General Discussions

General Discussions

Double Morale with Batteries included Perk

So apparently Killer getting 5% speed within 12m of a completed generator (lingers 5seconds after leaving it) is a problem due to stacking movement speed from other perks such as NOED. Yet MFT + Hope is free to stack which btw batteries included doesn't even compete with hope due to Hope being 2% faster and is not limited to 12m around a completed gen.

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Comments

  • Member Posts: 1,669

    MfT isn't even going to be run that often. It's been obliterated into the ground. No point panicking about something no one will run. To end up with a deep wound during endgame against a majority of the killers is impossible and, therefore, it isn't a free stack.


    Batteries Included and NOED provide killers with exposed and haste which can turn the tide of the entire game. I don't know why you didn't provide the haste effects of those two combined because it'll really show how effective those two were together.

  • Member Posts: 2,336
    edited November 2023

    I feel it was a terrible solution to the potential problem personally. Could have done something like

    "This perk gives 5% haste for 60 seconds after the exit gates are powered but then deactivates" so it at least gives value for all 5 gens in some way as a compromise. I just don't see how this perk getting nerfed like that is justified but I guess it was the safer choice to keep the perk in check until a better solution was found.

    Only change in the list of PTB changes I don't like but at least it's a minor thing.

  • Member Posts: 1,669
    edited November 2023

    Yes but that's besides the point because killers know to wait out basekit BT and body block as much as possible. If you're hitting an unhooked survivors basekit BT, they deserve the escape at that point. Patience is key, especially if you're that frightened of a useless perk.

  • Member Posts: 2,336
    edited November 2023

    If it was global it would be strong but it's in 12m range of a completed generator and you won't get consistent value out of it most of the game until the game is over. I'm not entirely opposed to it disabling in end game but it just feels like it could have had a better solution if BHVR was worried about 5% haste in range of all completed generators.

  • Member Posts: 16,663

    Yeah, I think it would have been better to completely rework the Perk, because outside of Endgame, it is not really a good Perk at all, because you dont want to chase around completed Gens anyway. Or they could have removed the Speedboost from NOED and leave Batteries Included as it is.

    And yeah, this Build would basically miserable for the Killer before Gens are done and then miserable for Survivors once they are done.

  • Member Posts: 232

    But was good in Jungle Gyms. Many Times there is a Generator. Would make the tile easier.

    And i will using rapid with Play with your food . I get so many Times value from that 🤭

  • Member Posts: 137

    To be fair the drama about MFT + Hope is/was a non event

    How many players actually get any value with hope ? A few

    How many actually get any value with these 2 perks ? Fewer

    Average players won’t really get any benefit, only pro gamers can

  • Member Posts: 8,314

    If you think MFT + Hope is bad, why would you want the same problematic concept being added to the game a second time?

    Isn't it a good thing that they avoided repeating the mistake?

  • Member Posts: 5,922
    edited November 2023

    That's not bad for the game. Different builds do different things. If you run an endgame build like that, you know what you aren't running? Pop, pain res, corrupt etc. So you in theory will complete the early and middle game much faster. Such a build is a high risk high reward for the killer.


    That is part of the job of the survivors. If the killer isn't running all the stuff, and they realize the gens are going much faster, they can take the extra time to go and find all the dull totems to cleanse them so noed never comes into play. It actually creates different gameplay strategies then "rush gens as fast as possible" and "hard tunnel out a survivor as fast as possible"

  • Member Posts: 137

    I (politely) disagree

    Mediocre players using MFT might get lucky on some loops, but they will never loop long enough to buy significant time for their teammates to do gens

    Good and even average killers won’t get much trouble with this, patience is key, they just need to focus and wait for the surv to be greedy and starting to make mistakes

    Personally, playing mostly M1 and being an average player, this combo never makes me sweaty

    Usually, against great survivors I will take a beating no matter what perks they have, this combo is only icing on the cake (that makes sense ? I am french) so that makes really no difference if you know how to loop and how counter each killer

  • Member Posts: 137

    What I don’t understand is this batteries included nerf

    Like killers can combine every other speed buff possible to get insane value but batteries included draws the line ?

  • Member Posts: 137

    Quick gambit and Red Herring are really perks I have never seen in game

    To be fair, the only time I saw QG is when I did Vittorio Adept when he was released

  • Member Posts: 566

    I've seen players with Windows of Oportunities + MFT running from pallet to pallet without even looking back and still holding the killer, even against good killer players.

    The problem with MFT + other perks is that even mediocre loopers can hold the killer for a long time because of the reduced speed difference.

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