As a stealth killer (and survivor obviously) player: MFT was fucking unbearable. Playing a killer like pig, onyro, or ghostface, whos lethality DEPENDS on being able to get that followup hit after a quick undetectable injury, MFT singlehandedly ruined this game for damn near 2 chapters now. The subtle cheater meta was unbelievable. I am convinced that after the MFT nerf we are going to see a LAAAAARGE banwave of ppl thinking they can still get away with pretending to have Hope + MFT. The uncertainty of MFT was probably its biggest problem, and I truely believe it let so many ppl fly under the radar with cheats, which was especially brutal if you were a killer who played against mostly injured survivors in high mmr.
@@calvinpetri7391 True. It still is obnoxious having to go snuff a boon on a different floor if you're a slow killer and the map can have multiple floors, but at the same time, not really since barely anyone uses COH anymore.
I felt this so many times. Some survivors just faster than others (even in straight lines), I thought it must be more than MFT. Then I saw the guy didn't even have MFT. Really this much speedhackers in this dumb game?
I like how you say that if you don't play both roles, you're ineligible to speak on 50% of the game because it is very true, but I would even go a step further. There are so many survivor players out there who like to “prove” to other players and themselves that killers are way too strong by selecting Nurse, Blight, and Spirit-only every time they go killer, simply because they don't like, or even care to learn M1 gameplay. They really question how weak killers with average builds in strength could possibly struggle, and meanwhile, they are out there effortlessly farming 4Ks because they bring the strongest killers, add-ons and full-regression every single game. It's almost like Dead by Daylight is a single-player game to them, and they survivors they slaughter without breaking a sweat are just AIs to them. This is part of the reason the community is even more divided, the killer role doesn't describe all killer players the same, and to be honest, the same goes for survivor to a minor extent.
honestly a great point. i have never even thought of that. when i play killer, i just play whatever im feeling or whatever my twitch chat bullies me into playing (twins and pig) 😂
Speaking from the mindset of a 2017-2018 Bubba Main: I knew Nurse and Billy were hard, but they were the best, but I opted to go with Bubba because BBQ&C was the best teachable perk at the time for literally every killer (Double BP was fucking nice). And y'know what? I might not have enjoyed playing him (I fell in love with Myers once I purchased the Halloween DLC), but it did give me an appreciation and a better understanding of Freddy, Wraith, and Trapper players. We all had an incredibly situational and mediocre base, with Bubba arguably being the best one of the four because he was at the very least worthwhile to play. So I think that everyone should play a Low Tier and a High Tier killer and see how well they perform with each. If you are sitting there as Mastermind or Blight or Nurse and going "Oh, well I had an easy time of it" then you are fundamentally lacking the perspective of Trappers or Pigs or other characters who rely on their M1 due to a subpar base kit. If you are saying "Well, I play Killer" then name off the meta picks, you just pick what is the most competitively viable, and that is nothing. I began playing Blight after I returned to the game after a two year Hiatus and buying about 25 dollars worth of DLC when they were on sale. I managed to score a 4k without having three perk slots available. I was running Hex: Blood Favour and Dragon's Grip and I got a 4k within my first two or three games, and that was me learning the character. I love playing The Mastermind, and I still indulge myself in playing Blight or picking up Executioner, however that does not mean that I am unsympathetic to the struggles faced by people who are playing killers that have terrible basekit abilities that need to be enhanced or salvaged by their add-ons if that. Honestly, what strikes me as funny is that Survivors who play exclusively meta-killers lack the knowledge of how to effectively play other killers and that is honestly hurting them. Playing a character gives so much more knowledge and mindgame potential. I can play against Masterminds now and know "He's gonna hit me, but miss the rock and I'm gonna get thrown out like a pregnant teen by her family" and watch as Wesker yeets me across the damn map and I run away, infected, potentially injured, but *alive* and with a general semblance of a plan. Ask me how I counter Pig or Trapper? Not a clue, don't get caught I guess.
MFT needed a nerf. It disproportionately hurt 110 killers more than 115, made some loops near infinites, and makes it too easy to just hold W if the killer tries to mind game. As a No Mither gamer I loved MFT but yea 3% extra speed ALL THE TIME is pretty nuts when you give it to good players.
i think if killer balancing / map balancing was more consistent and not so incredibly skewed, mft could have a place in this game. but for now? you are absolutely correct. i think bhvr seriously needs to reassess what they view as “balanced” in terms of map design
MFT Hope wasn’t even the issue, it was that you got value from MFT all game. 100 -> 103% is far more impactful than 107 -> 110%. Chasing a 7% faster survivor is already basically a dead chase, upping that to 10% doesn’t really change the fact it’s already a dead chase. Basically MFT Hope was a win more combo, whereas MFT by itself was a perk constantly giving you free value the whole game with nothing the killer could do about it - by contrast, Hope is a dead perk slot if you never hit end game, it’s a gamble. That’s why MFT needed a nerf. It turned a lot of chases into dead chases simply by the survivor having it and being at a decent setup or a main building, or making pallets for free. And a survivor will always want an Exhaustion perk so it could always fit on a build. I don’t get how Batteries Included NOED is comparable at all to MFT, as perks both meant to be end game comeback perks. The killer won’t hit end game all the time and often if they do, they’ve already lost. Obviously it’s still a threat but a killer running heavy endgame would probably be better off running info or slowdown realistically to make sure the gens aren’t done in the first place. Also old dash hard was in the game for like 5 years which still baffles me. CoH for 2 give or take. I don’t even need to talk about DS.
I don't get it how people that only play survivor with MFT + Hope cry about that they MFT get a nerft (in my opinon this perk shuld be as it is now from the very beginning giving the reward that you heal someone while being injured) but new DLC killers get ther "new MFT" and says that BHVR love killer main more. Even when in Alien DLC we get ultimate wapon surv mains are running Calm spirit because its a meta perk for killers now. To these survs mains that cry about MFT nerf ask yourself how many times you run MFT or MFT+ hope because its a fun perk? Fun fact I've played a total of 4-5 games since the Chucky DLC came out most of which I surv and managed to see players STILL having MFT without perks that give the effect of deep wounds
I have to say as a deathslinger huntress main that made for this was not only bad for weak killers yeah u can still hit as a huntress but even the tiny dodges on deathlinger with 3% more made a difference but on the other side if u don’t play it (solo Queue) u get destroyed by gen regression
I try to play both sides as I used to be a former survivor main as I played it mostly from 2018 to near the start of 2019 before I started playing more killer mid 2019 and haven’t stopped since. But since I’ve had experience through the most egregious meta’s, old old ruin, ruin undying, COB, Overcharge eruption. And so much more, I try to look at things from an objective standpoint and TRY ‘and mostly fail’ to look at things from both sides. I despised, old ds, even as a survivor player, I never than meta because I thought it genuinely sucked the fun out of the game. This applied to all the perks that became ‘meta’ yea, I’d have one of moments where I’d use them, but it would be for a single game before being removed. Having played survivor before MFT and reading it and unlike most people actually having common sense, I knew the perk would be absolutely stupid. Hence why even when I unlocked it on my other survivors I left it to rot. I stand by a ‘meta this, meta that, have you ever met a fucking girl before’ mentality, Meta has always sucked the fun out of games for me. Kinda why I try to play without gen stall ‘at my own misery’ and so much more. Cause unlike the people who play like assholes, I’d rather the other side gets to play the game at an equal level same to me. Until MTF came into the picture in which case the discussion becomes a bit Rocky… I’ve never been a debater, but the arguing between this community over MTF was the same arguements used against DS when it got its first full rework/nerf.
Nah i didn't want a nerf to MFT, it was hilarious to be playing an endgame scenario with huntress in an indoor map and see that i was gaining 0 distance per second 😂😂
I cannot believe anyone is complaining about MFT being nerfed when Boon: Dark Theory exist in the same game. These two perks are truly backwards in their stats
from what i see A LOT of people not only complain about things they have no idea about from the other side, but also A LOT about things that were overpowered and broken being nerfed because they don't want to learn to get better at the game. so many people don't care how unhealthy something is, they only want things to be nerfed/buffed or remain the same in their favor regardless about how fair it is because it means they don't have to get better. one of the biggest issues the dead by daylight community has it that what feels like 75% of the player base is just bad at the game but instead of getting better would rather complain and pretend like they are the top 5% of gamers. players on BOTH sides seem to just lack the ability to say "I am not good at this, but that is okay. I need practice at A, B, C, or D, and that is okay. As I continue to play i can practice and improve at these things over time, and that is okay.". players on BOTH sides need to understand that it is completely fine to be bad at the game because you can and will improve over time. what isn't okay is crying and throwing a tantrum when you want things balanced around you or unhealthy things to stay in the game because you personally just don't want to get better or put any effort into it.
