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Could we revert mft or dh?

MoZo
MoZo Member Posts: 89

With perks on the killer side like reworked genetic limits and the recently gigabuffed languid and the good old mindbreaker providing the killer constant ways to exhaust survivors, could mft or DH be reverted to their most previous state? Genetic limits would counter both of these perks the moment you injure them. Maybe buff genetic to 10 or 12 seconds to compensate but it feels like dh and mft were in times where the killers had very little recourses to exhaust survivors to counter their perk. Now that killers have reliable ways to exhaust survivors I want to know if you all think mft or dh (Not both that would be overkill) could be reverted. (Mft to 7.0.0 version and dh to 6.1 version)

Comments

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 2,061

    I wait patiently for the day my sweet MFT returns home to its former glory.

  • crogers271
    crogers271 Member Posts: 2,019

    Old DH - I never had a problem with this perk as a killer, but I understand how many people hated the fake out game and found it immersion breaking. Benefit is that with the new DH your chance rate of pulling it off goes way up because killer isn't expecting it.

    Old MFT - I didn't have a huge problem with the perk, but it was really strong. It needed to be changed. It could be slightly stronger.

    Killer perks

    I'm going to say the same thing I say when killers argue 'but just bring X perk!' The game shouldn't be designed around the idea of perks winning or losing the game. Perks should give small advantages which, if used correctly, might be the difference maker, but are not an absolute necessity.

    Buffing both DH and MFT would create a scenario where the killer had to run one of the exhaustion causing perks, and I don't think that would be healthy.

  • bjorksnas
    bjorksnas Member Posts: 5,748

    Buff one of the strongest perks in the game to an even stronger version and buff a strong perk back to being one of the strongest perks in the game because the perks that most killers don't use are better now?

    Yes and while we are at it since survivors have a perk to swap hook states and better perks to counter tunneling off the hook lets just remove basekit bt

  • Malkhrim
    Malkhrim Member Posts: 1,007

    "Could we revert the perk that used to be broken by increasing your speed for free or the one that is STILL one of the best survivor perks in the game even after all its nerfs?"

    No.

    Mindbreaker, Languid and Genetic Limits aren't all that useful. The best killer perks are the slowdown perks, and they were nerfed over the years just like the strong survivor perks. If someone is having trouble using Dead Hard, just pick Sprint Burst or Lithe instead. They are as strong as ever.

  • Langweilg
    Langweilg Member Posts: 1,552

    MFT should definitely get changed, preferably to being 2% but always active when not exhausted. It’s funny how some people call the current useless MFT strong, it really tells a lot.

    I don’t want dead hard to go back to almost unlimited endurance on demand, but I would love getting the dash version back.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 783

    dead hard is totally fine. Still meta in most of the matches I’m in. MFT could probably use some slight buffs as it’s pretty useless in its current state

  • radiantHero23
    radiantHero23 Member Posts: 4,571

    Short answer no.

    Old dh for distance was some of the most awful things to play against as a killer. I do not want to go back to the days, where there was a dh-thread literally every day. Sometimes two.

    Mft …. no thanks. I like to play m1 killers.

    While mft feels a bit underpowered at the moment, dh is in a very good spot right now.

  • EternalRique
    EternalRique Member Posts: 140

    I mean paired together they both are super strong; just use your dead hard for the endurance when you need it and boom, now you're in deep wound with your 3% speed boost with made for this.

  • RFSa09
    RFSa09 Member Posts: 939

    It would be cool on a DBD classic, but in the main game? Pls no

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,891

    God no, Dead Hard was braindead before its very deserved nerf and MFT was proven and demonstrated to be very, very overpowered as well

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,447

    MFT and DH never had any business being released as they were. Both were ridiculous. Killers being able to cause exhaustion doesn't make those perks okay. We don't need to force a weaker killer like Trapper to run exhaustion perks just to avoid getting bodied by OP nonsense.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,843

    Could? always.

    Should? absolutely not.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,956
    edited 9:56PM

    Pre-6.1 dead hard "for distance" was too much, and it was good that they removed and reworked it.

    After 6.1, having the extra restrictions but not losing your activation immediately was fine. The second round of dead hard nerf wasn't necessary. I'll also throw in that apparently when it comes to bleeding out slugs or camping a hook to tunnel someone out, that killers seem to suddenly have no problem "just waiting it out".

    Made for this nerf was unjustified and just showed how many people either have no idea how to play the PVP side of the game or use their resources correctly as killer. This was further compounded by people spouting "forums math" to convince the devs that this perk did more than it actually does in a real match. It still pains me to think that this actually worked, but I guess the devs have to make sure that the game is enjoyable for all skill levels, including those who can't remember to turn their monitors on, apparently.