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Now that it is getting nerfed, do you think MFT deserved it?

Raccoon
Raccoon Member Posts: 7,716

A lot of people said it was busted - A lot of people said it was fine...

What do YOU think?

Comments

  • mikewelk
    mikewelk Member Posts: 1,669

    Yeah, I would say so. Just a shame to see it in such a obsolete state soon.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,803

    I believe next chapter for dbd is paragraph. I suspect that a new meta perk will show up to replace current MFT. I do not know what the perk will be but i suspect that current chase perks for survivor will insufficient for survivor meta players. Look out for January 2024.

  • JudithMorel
    JudithMorel Member Posts: 562

    nah, it was fair.

  • Nazzzak
    Nazzzak Member Posts: 5,653

    I think it only needed the endurance and stacking removed

  • jamally093
    jamally093 Member Posts: 1,675

    Yeah I mean MFT only deactivates when Exhausted so most survivors don't run Exhausted perks plus killer perks that cause the effect don't really make it last long minus Blood Echo plus to easily to counter Blood Echo they would use Vigil. Now I'll make a comparison to Hope. Hope gives the same effect as MFT but it only actives when exit gates are powered.

  • mustdogen
    mustdogen Member Posts: 373

    Of course, it should not even went out from ptb like it was.

    All of my friends including me decide not return the game before MFT getting changed.

    It is way tooo Op that even old MOM can't compair with it.

  • awustzdn
    awustzdn Member Posts: 320

    I read the thread title as "Now that Pig is getting nerfed". I need sleep. And for Pig to not get nerfed so much that it's becoming reflex.

  • RpTheHotrod
    RpTheHotrod Member Posts: 1,928

    I essentially stopped playing when I was a daily player before. I'll be returning once the MFT changes goes live.

  • Olokun
    Olokun Member Posts: 266

    not deserved,

    1: Killers Have Items to Counter it

    2: with the new chucky perk inc, it was a counter.

    it seems that only killers have rights to use speed+ perks and not survivors

  • cipherbay_
    cipherbay_ Member Posts: 379

    The perk is strong af. For one you get rewarded for being injured which makes no sense, you basically did nothing to earn a boost. Two. Stacking it with hope really screwed Killers that moved slow, so if you plan on picking a killer that moves slow, you better hope that out of the 16 perks you are going up against, none of them should have that combo or else you are in for a bad time.

  • Rickprado
    Rickprado Member Posts: 564

    It made some killers like the Knight or Singularity obsolete, as the 3% haste was enough to counter a good chunk of their powers.

    Also, it made running from pallet to pallet something easier (specially with Windows of Opportunity), what made the gameplay against the MFT + Windows combo a hell to face, since survivors could give up a loop then go into another without thinking too much about it.

    I'm happy the meta is changing

  • Paternalpark
    Paternalpark Member Posts: 663

    Duh, but now we're back to 2017 meta.

  • WW1PilotAce
    WW1PilotAce Member Posts: 91

    no it was fine by itself the problem was when it was paired with hope but that only happens in the endgame when the game is almost over, man i think take four mft+hope than four adrenalines

  • xEa
    xEa Member Posts: 4,105
    edited November 2023

    When i played MFT, i won signficantly more often then without. So i gave up on that perk because i thought it was unballanced.



    But here is the catch: Since MFT was overpowered and now it is (probably) not anymore, killrates will rise. This will (hopefully) lead to some survivor buffs.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    It deserved A nerf. But the Nerf which it now got was way too much. And I hate this procedure to bring a Perk which is (too) strong and then nerf it into a state where it is barely useable.

  • Halloulle
    Halloulle Member Posts: 1,342

    I haven't really played it - but I do remember it somehow being part of the random perk loadouts the challenges generated for you. I forgot about that challenge so I was kinda confused why on earth it was possible for me to play shack against a Huntress and how tf Wesker kept missing his Bounds.

    While I still think that's mostly killers being unable to either recognise a certain perk being in play or to adjust their gameplay to a certain perk being in play, I do realise that there are some tiles that are genuinely unplayable on some killers if mft is equipped. - I noticed this with Nemo on several occasions; there are some tiles you can play pretty efficiently in T2; it's a close hit but if you aim well and won the mindgame (you have to wind up before you can see if the surv is actually doing what you need them to do in order to land the hit) you do get the hit - just barely but somewhat reliably. In T3 you usually get that hit, even playing by reaction. If a surv has MfT T3 feels like T2 at best. If you don't have T3 when you run into MfT? Well, good luck with that.

    So from the get-go I was on the "this perk needs an additional condition so it's not pretty much by default available the second you're injured" ---- my idea was a mini exhaustion; a) it is only active in chase b) upon entering chase it is active for ~20 seconds; after that you have to walk off a fearmonger-like exhaustion before it becomes available again. - So everyone would get a slight advantage on an initial chase - but to actually make the chase last they do have to express quite some skill.

    Should be easy to tell that I'm not a fan of the planned changes. Mostly because it has become a way too situational perk + great, you run marginally faster now; fast enough to have an advantage in chase but not fast enough to actually get away. And given how deepwound works the disadvantage of not being able to see a friggin thing because of the overlay kinda really outweighs the advantages real quickly. - Idk, maybe I could get on board if mft also removed the overlay/reduced it to the initial intensity.