How is Batteries Included getting buffed? You mentioned it getting a buff on the same day as MFT getting nerfed…the devs nerfed Batteries Included to where it doesn’t work when all the gens are powered? Are they actually reverting the nerf they did to it? I’m just a little confused 3:06
Honestly, an obvious change could’ve been to prevent Haste stacking by making the largest Haste buff take priority. The nerf to MFT doesn’t bother me since I never used it, but it’s a good thing for sure since it should’ve had some activation parameter. Always found the endurance a bit of a strange add-on too. I’m not sure how I feel about Haste-stacking now that MFT + Hope is gonna be seen a lot less now. Removing it at this point might just be unnecessary and destroy a lot of niche fun builds for practically no reason. They made the good change for this.
my suggestion 3% haste instead of 5% and endgame not deactivate Im not totaly agree because early game are Surv stronger and lategame Killer, this is why Hope and Adrenalin exist help in the weaker phase and batteries included also help Killer in early game but deactivate when Killer get strong enough. Imagine hope stacking with every gen 1% and with last gen total 7% would way more OP than only endgame 7%
The Survivors having Haste is more consistent, while things that give Haste to Killers is more situational. Play With Your Food only works when you find the Obsession and let them escape for up to 15% Haste, not broken if the Obsession figures this out and is never seen again, of simply let's the Killer kill them first. NOED only applies to endgame for a 4% Haste and Exposed on all Survivors, but is a Hex that is very easy to find after about 20 seconds, not broken as the counterplay is cleansing all totems or simply finding the Hex. Batteries Included after release gives 5% Haste near a completed generator, which requires the Killer to let Survivors complete gens and doesn't work in endgame, not broken. For Survivors, it's a given. MFT you have to be injured, no counterplay unless the Killer has an add-on or perk that gives the Survivors Exhaustion as opposed to something basekit. For Hope, be alive during endgame, literally no counterplay except killing then before endgame by tunneling.
I think the real issue is the devs create something that for the general and casual player base is amazing, but when put in the hands of extremely experienced players or those that want to be toxic is horrendous. Just wait for the nerf for friends till the end because of what teleportation can do with it. I tried it w onryo and was like well that wasn’t fun for anyone.
With old MFT, it never really bothered me much at all. it was really nothing to me as an M1 killer (Legion). I main survivor and i barely ran MFT myself, and when i did, sure it was helpful, but when I heard about the nerf for it, i quickly decided to try to stop running it, and it helped quite a bit honestly. but I've also noticed while playing killer, that ppl were running it more and I couldn't really blame them.
Survs who complain about the MFT change are the kind that had it stapled to their hip the moment people made it clear how busted it was. I'm even going to go a step further here, and say that speed isn't as useful to killers as it is for survivors, due to how loops are designed. I'm not stupid enough to say it doesn't help, but I've been to Bloodust 3 enough times as an M1 killer to know that it doesn't if the survivor pre-drops at at a safe pallet. Survs need to understand that MOST killers in the game are mechanically not as powerful as the survivors. Wesker, Nurse, Blight, Spirit, and now Chucky are about the only killers who have a distinct advantage over survivors, and require actual skill and coordination to beat a good one, but go against a good Pig or Legion, and you're still going to be able to mindlessly loop a pallet cause there is nothing they can do in chase. To tack on a permanent speed boost onto that clear distinction from low tier to even mid tier, it makes already difficult matches into unbearable slogs. It's so stupid that I had a Steve once run around a small structure (a crate on the Game map) with me on his heels, taking advantage of the slowdown MY hitbox inflicts on me when turning, until the last gen popped and he got adrenaline for free. No perk or perk combo should give survs the ability to run at the same speed as the killer, with an express emphasis of "permanently".
If I remember someone fov perks for killers don't stack, so couldn't they just add that same feature to haste perks /add-ons in general to balance out the haste thing
the general consensus from the community as that haste stacking either shouldn’t exist or should be disabled in endgame. thats the only reason the batteries revert is a little bit strange
most people that are experienced at this game can tell the difference that hope makes, and mft was just lesser hope. also haste only really helps killers that have to get up close for the m1. i find it best for both us players and BHVR to just ingore people who clearly have nothing to back their claims and say stuff like "ohhhh myyyyy goooooood IMAGINE CAMPING AS A P100, like..."
I know CoH is dead and gone but I need to bring this up because nobody seems to pay attention to this. Circle was NEVER self care speed. It was self care PLUS 50% healing speed on top of that. That one detail made it go from a 32 second heal to a 21.33 second heal since it came with basekit botany. You rocked circle WITH botany? It was legit medkit speeds. I should know, I used the combo a fair bit more than I'd like to admit when I realised just how busted it is. While we're on the topic of busted healing speeds... Strenght in Shadows is going to be so unhealthy if it makes it to live. Unlimited 60% speed heals with the only requirement being "go to basement" does not have enough of a downside. SIS alone is only 26.66 seconds (2.66 longer than medkits). SIS botany? That's old medkit speeds (well, it's 17.77 but close enough).
Personally, I think MFT needed to be nerfed but I think the nerf they did is a little much - it becomes so circumstantial that it becomes very rarely usable. I think a better nerf would have been something like making it an exhaustion perk, removing haste stacking, or something similar. Even making it less than 3% - 2% maybe - would’ve been better imo.
Good takes. Now I'm really scared because they said they're changing DS and Sloppy butcher?? They broke the game with DS, DH... Then CoH... MFT was just nerfed. I really don't understand BHVRs vision. Are they experimenting?
they have recently gotten much better at using the ptb the way it’s intended, so they’ll probably test out a few ideas in ptb before a more polished live release (or they’ll just mindlessly add horrible changes like they do a lot 😂)
Ok question about something said cuz I kinda half payed attention. Is Batteries Included getting reverted back to how it was in PTB? Aka will it work in endgame once again?
first af all, apparently devs themselves admited that Batteries nerf was too much, and that they going to revert it back to PTB version. And that's good. Because BAtteries+NOED is NOWHERE near as strong as MFT+hope. batteries' radius is SO SMALL you don't get it. 12 meters is like... if gen is in the shack, this radius will be A LITTLE MORE than the shack. Yes, you will get speed in yhe shack, but nowhere else. Yes, batteries would apply almost constant haste on small maps like Midwitch. But I cant remeber any other map where gens are as close as there. imagine Haddonfield or Red Forest or any Swamp map or RPD. This maps are SO BIG that there are always will be areas where batteries are not in play. And NOED is a hex with all their dissadvantages. It can be clensed, it can spawn right by the last gen popping, it is so inconsistent. While MFT was active ALWAYS simply because survivors were injured. And hope was active ALWAYS just because they manage to repair all gens. So we have inconsistent map depenednt perk+ easy to destroy hex perk VS constant hit=free speed perk+cnstant endgame=speed perk. HOW can you possibly look at this two things and say that they are the same?????
LOL My biggest qualm w/ Batteries Included is the name. The huge thing in Child's Play universe is the protags discovering that the doll had NO BATTERIES but was functioning. My hot take is that it was a Singularity perk scrapped when the idea of Overclocking came. Overclocking being unique part of it's kit.
Great video. Only part I disagree with is MFT DID need a nerf, whether directly or indirectly (no longer can stack the haste) even then, the uncertainty and effectiveness against the weaker killers still would of made it very strong, but having strong perks in the game for both sides is ok imo. But it definitely NEEDED some change imo.
As a both side, old DS is always my worst head-ace constantly. And old boon: circle of healing that if I don’t go stump it, it just takes half a minute to realize all survivors except the one you are chasing are healed.😢 Like now, even if nerfed, I still choose to break chase for that boon almost no matter what. On the other hand, these two are my top picks back then.
If by old DS you mean DS before 6.1.0 then that's 100% a skill issue. It wasn't problematic by any stretch of the imagination (outside of endgame scenarios). Someone trying to bait DS is someone not doing gens. Slug them or ignore them. Tunneling has been running rampant since they nerfed it to 3s. I'm hoping the upcoming change is a stun time revert.
@@freezerounds It’s either endgame when survivor hit me with DS and teabag, or when survivors play gen rush while I had to tunnel as compensation for myself. At this point it’s regardless of skill when they can pop their tool boxes with no skill required but BP to buy them. And usually, they probably pair it with DS to treat this.
