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Can we disable MFT until it's reworked?

So we've known for a long time it's a bit too strong and the devs officially recognised that by announcing a rework so shouldn't it just be disabled until the next patch? It can make a chase last twice as long as it should just by holding shift w (no mind games or skill)

Answers

  • Mooks
    Mooks Member Posts: 14,837

    No? Can we please stop asking to killswitch stuff that got changes announced?

    yes the perk is too strong in the right hands but it’s not just guaranteeing you a win. It’s a perk from a buyable character and needed for the adept achievement and (I think) some challenges in the last rift.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Wait 5 days and it's nerfed

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,750
    edited November 2023

    Isn't every perk too strong in the right hands?

    If so, we should change all of them. If not, 'in the right hands' doesn't make it too strong. It means skill is involved and no one likes that.

    MFT is apparently too strong due to SWFS. Thats it. SoloQ won't see this combo being used much at all 'Comparatively.'

    Oh also, its strong only when used in a combo. Hope/FTP/whatever. I've never used it since I knew it would get changed pretty quick due to immediate outcry. So in my wisdom, I'll never feel the pain of losing it. Anyone else able to discern perks that'll get chopped quick? Any from the next chapter look overly strong?

  • akaTheBARON
    akaTheBARON Member Posts: 377

    I'm not trying to be short with you but can you not wait 5 days? People who wanted the nerf are getting it finally. I never really used the perk so I obviously don't mind if they kill switched it or didn't. But you obviously despise the perk I get that, but waiting 5 days won't kill ya I promise :)

    And trust me, those 5 days will feel like forever for me too, and anyone else who wants the Chucky DLC to drop already LOL. Tuesday can't come soon enough but it's got a little something for everyone!

  • akaTheBARON
    akaTheBARON Member Posts: 377

    1000% agree with this. If someone cooks you with MFT, there was probably a 90-95% chance they were going to waste a ton of that killer's time anyway. It didn't make that survivor good. Maybe if it didn't stack with Hope or just didn't work in endgame at all. Those I can see being changes that wouldn't have gutted the perk (I mean you can still use it with DH or something I guess). Same with UW, the survivors that hate it for the most part that I can see just seem like the types who prefer to take chase as little as possible. Someone has to take chase, just the way it is. Nerfing everything is cool too I guess XD.

  • Mooks
    Mooks Member Posts: 14,837

    No I don’t think every perk is too strong in the right hands.

    also I don’t think MfT was healthy in its current state regardless of SWF or not.

  • Mooks
    Mooks Member Posts: 14,837

    i mean… that was obvious before you quoted my comment but well. Thanks and u2.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,750

    I often try to understand other perspectives. But you didn't give anything to work with regarding conversation. So i let it go.

    Why do you not agree every perk can be too strong in the right hands? I assume 'right hands' means someone very, very skillful.

    On MFT, I'd just listen. I don't use it, and my killer isn't affected by it in any way. So I have no real experience to be had there. But from what I have read here and from others, it's not nearly as bad in soloQ vs comp teams. I would assume you'd agree with this sentiment. Everything is better in comp/SWFs, correct? The random solo'qer who's just a GOD is an anomaly, and not at all the norm, imo.


    Im down to chat! But if you're not interested, all good. Just passing time at work and this was fun. :)

  • tjt85
    tjt85 Member Posts: 986

    How about getting it Kill switched for Legion players after the rework?

    I'm only kidding, I never hated MFT all that much. Maybe because I'm not at a high enough Killer MMR to see this perk on the regular.

    But I bet there are Legion mains out there having nightmares thinking about lobbies full of reworked MFT, For the People, Buckle Up, Dead Hard, Off The Record and 4X Adrenaline. That would really be hell to face.

  • Mooks
    Mooks Member Posts: 14,837

    Why do you not agree every perk can be too strong in the right hands? I assume 'right hands' means someone very, very skillful.

    because then it’s not the perk anymore but the actual skill of the player and the effect could be observed with or without the perk equipped.

    there are many perks that work regardless of skill whatsoever. Take Wake Up! It tells you were the exit gates are (which is something you also know if you pay attention when others are powered) as well as increase gate opening. That’s it. It will never be ‚too strong‘ regardless of skill of the survivor that uses it.

    MfT however can gives you haste value when injured - completely irrelevant of your skill you may not even get value out of it when you can’t loop whatsoever. If you are very good at looping however this increases your looping time very much potentially exponentially even as you reach any loop/vault/pallet better and will do so again in the same chase. I don’t know where this is related to swf as you can obviously loop a killer when playing soloq as well. The fact it stacks with other haste like Hope makes it even more unhealthy sure, but on its own it’s already very strong in the right hands. So why would you assume someone would just agree here? Because it’s even more noticeable when everyone is a strong looper and runs MfT? That really just makes it more noticeable but the problem is already there in soloq when one strong looper runs it.

    assuming strong loopers don’t exist in soloq is alsoww very questionable. Its not like a strong player loses all their skill when joining soloq…

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,750

    I use wake up often. For solo'Q, but not needed in comp. The plays Ive made with this perk have been fun and entertaining, and thats due to using it for reasons you didn't even mention.

    Showing everyone else you're there is quite nice. But in those times of being the last survivor, its let me get out nicely as the killer approaches. Skilled hands? I'd wager. But its not for nothing. You picked the part of that perk that worked for ya, maybe expecting me to be rude etc as most do here. I wont be. I understand your example regardless, so lets roll with that.

    ""MfT however can gives you haste value when injured - completely irrelevant of your skill you may not even get value out of it when you can’t loop whatsoever.""

    If I read it right, this sentence debunks itself. Completely irrelevant to skill, unless you're not skilled. Again, not too familiar with this perk in play, so feel free to ignore these points lol.

    The 3% does nothing unless you ARE skilled. If you aren't skilled, it won't do much for ya. Im sure we agree with that, but the issue seems to be when its with a semi competent survivor. Just... sorta feels like thats the gripe. Please re-align my perspective to understand!

  • Mooks
    Mooks Member Posts: 14,837

    yeah the „completely irrelevant of your skill“ slipped in their and wasn’t intentional. But I described it before and after very clearly, it depends on your level of skill if it’s too strong or not.

    And well you said it was only (too) strong in a competitive SWF team but now you are saying with a semi competent survivor.. which was my point all along („in the right hands“)

    i am really not even sure what you are discussing at this point?


    even with your Wake Up! description I don’t see where it’s too strong that way?

  • Mooks
    Mooks Member Posts: 14,837

    But it is working as the devs have intended to design it? Just because they decided to re-design it in a later update doesn’t mean it’s not working as designed right now…

  • Peanits
    Peanits Dev Posts: 7,555

    As long as it is doing what the description of the perk says, it is working as designed. Whether or not you're happy with how it's currently balanced does not make something broken or eligible for the kill switch. We can't go around disabling Perks, Killers, etc. just because they aren't popular.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,885

    The answer to this is because healing got gutted and isn't worth the time anymore. As expected, staying injured went back to being meta, so all of the perks that synergize with staying injured made a huge jump in popularity.

    People are fixated on made for this because they think it's the reason it's losing them games (it isn't). But resilience, map information (woo), Adrenaline, and even dead hard all became more popular with the healing nerfs.

    I'm sure we'll hear a lot more about how broken all of these are after the MfT nerf goes live.

  • egg_
    egg_ Member Posts: 1,933

    Ok can you please give an explanation on why spirit and merciless storm hadn't been killswitched, despite them both giving an insane advantage to the user while they were broken?