    Well, I guess bhvr is in the habit of just nuking things instead of simply nerfing them. ¯\_(ツ)_/¯

  • TeleportingTurkey
    TeleportingTurkey Member Posts: 589

    a perk that makes the game miserable for walking killers but did precisely nothing to combat high tier meta killers, i wonder if it deserved it.

    it effectively got DH treatment as you could only consistently activate it once per hook stage in combo with dead hard (or twice if the killer tunnels and then lets you go to give a chance to proc DH) so it can still be effective.

    if anything, MfT got off easy. Fairly speaking, haste should've been capped to 10 seconds of endurance duration rather than kept permanent under a harder condition to fulfill.

  • UndeddJester
    UndeddJester Member Posts: 3,346

    Completely against any permanent haste effect on anyone, and MFT hurt the killers that didn't need kicking any further behind the top tiers than they already are. 100% deserved.

    Also appreciate its identity as a high skill anti tunneling perk, even of Deathslinger and Legion had to take the bullet.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Totally deserved.

    Even when you would argue that the perk itself is fine in strength, it's the enabler of our current no-heal-meta. The synergy with resilience, windows, dh and hope is is just too strong.

    Imo, the no-heal-meta MFT enables is the least engaging meta DBD ever had. It's all about not wasting any team healing, just crank out gens with resi, while some other occupies the killer by being very hard to catch due to MFT haste, resi vaults and Windows omni-knowledge, and being virtually uncatchable in end game due to MFT+hope. It's boring beyond relief. Second chance meta at least had tense survivor-killer interactions, as unfair as that may have been with multiple second chance effects.

  • Caiman
    Caiman Member Posts: 2,883

    100% deserved. It shouldn't have been made, and it definitely shouldn't have taken this long to nerf. As the above post said, it has helped create an agonizingly boring meta.

  • tjt85
    tjt85 Member Posts: 954
    edited November 2023

    It needed nerfing for sure. Though I would have nerfed / reworked it differently (to be deactivated after X amount of seconds, like Lucky Break and completely deactivated in the end game).

    The new version doesn't have any appeal to me outside of an anti-tunnelling build and if I feel the need to run one of those, I'm probably not enjoying myself and should take a break from the game for a little while anyway.

    I'll be running it until the 28th to get my last bit of fun out of it.

  • meowzilla69
    meowzilla69 Member Posts: 408

    I don't care if it got needed or not, I just play regardless of its relevance

  • Pulsar
    Pulsar Member Posts: 20,783

    I would've removed the Endurance effect instead of killing the perk.

  • scoser
    scoser Member Posts: 488

    I'm glad it's being nuked to the center of the earth.

  • akaTheBARON
    akaTheBARON Member Posts: 356

    Could have used some minor tweaks. Maybe deactivate during end game. Definitely shouldn't stack with Hope. Or maybe only activates after being injured after being hooked, once per hook. And when the survivor heals after hook, MFT is gone until hooked again. So at most they'd have it twice a game.

    But I think it got too nerfed, but people complaining about it now, will still find a way to call it busted just because people are running with with deadhard or OFT. Tho with OFT it will mostly affect tunnlers anyway LOL.

    All in all, I agree with it not making bad survivors good, but a bit strong in a strong looper's hands. But yeah, think it's now a gutted perk that killers bad at mindgaming will still call busted. Remember when dead hard got gutted? Such killers still claimed "ahhhhh, it still gives a free hit thoooooo" even though it takes way more still to get that free hit, and is more than earned IMO.

    Either way, I barely used it as survivor and as killer I didn't really complain about it (tho as I said, I felt tweaks of some kind were in order).

  • pale_hispanic
    pale_hispanic Member Posts: 149

    Dark Theory - waste 14 seconds off gens to activate, only works in a small area, can be turned off by the killer

    PWYF - purposefully waste time and lose chase to get 1 stack (only available on the obsession), lose stacks every hit, max 3 stacks

    Hope - wasted perk slot for most of the game, only works if you get all gens power, active during the shortest part of the game

    MFT - free haste every time you’re injured + extra endurance effect

    I don’t know how this perk was ever released tbh.

  • glitchboi
    glitchboi Member Posts: 6,023

    I genuinely don't see any valid point towards defending MFT. It can be used in combination with DH, BL, and Lithe to extend chases even more.

    Personally, the way I would nerf it is make it so that Made For This makes the survivor permanently Exhausted (giving its user the inability to use exhaustion perks even when healthy), making its Haste status effect non-stackable, and maybe removing its secondary effect (not sure on this last one).

    I like the idea of turning the perk into an alternative to exhaustion perks rather than being one that compliments exhaustion perks. The perk seems pretty outclassed in its new PTB nerf and not worth running.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,905

    It absolutely needed to be nerfed.

  • ElodieSimp
    ElodieSimp Member Posts: 388

    Just needed to be tweaked IMO but seeing all these posts of people fighting 4 man god looping SWFs all running MFT every match they get, I guess it just was an absolute nightmare every waking minute for these players.

    Is what it is I guess, saving grace is there will be less complaints on the forum.