Why are they complaining when they still get the same speed boost but when deep wounded they just need to use dead hard which they usually do and they don’t even need to worry
I said this a lot in the forums, but most angy survivor mains didn't want to listen: yes, its said that survivors get all their "fun toys dismantled and nerfed" and "we can't have strong perks" etc. but MFT wasn't just "that one good survivor perk in 6 month and now killers got it nerfed because of their constant whining", this perk took the, more or less, carefull constructed distances between vaults and loops and pallets, that the game revolved around and BROKE it in twain. And then danced on the splinters. Good survivors who could already run any loop flawlessly and who were night uncatchable on normal speed were literally uncatchable with MFT unless Bloodlust 3 kicked in, and that was basically throwing the game. If MFT only allowed for chases to last a bit longer, no one would have cared, but basically every single chase someone would reach a pallet that they had no business getting to and extended the chace by a good 25s. And both, holding W into the void and greeding ring around the rosie around absolute trash loops, often quite literally trash heaps, always had me die a little bit inside. This were no mind games, but just mindless motions. This problem was only compounded by adding WoO into the mix, resulting in loads of survivors who just autopiloted from yellow plot to yellow blot and predropping, while you as the killer had to follow suite. This was the most mind-numbing, braindead activity ever. And at the trash loops with a pallet there was basically no option but to soldier through until you got smacked in the face with that pallet, because any attempt to mindgame or swing would result in resetting the loop and you starting all over with the painfully slow catching up. God, this rant is a testament to how much I hated this perk. Its always sad to see someones favorite perk or toy getting nerved, and I would have prefered if BHVR found a way to have the perk in a playable state, but the way it was it NEEDED to go, and that it stayed for 6 month is actually insane. DH, MFT and CoH will forever stand as the trias of terror that hold the game in tyrannical deathgrip. Oh and BTW, I second your claim that you need to play both roles. I am a killer main, but I play about 30-35% of my time as survivors, often with friends, because thats when DBD can be really cool and funny. And we are not one of THOSE SWFs. On a sidenote, I really think that the game should show you in the post game screen who was in a SWF with whom. My prediction is that killer players would suddenly realize how fokking many games got handed to them due to altruism and that they were constantly playing against 2 or 3 man SWFs without noticing it. Yeah, versing death squads and seal teams feel aweful, but most of SWFs can't compete with that. My second hat take is this: a lot of people always ask for BHVR to nerf SWFs, because "its unfair that those teams get handed 3-8 free perks, just by using coms" or "the game was never designed around players talking to each other", while the other side claims "they can't forbit players to play with their friends, at least not if they don't want to kill off their own game and making soloQ even more insufferable". The last statement is mostly true, but I think there is a rather easy fix: just limit perks to one single copy in a SWF. SoloQ players, that get randomly thrown together could all run the same build, if this happend on a fluke, the same for soloQ players who fill in the 3rd or 4th spot in a SWF game, but those who actually SWF together should only be able to use one copy of each perk. This would mostly hit the hardcore and sweaty SWFs, who often have copies of the same build with just one or two differences, or those who have everyone run Head On or Sabotage or BuckleUp/FTP and who constantly make the killers life a living hell. Casual SWFs probably wouldn't feel the sting too much; yeah, not everyone would would be able to run that one fun/meta perk anymore, thats what we are doing in my SWFs most of the time anyway, ie everyone running their own build and seeing how it holds up against the rest.
I was a survivor a looped this killer for 3 minutes around 1 loop there as multiple points where he should have gotten me but mft this barley saved me by the skin of my teeth, but that was mostly the killers fault he didn’t break the pallet on one of it not the safest loop in the game and just went round and round until he broke the pallet and got me with his bloodlust 3
People... noticed MFT? I play majority the weaker killers/ M1 and I mainly had rough games due to the gen rush meta going on rn, but I don't think I've ever actually noticed MFT. I never had issues catching somebody. Batteries Included is still very good, and I do feel like to an extent it's healthy, especially with perks like Hope, Sole Survivor, etc. I play both sides, killer more than survivor but I do play both and understand to the best of my ability, by the way. But this is my opinion.
It depends on the killer you use and the abilities of the survivor you are up against. A slow killer against a good survivor was unbearable, but when you were a faster killer or a killer with some range like Xeno or slinger its a but harder to notice. The most I noticed it on faster killers was when they stacked it with hope. It's effectiveness played heavily on the speeds of the killer and so slower killers felt it the most.
When everyone was playing/running MFT, in my opinion, I didn't really feel it. A simple mind game that made the survivor stutter would grant me a free shred on Demo. On Singularity, the purple add-on that granted 5% haste on every slipstream was helpful. Even now, I still play Singularity with the purple add-on and Rapid-Brutality. (Haste stacking offering 10% haste on a hit and successful slipstream). Fight haste stacking with haste stacking. But in all serious, the uncertainty was the major issue, as it was extremely difficult to tell whether a survivor had MFT or not. A good killer who's good a chasing or fooling a survivor during a chase doesn't have to deal with the strengths of MFT.
I think it largely depended on WHO you were playing as killer tho. I switched to Singularity SPECIFICALLY to deal with the MFT meta. Pig players, Ghostface players, really any m1 killer who's power didn't provide high mobility got absolutely FUCKED by the subtle cheater meta.
I am a very big Killer main, and I play survivor a lot as well, but I have never really noticed MFT. I only ever felt it when I played survivor against a Huntress or Hag. Even when I played Hag for a bit I went against a ton of MFT and never noticed. Even when I play Myers or Ghostface I don't notice. I liked MFT more for healing or being injured since I am almost always injured even when I didn't use MFT.
I only play killer, and honestly I don't get involved in these arguments, I focus on my perks and combos and gameplay. I have had steady success since I started playing a number of years ago and never really felt these "meta" tactics, I just focus on what Im doing, IDGAF what perks my opposition has, Im like a dog with a bone and those survivors are going down, I am singular in my thought when I play.
Bro as a huntress main hope and even mft still wrecks huntress. A lot people just say well huntress can cross map. Yea okay whatever but literally every chase against someone with mft extended the chase so long. She gets punished hard for pulling up a hatchet and that extra 3 percent makes half the tall filler pallets take 6 or more loops. The annoying good survivors just run circles around that shit and will never drop. Even on tiles that extra speed makes it super hard to get a hit before they make the corner. I subbed for the video. Survivor mains are the most rage inducing naive mofos ive ever seen in any game. I play both but mainly killer. Probably a 60/40 split but I hardly ever get mad the killer as survivor. My other solo q teammates on the other hand. Yea they piss me off lol.
Ok. So, I think MfT got a needed change (I'm just worried it got gutted due to a bug, it seems that you lose the endurance for conspicious action, even if that action is continuing the heal on survivor who was dying). I'm also glad it was in the game in that broken state, because that perma 3% speed boost helped so much in me learning proper positioning on loops (even if it's not perfect). But I hated it as a killer, and a combo of it + Hope literally was turning me off from playing the game on that role. I also worry about Batteries Included reversion. Like, small, gen packed maps feel like they might be a hell in endgame (like Midwich, where I worry you could get haste boosted from gen above/below). Or how many loops consist of a spawned generator at/near them. Which could be amplified by Noed, on top of insta down. But the issue here is not BI, but Noed. Noed is the perk that decimates low skill players. It's the one that gives killer free kills against solo queue. It's the one that boosts killers who then get stomped by experienced players, leading to frustration. And what's worse in all that - tha combo has a counter on survivors in Hope. And Hope is busted. I detest the idea that Hope might become meta survivor perk. And I for sure will be trying to get it in my surv build, because I don't want to be insta downed just because killer runs end game haste with insta down that could potentially make loops unloopable. And Hope pairs with Adrenaline, another really frustrating perk to deal with. And both of those perks punish weaker and slower killers just for them existing. My solution for that would be nerf to noed - remove it's "gotcha" element (by just making surv exposed at the last gen finished), so survivors won't get caught off guard by it and then they could strategize or make their choices. Also, I hate how basically every character this year came with movement speed altering perk (BG Player, T:Power of Two, Game Afoot, Dramaturgy, Plot Twist, Chemical Trap, Rapid Brutality and Batteries Included). Honorable mention goes to Trickster with his brand new addon that can give him up to 7% haste and a buff to his base movement speed (which made his power weaker, which somehow made him frustrating to play on both sides). Basically this year's new content could be summed up as year of speed and screams (because there's also so much new screaming perks).
I get mft was VERY strong but to say that survivor dosent have anything strong anymore is so stupid since mft wasent even the strongest perk to begin with. How about a perk that allows you to unhook yourself unless the killer is able to tunnel out the person you just unhooked within 12 seconds, or a perk that gives you a free health state and 5 second sprint burst, EVEN IF YOU ARE HOOKED WHEN IT TRIGGERS. Or maybe worst of all a perk that activates twice, gives you free iron will for 80 seconds, free distortion for 80 seconds and free endurance for 80 seconds which not only dosent go away when you are healed to healthy but only the endurance disappears when you perform a conspicuous action. Maybe if survivors stopped running 3 chase perks and an endgame (based on nightlight stats btw) and actually looked at the ARSENAL of perks they actually had available to them we'd stop having people complain when killer has the chance to sacrifice two regressions for an inconsistent fun endgame combo and actually focus on the problems.
