was completely fine and can't loop till many gens without it.

    100% justified.

  • pizzavessel15
    pizzavessel15 Member Posts: 534

    no. it deserved it

  • DrDucky
    DrDucky Member Posts: 675

    The perk literally synergises with itself or you can use it with DH.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    Ideally the drop in pick rate should mitigate the worst of this issue. I think there's a certain inevitability that certain perks are more effective against certain killers and vice versa. Calm Spirit has always been more effective vs the Doctor's scream-based kit, though only with the introduction of Ultimate Weapon has it really become an issue, to my knowledge. Likewise, no Survivor with a healing build wants to encounter a Plague.

    As long as the perk isn't omnipresent, like Thanatophobia was for Plague and Legion before its nerf, in not sure how big a problem it will actually be.

  • Ayodam
    Ayodam Member Posts: 3,124
    edited November 2023

    It’s never really been good and is just bad now. It’s almost always, always more beneficial for survivors to split up on gens. Heck, 2-4 survivors running individual gen repair speed perks and grouping up (to, say, break up a 3-gen) are actually more efficient than just one of them using PT. Killer mains complained about survivors grouping on gens, PT was nerfed. Now, I see complaints about survivors splitting up to different gens. Because that was really always the best choice.

  • Dustin
    Dustin Member Posts: 2,306

    I just feel the perk makes more sense for the purpose it's supposed to achieve now. I don't really consider it a nerf just an adjustment so the focus is on the original intention of the perk.

  • Krazzik
    Krazzik Member Posts: 2,475

    The medkit nerf was ages ago and widely asked for. Most people agreed that medkits were busted before.

  • ChaosWam
    ChaosWam Member Posts: 1,843

    I think it was justified and the change is decent.

  • dbdthegame
    dbdthegame Member Posts: 699

    Right, that's why comp players, who aren't even allowed to use Prove, will typically stack a critical gen. What works in a vacuum isn't what works in practice.

  • Grigerbest
    Grigerbest Member Posts: 1,703
    edited November 2023

    This.

    MFT imo should be a perk that applies buffs (to\after) healing.

    3% speed boost should be a completely different perk. Or should not be in the game at all.

    Survivors holding W is strong enough even without 3%.

  • mizark3
    mizark3 Member Posts: 2,253
    edited November 2023

    Yes, changing a normal 32s action (2 Survivors spending 16s on an altruistic heal) to 16s with a Brown item was busted. But making all versions the same charge quantity and only a 5% altruism speed difference, with no distinction for 'class' of item, was ludicrous. That would be like in the (inevitable) future toolbox nerf, they remove Sabo speed differentials, set all toolboxes at 50%, and add 2 charges per rarity tier. I still think the Green should lose the self-heal speed inefficiency, and the Purple should have 32 charges and lose the self-heal charge inefficiency, but I won't make a thread asking for those changes.

    Edit: That's why I think Blight/Nurse should have the similar nerf hammer brought upon them (mostly add-ons for Blight, but I wouldn't lose sleep with basekit nerfs either), with more reasonable eyes looking at the rest of the Killers.

  • appleas
    appleas Member Posts: 1,128

    Well deserved nerf. Not much else needed to be said

  • Rickprado
    Rickprado Member Posts: 564

    Now that MFT is nerfed, think it will be far less common to face in matches. Even Legion and Deathslinger will benefit from this nerf.

  • Rickprado
    Rickprado Member Posts: 564

    Imagine killers having a perk that when they lost 2 gens they would get a permanent 5% haste for the whole match. The thing is: eventually you will lose a health state/generators. Its dumb to assume that its a "risk", specially since Thanato got gutted.

    PS: After reading you post for a second time, i could sense some irony. Hope you are being ironic.

  • kin
    kin Member Posts: 552

    I seriously think that after the release of the pp on live servers, we will see this perk as a good anti-tunnel perk, because there is always a chance that it will be strengthened at least a little before release

  • ironligma
    ironligma Member Posts: 121

    Slinger main, I love the nerf, but hate it at the same time lol. I think its usage will die off though so it can't be that bad. Now my one problem with the nerf is that I wished it was more reasonable, not just another perk that flipped ends of its strength, from godly to bad. I still will hate that perk for forever but I don't like that the pattern continues.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    No I don't think so... at least on paper

    Getting Haste by being in Deep Wound make more sense then just by being injured

    Plus it makes even more sense to have Haste while in DW... to get away from the Killer faster and Mend

  • CaulDrohn
    CaulDrohn Member Posts: 1,596
    edited November 2023

    The nerf was totally justified. Mft is the sole reason for the current no heal meta, it just worked too well with Resilience, Hope, Windows and alike. Take its universal utility away and we hopefully see some more variety in survivor loudouts again.

    The approach of linking the haste to deep wound is a really interesting approach, I guess no one expected that. It creates great synergy with anti-tunneling effects (BT + OTR), and rewards skillful play (using DH or Mft Endurance effect successfully). But I feel the 3% haste will not be enough anymore, given how situational the perk will be.

    Since it will work so well in tunneling situations, I thought, why not buff the haste to 5% as compensation, to make it a try anti-tunneling perk? So the killer would have to think twice whether they want to chase someone in deep wound or not. It's still just a temporarily haste, though, since the surv will have to mend eventually to do something other that running. The only real issue I see with this approch is FTP + BU, but that should be changed regardless.

    As an alternative to the haste, I thought that Mft could work like Overcome, but for endurance hits. So when you are hit into deep wound, you would get an increased on-hit speed boost, causing exhaustion. But that would remove synergy with other exhaustion perks, most notably dead hard, so I think haste without the exhaustion restriction is the better approach.

  • Lixadonna
    Lixadonna Member Posts: 239

    When Killers can't be bothered to get good so BHVR needs to hold Killer Mains hands. They will be quick to tell Survivors to adapt if they so much complain.

  • Lixadonna
    Lixadonna Member Posts: 239

    The difference is Survivors don't uninstall or quit waiting for Devs to change. Survivors will still play.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    i was but trust me there were literal people unironically say "mft is risky". mft defenders came up with the funniest arguments you could ever see about any topic, but honestly they kinda had to to defend their hilariously broken perk and not lose it one day.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,680

    This thread has been a joy to read through. Like a parody of an actual game lol. MFT is going in the heap with the rest of BHVR's bad decision perks. They simply cant nerf just enough. Its always over-saturation and make is quirky, but useless.

    No one is going anywhere also. Those 'Im leaving the game' threads pop up all the time and they'll still be playing. So you guys keep at this, its making my night at work go right along!

  • Devil_hit11
    Devil_hit11 Member Posts: 8,824

    the proposed mft is not strong enough deter killers from tunneling. I have feeling they will buff this perk to be strong anti-tunnel perk for killer that purposely hit borrow time to tunnel off-hook and it might become stronger post-ptb.

  • dbdthegame
    dbdthegame Member Posts: 699

    We already have one extremely strong anti tunnel perk in OTR. I could agree to DS receiving a small buff in some way (increase stun to 5s, or killer can't use power x seconds after DS), but we don't need any more incentive for aggressive play off hook. Tunneling isn't a problem that needs to be fixed.