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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
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This perk is causing games to crash? Because the killswittch is there for this case, if the answer is no, then no, they will not disable mft
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No.
People need to stop asking to killswitch things that aren't bugged in a gamebreaking way. Skull Merchant didn't get kill switch when her rework was on the ptb. Neither did Dead Hard or anything else that was being changed.
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Mft is not even that good? The problem is it shouldn't stack with Hope in endgame. MFT is only "strong" against someone less experienced with the slower killers but really it is not worth the perk slot since most killers have ways to outplay it with ease.
The only time MFT is actually super useful is while running Were gunna live forever and using the speedy healing + endurance for a slugging killer but even then it's VERY situational.
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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.
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MFT also isn’t strong unless you’re a strong looper as a survivor. You cannot simply hold W with it and just run the killer all match. Lmao
Im a horrible looper and I’ve gone down so much when running MFT because it does not prevent the killer from catching up to you because they’re still faster. It’s just hard when you go against really good loopers and run it.
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Wait 5 days and it's nerfed
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They didn't killswitch actually broken stuff like spirit or merciless storm, why would they disable something that is working as intended kek
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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?
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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!
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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.
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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.
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Gotcha. We disagree and thats fine! Good day :)
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i mean… that was obvious before you quoted my comment but well. Thanks and u2.
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No. The kill switch is only used in cases where something is not working as designed. More specifically, when something either breaks the game or is bugged in a way that gives the person using it an unfair advantage. We do not disable perks just because they have changes coming their way.
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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. :)
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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.
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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…
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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!
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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?
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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…
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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.
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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.
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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?
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