I have some issues with this video that don't relate to the conclusions you come to but rather your arguments. I have no issues with mft changes or batteries included. Mft had basically two perk affects in one and the endurance portion of the perk is also included in Soul Guard, WGLF, BU, and mft of course. The main issues I have is the way you treat people that may disagree with you and how you say something is objectively true without providing any examples or full explanations. I'm not disagreeing with most of your points on balance being objectively true its just this video is directed at less experienced players but the way you speak in this video comes off as passive aggressive towards newer players. I'll give a list of examples below. 3:25 - People that agree with you have brains whereas people that disagree with you must be dumb. You are calling the people you are trying to convince dumb which is going to make them less likely to really listen to your points 7:21 - Besides Coh what examples are there of healing being objectively broken? How do the devs saying it was broken equate to it being objective when the devs have been known to make poor changes and some don't play their own game? Why not show the exact quote that the devs said? How does circle of healing being the most used perk equate to it being the strongest perk ever? Why not show those stats on screen as well? Why not show video of the healing speed in the older updates? Again I'm not disagreeing, these are simply just suggestions that might make the people you are trying to convince actually listen because you are showing them more evidence. 9:29 - What makes Background player OP currently? What makes BU FTP OP currently? Wouldn't you agree that the other haste perks besides hope are much more conditional unlike old mft with hope? Blood Pact and/or power of two only work in a duo and have a play rate less than .21%. According to what you said about Coh, play rate at least some affect on its strength. Of course them being a duo perk does have an affect on play rate too. Boon DT take 14 seconds to setup and I'm guessing at most 1.5 seconds to snuff. The difference between a perk like Coh and DT is DT has an extremely minimal affect (less than mft) and is only really valuable in a chase which means you have to bring the killer to it. In my testing its a waste of a perk slot even if you are stacking it with blood pact since any more reliable chase perk like exhaustion perks or resilience is more valuable for the same reason that you displayed how mft + hope was strong. Mft and hope activated naturally without having to do any special side objectives or conditions, I.E. by getting injured doing the main objective and getting to endgame similar to how resilience activates just by being injured and exhaustion perks recover without doing anything. Blood pact, power of two, and DT all have side objectives or harsh conditions that makes them very difficult to stack with each other. I do find it odd that killers serum only is available to use during the Halloween event but survs is always available. Hopefully they change it at some point. Lastly, I just have a few questions and comments to share. You stated that you believed devs were trying to cut back on haste when they added haste to trappers basekit awhile ago and in the chucky update added a haste addon for trickster? Again I'm not saying these make the killer OP or are unfair to survs it just seems like to me the devs are lazy and have been splashing the same status affects for years now instead of making unique perk affects. For example endurance, haste, and detection based perks (aura reading and screaming) becoming popular splashable affects for perks recently. You seem to only cover the OP survivor metas that have existed which makes it seem like survivors are always the ones with long lasting OP perks. At 9:29, why not show Ruin, Old Thana + Pentimento + Gift of Pain, Pain Res DMS. Overall I agree with most of your points in the video and do completely agree with the main point. I just disagree with the style you used to present them especially since the people your video is trying to convince are notorious for not listening to the other side haha. Here are the perk pick rates stats I used: nightlight.gg/perks/viewer?role=survivor&sort=pick&shown=pick&start_days=28
I have a friend who plays a lot more survivor than killer (like, maybe something like 80-20 in favor of survivor), and I was playing in a SWF with her one night. I brought MFT and proceeded to run an Artist with her Hindered addon for 4 GENS...and when we inevitably won with only 2 hooks and everyone getting out alive, I said "This is broken, I'm glad it's getting changed." I don't play survivor seriously unless I'm playing with friends, so perhaps this is more a SWF thing than anything, but my friend questioned why I said that it's broken. She stated that the game is killer sided and that survivors keep getting their stuff nerfed, and that MFT getting a nerf soon is a bad thing. She could not understand no matter how many examples I brought up how ridiculous having 3% Haste at all times fundamentally breaks the game and the conversation got pretty heated, ending with me just throwing my hands up in the air and going "fine, whatever, forget it." Some added context, this chick compulsively cleanses dull totems and actively keeps track of how many are still up because she's paranoid about NOED every game, her average chase lasts roughly 15 seconds, and despite how much I implore her to learn more about the mechanics she insists that the game is STILL killer sided despite most of the her losses being down to playing poorly. I'm not all that great myself at running killers, but the disparity between playing killer against randoms and survivor with her tells me that killer is definitely much tougher than she seems to think it is, and since she barely runs meta perks I feel like she can't possibly know how much more powerful the survivor side is in the right hands. Meanwhile, I just wish some of my favorite killers weren't so weak as a result of the majority of the changes the devs do disproportionally affecting them (Sadako and Pig, my beloved), thus pushing me to play in a group on the side I don't want to play as much more and more simply because playing killer makes me get jaded and frustrated so much quicker. The game is definitely improving but it hurts to see so many people blinded by subjectivity when it would be better for both sides if we just admitted some shit is broken and needs changes.
I feel like why they nerf batteries included is pretty much because legion because they have that endgame addon that gives 4 or 6 haste i probably 6 and can stack with noed and could stack with batteries including with a legion speed would be like 130 i think
that’s the one with the preactivation requirements of how many frenzy hits you need to acquire before endgame right? i get how that could definitely be busted on some maps.
I play both sides but more leaner towards the Killer side so I guess I can comment lol? So, I play doctor and trapper mostly so i am just into m1 simple killers and yes I struggled with "MFT", thnx BHVR for nerfing this, but is batteries fair to have without being disabled in the end game? no I don't really think so. all perks in game should be directed that you have to work for it, not get value just by having it. let me explain! I was so angry with MFT because it was so free, get injured " which you should be punished not rewarded for" u get 3% haste for no reason at all. just a free buff. now you have to either time DH or being tunneled to activate it. which is really OK for me as a killer, u worked for it so u deserve it. Another example is "Adrenaline". while i almost pull my hair out when playing doctor and suddenly 4 adrenalines and the down i almost got just get free escape. it's demoralizing and annoying but i accept it because they already did their main objective and should get rewarded for it. "i can argue for it not to work when exhausted" but that's for another discussion. So when i look at "batteries included" i don't even like the effect of it giving u haste near "completed gen" but i understand the effect that some survivors would try to take u to edge map and completed areas and u really need that down to win. i also understand that if it worked the other way on "not completed gen" it would be too op to have in the game. but the perk doesn't really reward u for doing anything u do, rather than something u should prevent. So, to balance this and to make it not a perk you get value out of just for having it on your build, it should have a downside. same as "hope" by either activating at end game and not working whole game or activating all game and stop at end game. that's why i think what they did is just right by nerfing it before hitting live servers. that's what should have been the case with MFT too. but BHVR are too sloppy at balancing their game and that's no reason to pick side because the other side had broken thing for 6 months. hope i made a good point :) Edit: what i would argue for though is to buff the haste like 7-10%, that would be how to make the perk viable and healthy for the game.
Simple point *The killer is supposed to be more powerfull than survivors* They're alone against 4 other players, so obviously they're going to be stronger as an individual The roles can't and should *not* be looked in the same way
This so much! It's weird how often everyone seems to forget this concept. This year I have seen endless complaints about survivor nerfs (perks especially) when survivors keep getting base kit buffs and mechanics. They seem to forget that a killer has to deal with 16 survivor perks every match. Killer perks SHOULD be more impactful than survivor perks. There are plenty of good survivor perks but the only one that most seem to care about are chase/2nd chance perks like DH, MFT, adrenaline, ect. I play 70/30 survivor/killer split and I always found it odd that a lot of survivors forget about utility perks that help your team like we'll make it, empathy, deja vu, any means necessary, 2nd wind, ect. Survivor is a team-based role not a 1v1v1v1v1.
Let's be real, the majority of players in this game right now, aka the most skin buyers are survivor. Money talks, that's why Batteries got hit, and that's why they're hitting 3 gens and Sloppy Butcher soon. But gen rushing is fine sure.
Ok but aren’t killers already faster than survivors ? I mean there is a huge differences between 5% using 2 perks and 20% using 1 perk ? I’m not saying MFT wasn’t strong but I’m just providing a valid point
i thoroughly enjoyed mft on both killer and survivor but i fully understand why it was changed. the reason i loved it on killer so much is bc adren’s pickrate dropped out of top 5 for the first time since the release of the game. adren isn’t broken or anything, but when you consistently are playing 4 people with adren and trying to distribute pressure evenly, they just reset all your pressure for endgame.
as someone who has 1k hours i did encounter haste stack builds before but they were badly used and ummm 1k how do i say this 800 on stadia now that i have a pc i have 300 on steam but its the same account.
mft is in a similar situation don t get me wrong its still needs a bit of experience to use it(don t get killed lol)tho it seems every year one thing is problematic about dbd in 2021 there was the whole boon thing if im not mistaken 2022 dead hard and nurse (sorry my memory is kinda bad if nurse was this year i can t remember) 2023:haste perks its like every year there is smth new that is broken bcs the other broken thing got nerfed but then it wasn t really that broken but acctualy it was even more broken that we thought
Just compare mft to rapid brutality. Oooh the killer gets haste for 10 seconds after a basic attack amd then stands there wiping his blade off for half the duration of it while the survivor gets a free sprint burst away. Mean while mft you just stay injured run faster forever and even get to do gens 9 percent faster cause who doesnt run resilience lol. Dont get me wrong my survivor builds were hope mft DH resilience or sub DH for something else
MFT released with the End Transmission Chapter as a perk for Gabriel Soma. it caused an INSANE backlash from the community, and has essentially been argued about ever since
I used to be a Killer only until the meta fucked me and made the game unfun, this change for mtf doesn't bother me much tbh. I use it sometimes on survivor but mostly I prefer hope instead since I don't know how to loop. And when I was playing on Killer, it was annoying to go against but I just went next.
@@goodbyed0m I feel that, I have so much footage gathered to become a DBD youtuber since the meta hurt me so much. Killer had become frustrating to the point I stopped playing the game
The game is totally in favour of the survivor and I play survivor 80% of the time I feel bad for killer mains the game is no longer scary it's see who can take the piss out of the killer the longest. I don't I just do gens and run out the gate no tea bagin just leave lol
I don't exactly agree with your argument here because survivors no longer get made for this unless in deep wounds, vs kills now having batteries included in the endgame as well. Made for this is not the issue here any longer. I agree it was an unbalanced perk in it's previous state, but its no longer comparable to batteries included
You really didn't understand the video, did you? The point is that survs are crying over not having Old MFT, compared to killers getting Batteries Included. The new MFT nerf is irrelevant to the discussion, except in that it's what the surv mains are upset about having instead of the OP perk MFT was. Thus you HAVE to compare old MFT to Batteries, and in that measure it's easy to see the difference, the main one being that Batteries isn't a constant speed boost, even at end game.
it doesn't maatter if it's constant or not a pro player not no garbage player but ok what ever enjoy med kits and dead hard mft and ftp and buckle up @@schorltourmaline4521
I play both sides and I’m a fairly new player, I can clearly see that this game is heavily survivor sided. Everything coming up for the game is catered to survivors. Killers are not allowed to have any strategy
I definitely disagree with you. Killers have many haste perks, such as Rapid Brutality, NOED, Batteries Included, and I'll mention Play With Your Food because it makes you faster. To pretend that survivors have to many haste perks is crazy; it's also worth noting that I hate Otz. The moment he opens his mouth, anything gets nerfed. Circle of Healing was a bit OP, and now it's dead. Dead Hard was OP, and now it's only used by sweats. Made for This was boring, but 3% isn't doing anything crazy because of Blood Lust. Oh, wait, killers still have Blood Lust. There are so many broken killer perks, and y'all don't seem to care. I hope this game dies; I don't touch it anymore because it's so frustrating. Killers get babied so much, and I main Spirit. Oh and that broken Chucky perk where he hooks someone and exposes someone and sees their aura but you won't talk about that because you're a baby that wants broken killer perks and survivors to be trash
usually i delete brainless hate comments, but you are the exact subspecies of gremlin i make fun of in these videos. everyone point and laugh. you “hate” a man because his content has impact. you made 4 OBJECTIVELY false statements all favoring survivor and you called me, the creator, a “baby” because my video didn’t lean in favor of your role. you are the blueprint for chronically online dbd players. do better, tyler.
As a stealth killer (and survivor obviously) player: MFT was fucking unbearable. Playing a killer like pig, onyro, or ghostface, whos lethality DEPENDS on being able to get that followup hit after a quick undetectable injury, MFT singlehandedly ruined this game for damn near 2 chapters now. The subtle cheater meta was unbelievable. I am convinced that after the MFT nerf we are going to see a LAAAAARGE banwave of ppl thinking they can still get away with pretending to have Hope + MFT. The uncertainty of MFT was probably its biggest problem, and I truely believe it let so many ppl fly under the radar with cheats, which was especially brutal if you were a killer who played against mostly injured survivors in high mmr.
Tbh the COH meta was way more unbearable to play in as a stealth killer.
@@calvinpetri7391 True. It still is obnoxious having to go snuff a boon on a different floor if you're a slow killer and the map can have multiple floors, but at the same time, not really since barely anyone uses COH anymore.
I felt this so many times. Some survivors just faster than others (even in straight lines), I thought it must be more than MFT. Then I saw the guy didn't even have MFT. Really this much speedhackers in this dumb game?
this is so real. imagine if MFT and COH were meta at the same time?! we’d undetectable m1’s have a twins-level pickrate
Why are you in need of a follow up hit with Ghostface
I like how you say that if you don't play both roles, you're ineligible to speak on 50% of the game because it is very true, but I would even go a step further.
There are so many survivor players out there who like to “prove” to other players and themselves that killers are way too strong by selecting Nurse, Blight, and Spirit-only every time they go killer, simply because they don't like, or even care to learn M1 gameplay.
They really question how weak killers with average builds in strength could possibly struggle, and meanwhile, they are out there effortlessly farming 4Ks because they bring the strongest killers, add-ons and full-regression every single game. It's almost like Dead by Daylight is a single-player game to them, and they survivors they slaughter without breaking a sweat are just AIs to them.
This is part of the reason the community is even more divided, the killer role doesn't describe all killer players the same, and to be honest, the same goes for survivor to a minor extent.
honestly a great point. i have never even thought of that. when i play killer, i just play whatever im feeling or whatever my twitch chat bullies me into playing (twins and pig) 😂
@@goodbyed0mThat's a quality chat if they reccomend Pig. But what weapon do they have you equip 🤔
@@goodbyed0m Strong chat.
Boa José
Speaking from the mindset of a 2017-2018 Bubba Main:
I knew Nurse and Billy were hard, but they were the best, but I opted to go with Bubba because BBQ&C was the best teachable perk at the time for literally every killer (Double BP was fucking nice). And y'know what? I might not have enjoyed playing him (I fell in love with Myers once I purchased the Halloween DLC), but it did give me an appreciation and a better understanding of Freddy, Wraith, and Trapper players. We all had an incredibly situational and mediocre base, with Bubba arguably being the best one of the four because he was at the very least worthwhile to play.
So I think that everyone should play a Low Tier and a High Tier killer and see how well they perform with each. If you are sitting there as Mastermind or Blight or Nurse and going "Oh, well I had an easy time of it" then you are fundamentally lacking the perspective of Trappers or Pigs or other characters who rely on their M1 due to a subpar base kit. If you are saying "Well, I play Killer" then name off the meta picks, you just pick what is the most competitively viable, and that is nothing. I began playing Blight after I returned to the game after a two year Hiatus and buying about 25 dollars worth of DLC when they were on sale. I managed to score a 4k without having three perk slots available. I was running Hex: Blood Favour and Dragon's Grip and I got a 4k within my first two or three games, and that was me learning the character.
I love playing The Mastermind, and I still indulge myself in playing Blight or picking up Executioner, however that does not mean that I am unsympathetic to the struggles faced by people who are playing killers that have terrible basekit abilities that need to be enhanced or salvaged by their add-ons if that. Honestly, what strikes me as funny is that Survivors who play exclusively meta-killers lack the knowledge of how to effectively play other killers and that is honestly hurting them. Playing a character gives so much more knowledge and mindgame potential. I can play against Masterminds now and know "He's gonna hit me, but miss the rock and I'm gonna get thrown out like a pregnant teen by her family" and watch as Wesker yeets me across the damn map and I run away, infected, potentially injured, but *alive* and with a general semblance of a plan. Ask me how I counter Pig or Trapper? Not a clue, don't get caught I guess.
MFT needed a nerf. It disproportionately hurt 110 killers more than 115, made some loops near infinites, and makes it too easy to just hold W if the killer tries to mind game. As a No Mither gamer I loved MFT but yea 3% extra speed ALL THE TIME is pretty nuts when you give it to good players.
i think if killer balancing / map balancing was more consistent and not so incredibly skewed, mft could have a place in this game. but for now? you are absolutely correct. i think bhvr seriously needs to reassess what they view as “balanced” in terms of map design
Maps are so wildly unbalanced in this game.
MFT Hope wasn’t even the issue, it was that you got value from MFT all game. 100 -> 103% is far more impactful than 107 -> 110%. Chasing a 7% faster survivor is already basically a dead chase, upping that to 10% doesn’t really change the fact it’s already a dead chase. Basically MFT Hope was a win more combo, whereas MFT by itself was a perk constantly giving you free value the whole game with nothing the killer could do about it - by contrast, Hope is a dead perk slot if you never hit end game, it’s a gamble. That’s why MFT needed a nerf. It turned a lot of chases into dead chases simply by the survivor having it and being at a decent setup or a main building, or making pallets for free. And a survivor will always want an Exhaustion perk so it could always fit on a build.
I don’t get how Batteries Included NOED is comparable at all to MFT, as perks both meant to be end game comeback perks. The killer won’t hit end game all the time and often if they do, they’ve already lost. Obviously it’s still a threat but a killer running heavy endgame would probably be better off running info or slowdown realistically to make sure the gens aren’t done in the first place.
Also old dash hard was in the game for like 5 years which still baffles me. CoH for 2 give or take. I don’t even need to talk about DS.
I don't get it how people that only play survivor with MFT + Hope cry about that they MFT get a nerft (in my opinon this perk shuld be as it is now from the very beginning giving the reward that you heal someone while being injured) but new DLC killers get ther "new MFT" and says that BHVR love killer main more. Even when in Alien DLC we get ultimate wapon surv mains are running Calm spirit because its a meta perk for killers now. To these survs mains that cry about MFT nerf ask yourself how many times you run MFT or MFT+ hope because its a fun perk?
Fun fact
I've played a total of 4-5 games since the Chucky DLC came out
most of which I surv and managed to see players STILL having MFT without perks that give the effect of deep wounds
I have to say as a deathslinger huntress main that made for this was not only bad for weak killers yeah u can still hit as a huntress but even the tiny dodges on deathlinger with 3% more made a difference but on the other side if u don’t play it (solo Queue) u get destroyed by gen regression
I try to play both sides as I used to be a former survivor main as I played it mostly from 2018 to near the start of 2019 before I started playing more killer mid 2019 and haven’t stopped since.
But since I’ve had experience through the most egregious meta’s, old old ruin, ruin undying, COB, Overcharge eruption.
And so much more, I try to look at things from an objective standpoint and TRY ‘and mostly fail’ to look at things from both sides.
I despised, old ds, even as a survivor player, I never than meta because I thought it genuinely sucked the fun out of the game.
This applied to all the perks that became ‘meta’ yea, I’d have one of moments where I’d use them, but it would be for a single game before being removed.
Having played survivor before MFT and reading it and unlike most people actually having common sense, I knew the perk would be absolutely stupid.
Hence why even when I unlocked it on my other survivors I left it to rot.
I stand by a ‘meta this, meta that, have you ever met a fucking girl before’ mentality, Meta has always sucked the fun out of games for me.
Kinda why I try to play without gen stall ‘at my own misery’ and so much more.
Cause unlike the people who play like assholes, I’d rather the other side gets to play the game at an equal level same to me.
Until MTF came into the picture in which case the discussion becomes a bit Rocky…
I’ve never been a debater, but the arguing between this community over MTF was the same arguements used against DS when it got its first full rework/nerf.
Batteries included has become my favorite killer perk and with it here I honestly wouldn’t mind them adding old Mft back in return for this perk
Nah i didn't want a nerf to MFT, it was hilarious to be playing an endgame scenario with huntress in an indoor map and see that i was gaining 0 distance per second 😂😂
I NEED the 12 hour background noise video, already subscribed 😤🤌
I cannot believe anyone is complaining about MFT being nerfed when Boon: Dark Theory exist in the same game. These two perks are truly backwards in their stats
from what i see A LOT of people not only complain about things they have no idea about from the other side, but also A LOT about things that were overpowered and broken being nerfed because they don't want to learn to get better at the game. so many people don't care how unhealthy something is, they only want things to be nerfed/buffed or remain the same in their favor regardless about how fair it is because it means they don't have to get better.
one of the biggest issues the dead by daylight community has it that what feels like 75% of the player base is just bad at the game but instead of getting better would rather complain and pretend like they are the top 5% of gamers. players on BOTH sides seem to just lack the ability to say "I am not good at this, but that is okay. I need practice at A, B, C, or D, and that is okay. As I continue to play i can practice and improve at these things over time, and that is okay.". players on BOTH sides need to understand that it is completely fine to be bad at the game because you can and will improve over time. what isn't okay is crying and throwing a tantrum when you want things balanced around you or unhealthy things to stay in the game because you personally just don't want to get better or put any effort into it.
How is Batteries Included getting buffed? You mentioned it getting a buff on the same day as MFT getting nerfed…the devs nerfed Batteries Included to where it doesn’t work when all the gens are powered? Are they actually reverting the nerf they did to it? I’m just a little confused 3:06
They confirmed in the chucky livestream that they are going to revert the changes back to where it was in the ptb
@@StarKnight904Yes! Let’s gooooooooi!
Honestly, an obvious change could’ve been to prevent Haste stacking by making the largest Haste buff take priority. The nerf to MFT doesn’t bother me since I never used it, but it’s a good thing for sure since it should’ve had some activation parameter. Always found the endurance a bit of a strange add-on too.
I’m not sure how I feel about Haste-stacking now that MFT + Hope is gonna be seen a lot less now. Removing it at this point might just be unnecessary and destroy a lot of niche fun builds for practically no reason. They made the good change for this.
Tbh the fact that batteries included shuts down as soon as it becomes usable was the stupidest idea ever.
agreed. im not sure how devs didnt notice it was going to be a perk for endgame builds. even when they announced the nerf, i called the revert lol
my suggestion 3% haste instead of 5% and endgame not deactivate
Im not totaly agree because early game are Surv stronger and lategame Killer, this is why Hope and Adrenalin exist help in the weaker phase and batteries included also help Killer in early game but deactivate when Killer get strong enough. Imagine hope stacking with every gen 1% and with last gen total 7% would way more OP than only endgame 7%
The Survivors having Haste is more consistent, while things that give Haste to Killers is more situational. Play With Your Food only works when you find the Obsession and let them escape for up to 15% Haste, not broken if the Obsession figures this out and is never seen again, of simply let's the Killer kill them first. NOED only applies to endgame for a 4% Haste and Exposed on all Survivors, but is a Hex that is very easy to find after about 20 seconds, not broken as the counterplay is cleansing all totems or simply finding the Hex. Batteries Included after release gives 5% Haste near a completed generator, which requires the Killer to let Survivors complete gens and doesn't work in endgame, not broken. For Survivors, it's a given. MFT you have to be injured, no counterplay unless the Killer has an add-on or perk that gives the Survivors Exhaustion as opposed to something basekit. For Hope, be alive during endgame, literally no counterplay except killing then before endgame by tunneling.
I think the real issue is the devs create something that for the general and casual player base is amazing, but when put in the hands of extremely experienced players or those that want to be toxic is horrendous. Just wait for the nerf for friends till the end because of what teleportation can do with it. I tried it w onryo and was like well that wasn’t fun for anyone.
With old MFT, it never really bothered me much at all. it was really nothing to me as an M1 killer (Legion). I main survivor and i barely ran MFT myself, and when i did, sure it was helpful, but when I heard about the nerf for it, i quickly decided to try to stop running it, and it helped quite a bit honestly. but I've also noticed while playing killer, that ppl were running it more and I couldn't really blame them.
Survs who complain about the MFT change are the kind that had it stapled to their hip the moment people made it clear how busted it was. I'm even going to go a step further here, and say that speed isn't as useful to killers as it is for survivors, due to how loops are designed. I'm not stupid enough to say it doesn't help, but I've been to Bloodust 3 enough times as an M1 killer to know that it doesn't if the survivor pre-drops at at a safe pallet.
Survs need to understand that MOST killers in the game are mechanically not as powerful as the survivors. Wesker, Nurse, Blight, Spirit, and now Chucky are about the only killers who have a distinct advantage over survivors, and require actual skill and coordination to beat a good one, but go against a good Pig or Legion, and you're still going to be able to mindlessly loop a pallet cause there is nothing they can do in chase. To tack on a permanent speed boost onto that clear distinction from low tier to even mid tier, it makes already difficult matches into unbearable slogs. It's so stupid that I had a Steve once run around a small structure (a crate on the Game map) with me on his heels, taking advantage of the slowdown MY hitbox inflicts on me when turning, until the last gen popped and he got adrenaline for free. No perk or perk combo should give survs the ability to run at the same speed as the killer, with an express emphasis of "permanently".
If I remember someone fov perks for killers don't stack, so couldn't they just add that same feature to haste perks /add-ons in general to balance out the haste thing
the general consensus from the community as that haste stacking either shouldn’t exist or should be disabled in endgame. thats the only reason the batteries revert is a little bit strange
@goodbyed0m true just disability the perks at endgame would be better in all
most people that are experienced at this game can tell the difference that hope makes, and mft was just lesser hope. also haste only really helps killers that have to get up close for the m1. i find it best for both us players and BHVR to just ingore people who clearly have nothing to back their claims and say stuff like "ohhhh myyyyy goooooood IMAGINE CAMPING AS A P100, like..."
Subscribed in hopes for that 12h video
I know CoH is dead and gone but I need to bring this up because nobody seems to pay attention to this. Circle was NEVER self care speed. It was self care PLUS 50% healing speed on top of that. That one detail made it go from a 32 second heal to a 21.33 second heal since it came with basekit botany. You rocked circle WITH botany? It was legit medkit speeds. I should know, I used the combo a fair bit more than I'd like to admit when I realised just how busted it is. While we're on the topic of busted healing speeds... Strenght in Shadows is going to be so unhealthy if it makes it to live. Unlimited 60% speed heals with the only requirement being "go to basement" does not have enough of a downside. SIS alone is only 26.66 seconds (2.66 longer than medkits). SIS botany? That's old medkit speeds (well, it's 17.77 but close enough).
Personally, I think MFT needed to be nerfed but I think the nerf they did is a little much - it becomes so circumstantial that it becomes very rarely usable. I think a better nerf would have been something like making it an exhaustion perk, removing haste stacking, or something similar. Even making it less than 3% - 2% maybe - would’ve been better imo.
Good takes. Now I'm really scared because they said they're changing DS and Sloppy butcher?? They broke the game with DS, DH... Then CoH... MFT was just nerfed. I really don't understand BHVRs vision. Are they experimenting?
they have recently gotten much better at using the ptb the way it’s intended, so they’ll probably test out a few ideas in ptb before a more polished live release (or they’ll just mindlessly add horrible changes like they do a lot 😂)
Yeah killer is finally fun again after the mft nerf. Noobs getting speed boost wasn’t the play. Now they are all falling back to their real Mmr.
Ok question about something said cuz I kinda half payed attention. Is Batteries Included getting reverted back to how it was in PTB? Aka will it work in endgame once again?
first af all, apparently devs themselves admited that Batteries nerf was too much, and that they going to revert it back to PTB version. And that's good. Because BAtteries+NOED is NOWHERE near as strong as MFT+hope.
batteries' radius is SO SMALL you don't get it. 12 meters is like... if gen is in the shack, this radius will be A LITTLE MORE than the shack. Yes, you will get speed in yhe shack, but nowhere else. Yes, batteries would apply almost constant haste on small maps like Midwitch. But I cant remeber any other map where gens are as close as there. imagine Haddonfield or Red Forest or any Swamp map or RPD. This maps are SO BIG that there are always will be areas where batteries are not in play. And NOED is a hex with all their dissadvantages. It can be clensed, it can spawn right by the last gen popping, it is so inconsistent. While MFT was active ALWAYS simply because survivors were injured. And hope was active ALWAYS just because they manage to repair all gens.
So we have inconsistent map depenednt perk+ easy to destroy hex perk VS constant hit=free speed perk+cnstant endgame=speed perk. HOW can you possibly look at this two things and say that they are the same?????
LOL My biggest qualm w/ Batteries Included is the name. The huge thing in Child's Play universe is the protags discovering that the doll had NO BATTERIES but was functioning.
My hot take is that it was a Singularity perk scrapped when the idea of Overclocking came. Overclocking being unique part of it's kit.
Great video. Only part I disagree with is MFT DID need a nerf, whether directly or indirectly (no longer can stack the haste) even then, the uncertainty and effectiveness against the weaker killers still would of made it very strong, but having strong perks in the game for both sides is ok imo. But it definitely NEEDED some change imo.
As a both side, old DS is always my worst head-ace constantly. And old boon: circle of healing that if I don’t go stump it, it just takes half a minute to realize all survivors except the one you are chasing are healed.😢 Like now, even if nerfed, I still choose to break chase for that boon almost no matter what.
On the other hand, these two are my top picks back then.
If by old DS you mean DS before 6.1.0 then that's 100% a skill issue. It wasn't problematic by any stretch of the imagination (outside of endgame scenarios).
Someone trying to bait DS is someone not doing gens. Slug them or ignore them. Tunneling has been running rampant since they nerfed it to 3s. I'm hoping the upcoming change is a stun time revert.
@@freezerounds It’s either endgame when survivor hit me with DS and teabag, or when survivors play gen rush while I had to tunnel as compensation for myself. At this point it’s regardless of skill when they can pop their tool boxes with no skill required but BP to buy them. And usually, they probably pair it with DS to treat this.
Why are they complaining when they still get the same speed boost but when deep wounded they just need to use dead hard which they usually do and they don’t even need to worry
I said this a lot in the forums, but most angy survivor mains didn't want to listen: yes, its said that survivors get all their "fun toys dismantled and nerfed" and "we can't have strong perks" etc. but MFT wasn't just "that one good survivor perk in 6 month and now killers got it nerfed because of their constant whining", this perk took the, more or less, carefull constructed distances between vaults and loops and pallets, that the game revolved around and BROKE it in twain. And then danced on the splinters. Good survivors who could already run any loop flawlessly and who were night uncatchable on normal speed were literally uncatchable with MFT unless Bloodlust 3 kicked in, and that was basically throwing the game.
If MFT only allowed for chases to last a bit longer, no one would have cared, but basically every single chase someone would reach a pallet that they had no business getting to and extended the chace by a good 25s. And both, holding W into the void and greeding ring around the rosie around absolute trash loops, often quite literally trash heaps, always had me die a little bit inside. This were no mind games, but just mindless motions. This problem was only compounded by adding WoO into the mix, resulting in loads of survivors who just autopiloted from yellow plot to yellow blot and predropping, while you as the killer had to follow suite. This was the most mind-numbing, braindead activity ever. And at the trash loops with a pallet there was basically no option but to soldier through until you got smacked in the face with that pallet, because any attempt to mindgame or swing would result in resetting the loop and you starting all over with the painfully slow catching up.
God, this rant is a testament to how much I hated this perk. Its always sad to see someones favorite perk or toy getting nerved, and I would have prefered if BHVR found a way to have the perk in a playable state, but the way it was it NEEDED to go, and that it stayed for 6 month is actually insane. DH, MFT and CoH will forever stand as the trias of terror that hold the game in tyrannical deathgrip. Oh and BTW, I second your claim that you need to play both roles. I am a killer main, but I play about 30-35% of my time as survivors, often with friends, because thats when DBD can be really cool and funny. And we are not one of THOSE SWFs. On a sidenote, I really think that the game should show you in the post game screen who was in a SWF with whom. My prediction is that killer players would suddenly realize how fokking many games got handed to them due to altruism and that they were constantly playing against 2 or 3 man SWFs without noticing it. Yeah, versing death squads and seal teams feel aweful, but most of SWFs can't compete with that.
My second hat take is this: a lot of people always ask for BHVR to nerf SWFs, because "its unfair that those teams get handed 3-8 free perks, just by using coms" or "the game was never designed around players talking to each other", while the other side claims "they can't forbit players to play with their friends, at least not if they don't want to kill off their own game and making soloQ even more insufferable". The last statement is mostly true, but I think there is a rather easy fix: just limit perks to one single copy in a SWF. SoloQ players, that get randomly thrown together could all run the same build, if this happend on a fluke, the same for soloQ players who fill in the 3rd or 4th spot in a SWF game, but those who actually SWF together should only be able to use one copy of each perk. This would mostly hit the hardcore and sweaty SWFs, who often have copies of the same build with just one or two differences, or those who have everyone run Head On or Sabotage or BuckleUp/FTP and who constantly make the killers life a living hell. Casual SWFs probably wouldn't feel the sting too much; yeah, not everyone would would be able to run that one fun/meta perk anymore, thats what we are doing in my SWFs most of the time anyway, ie everyone running their own build and seeing how it holds up against the rest.
I was a survivor a looped this killer for 3 minutes around 1 loop there as multiple points where he should have gotten me but mft this barley saved me by the skin of my teeth, but that was mostly the killers fault he didn’t break the pallet on one of it not the safest loop in the game and just went round and round until he broke the pallet and got me with his bloodlust 3
People... noticed MFT? I play majority the weaker killers/ M1 and I mainly had rough games due to the gen rush meta going on rn, but I don't think I've ever actually noticed MFT. I never had issues catching somebody. Batteries Included is still very good, and I do feel like to an extent it's healthy, especially with perks like Hope, Sole Survivor, etc.
I play both sides, killer more than survivor but I do play both and understand to the best of my ability, by the way. But this is my opinion.
It depends on the killer you use and the abilities of the survivor you are up against. A slow killer against a good survivor was unbearable, but when you were a faster killer or a killer with some range like Xeno or slinger its a but harder to notice. The most I noticed it on faster killers was when they stacked it with hope. It's effectiveness played heavily on the speeds of the killer and so slower killers felt it the most.
When everyone was playing/running MFT, in my opinion, I didn't really feel it. A simple mind game that made the survivor stutter would grant me a free shred on Demo. On Singularity, the purple add-on that granted 5% haste on every slipstream was helpful. Even now, I still play Singularity with the purple add-on and Rapid-Brutality. (Haste stacking offering 10% haste on a hit and successful slipstream). Fight haste stacking with haste stacking.
But in all serious, the uncertainty was the major issue, as it was extremely difficult to tell whether a survivor had MFT or not. A good killer who's good a chasing or fooling a survivor during a chase doesn't have to deal with the strengths of MFT.
I think it largely depended on WHO you were playing as killer tho. I switched to Singularity SPECIFICALLY to deal with the MFT meta. Pig players, Ghostface players, really any m1 killer who's power didn't provide high mobility got absolutely FUCKED by the subtle cheater meta.
As a Mirror Myers main that shit hurt my soul.
@@Duothimir If you're chasing as mirror myers, you're doing it wrong.
@@freezerounds Sometimes there just ain't much else I can do.
9:56 could you elaborate further on this? I find it, honestly, insane that somebody who plays both sides thinks MFT did not need to be nerfed at all.
I am a very big Killer main, and I play survivor a lot as well, but I have never really noticed MFT. I only ever felt it when I played survivor against a Huntress or Hag. Even when I played Hag for a bit I went against a ton of MFT and never noticed. Even when I play Myers or Ghostface I don't notice. I liked MFT more for healing or being injured since I am almost always injured even when I didn't use MFT.
I only play killer, and honestly I don't get involved in these arguments, I focus on my perks and combos and gameplay. I have had steady success since I started playing a number of years ago and never really felt these "meta" tactics, I just focus on what Im doing, IDGAF what perks my opposition has, Im like a dog with a bone and those survivors are going down, I am singular in my thought when I play.
Bro as a huntress main hope and even mft still wrecks huntress. A lot people just say well huntress can cross map. Yea okay whatever but literally every chase against someone with mft extended the chase so long. She gets punished hard for pulling up a hatchet and that extra 3 percent makes half the tall filler pallets take 6 or more loops. The annoying good survivors just run circles around that shit and will never drop. Even on tiles that extra speed makes it super hard to get a hit before they make the corner.
I subbed for the video. Survivor mains are the most rage inducing naive mofos ive ever seen in any game. I play both but mainly killer. Probably a 60/40 split but I hardly ever get mad the killer as survivor. My other solo q teammates on the other hand. Yea they piss me off lol.
Ok. So, I think MfT got a needed change (I'm just worried it got gutted due to a bug, it seems that you lose the endurance for conspicious action, even if that action is continuing the heal on survivor who was dying). I'm also glad it was in the game in that broken state, because that perma 3% speed boost helped so much in me learning proper positioning on loops (even if it's not perfect). But I hated it as a killer, and a combo of it + Hope literally was turning me off from playing the game on that role.
I also worry about Batteries Included reversion. Like, small, gen packed maps feel like they might be a hell in endgame (like Midwich, where I worry you could get haste boosted from gen above/below). Or how many loops consist of a spawned generator at/near them. Which could be amplified by Noed, on top of insta down. But the issue here is not BI, but Noed. Noed is the perk that decimates low skill players. It's the one that gives killer free kills against solo queue. It's the one that boosts killers who then get stomped by experienced players, leading to frustration. And what's worse in all that - tha combo has a counter on survivors in Hope. And Hope is busted. I detest the idea that Hope might become meta survivor perk. And I for sure will be trying to get it in my surv build, because I don't want to be insta downed just because killer runs end game haste with insta down that could potentially make loops unloopable. And Hope pairs with Adrenaline, another really frustrating perk to deal with. And both of those perks punish weaker and slower killers just for them existing. My solution for that would be nerf to noed - remove it's "gotcha" element (by just making surv exposed at the last gen finished), so survivors won't get caught off guard by it and then they could strategize or make their choices.
Also, I hate how basically every character this year came with movement speed altering perk (BG Player, T:Power of Two, Game Afoot, Dramaturgy, Plot Twist, Chemical Trap, Rapid Brutality and Batteries Included). Honorable mention goes to Trickster with his brand new addon that can give him up to 7% haste and a buff to his base movement speed (which made his power weaker, which somehow made him frustrating to play on both sides). Basically this year's new content could be summed up as year of speed and screams (because there's also so much new screaming perks).
I get mft was VERY strong but to say that survivor dosent have anything strong anymore is so stupid since mft wasent even the strongest perk to begin with. How about a perk that allows you to unhook yourself unless the killer is able to tunnel out the person you just unhooked within 12 seconds, or a perk that gives you a free health state and 5 second sprint burst, EVEN IF YOU ARE HOOKED WHEN IT TRIGGERS. Or maybe worst of all a perk that activates twice, gives you free iron will for 80 seconds, free distortion for 80 seconds and free endurance for 80 seconds which not only dosent go away when you are healed to healthy but only the endurance disappears when you perform a conspicuous action.
Maybe if survivors stopped running 3 chase perks and an endgame (based on nightlight stats btw) and actually looked at the ARSENAL of perks they actually had available to them we'd stop having people complain when killer has the chance to sacrifice two regressions for an inconsistent fun endgame combo and actually focus on the problems.
Super in depth and very accurate going on the history of all these perks and tbh I totally agree. Hope you get 5k I just added 1 sub. Keep it up
As always, a very thought out and articulate video!! ❤❤
I haven't really seen a difference with MFT, outside of maybe the enduring
I have some issues with this video that don't relate to the conclusions you come to but rather your arguments. I have no issues with mft changes or batteries included. Mft had basically two perk affects in one and the endurance portion of the perk is also included in Soul Guard, WGLF, BU, and mft of course. The main issues I have is the way you treat people that may disagree with you and how you say something is objectively true without providing any examples or full explanations. I'm not disagreeing with most of your points on balance being objectively true its just this video is directed at less experienced players but the way you speak in this video comes off as passive aggressive towards newer players. I'll give a list of examples below.
3:25 - People that agree with you have brains whereas people that disagree with you must be dumb. You are calling the people you are trying to convince dumb which is going to make them less likely to really listen to your points
7:21 - Besides Coh what examples are there of healing being objectively broken? How do the devs saying it was broken equate to it being objective when the devs have been known to make poor changes and some don't play their own game? Why not show the exact quote that the devs said? How does circle of healing being the most used perk equate to it being the strongest perk ever? Why not show those stats on screen as well? Why not show video of the healing speed in the older updates? Again I'm not disagreeing, these are simply just suggestions that might make the people you are trying to convince actually listen because you are showing them more evidence.
9:29 - What makes Background player OP currently? What makes BU FTP OP currently? Wouldn't you agree that the other haste perks besides hope are much more conditional unlike old mft with hope? Blood Pact and/or power of two only work in a duo and have a play rate less than .21%. According to what you said about Coh, play rate at least some affect on its strength. Of course them being a duo perk does have an affect on play rate too. Boon DT take 14 seconds to setup and I'm guessing at most 1.5 seconds to snuff. The difference between a perk like Coh and DT is DT has an extremely minimal affect (less than mft) and is only really valuable in a chase which means you have to bring the killer to it. In my testing its a waste of a perk slot even if you are stacking it with blood pact since any more reliable chase perk like exhaustion perks or resilience is more valuable for the same reason that you displayed how mft + hope was strong. Mft and hope activated naturally without having to do any special side objectives or conditions, I.E. by getting injured doing the main objective and getting to endgame similar to how resilience activates just by being injured and exhaustion perks recover without doing anything. Blood pact, power of two, and DT all have side objectives or harsh conditions that makes them very difficult to stack with each other. I do find it odd that killers serum only is available to use during the Halloween event but survs is always available. Hopefully they change it at some point.
Lastly, I just have a few questions and comments to share. You stated that you believed devs were trying to cut back on haste when they added haste to trappers basekit awhile ago and in the chucky update added a haste addon for trickster? Again I'm not saying these make the killer OP or are unfair to survs it just seems like to me the devs are lazy and have been splashing the same status affects for years now instead of making unique perk affects. For example endurance, haste, and detection based perks (aura reading and screaming) becoming popular splashable affects for perks recently. You seem to only cover the OP survivor metas that have existed which makes it seem like survivors are always the ones with long lasting OP perks. At 9:29, why not show Ruin, Old Thana + Pentimento + Gift of Pain, Pain Res DMS. Overall I agree with most of your points in the video and do completely agree with the main point. I just disagree with the style you used to present them especially since the people your video is trying to convince are notorious for not listening to the other side haha.
Here are the perk pick rates stats I used: nightlight.gg/perks/viewer?role=survivor&sort=pick&shown=pick&start_days=28
Me Who Don’t Care If A Popular Perk Got Buffed Or Nerfed Or Faced A Team That Running Old Mtf Perk
I have a friend who plays a lot more survivor than killer (like, maybe something like 80-20 in favor of survivor), and I was playing in a SWF with her one night. I brought MFT and proceeded to run an Artist with her Hindered addon for 4 GENS...and when we inevitably won with only 2 hooks and everyone getting out alive, I said "This is broken, I'm glad it's getting changed."
I don't play survivor seriously unless I'm playing with friends, so perhaps this is more a SWF thing than anything, but my friend questioned why I said that it's broken. She stated that the game is killer sided and that survivors keep getting their stuff nerfed, and that MFT getting a nerf soon is a bad thing. She could not understand no matter how many examples I brought up how ridiculous having 3% Haste at all times fundamentally breaks the game and the conversation got pretty heated, ending with me just throwing my hands up in the air and going "fine, whatever, forget it."
Some added context, this chick compulsively cleanses dull totems and actively keeps track of how many are still up because she's paranoid about NOED every game, her average chase lasts roughly 15 seconds, and despite how much I implore her to learn more about the mechanics she insists that the game is STILL killer sided despite most of the her losses being down to playing poorly. I'm not all that great myself at running killers, but the disparity between playing killer against randoms and survivor with her tells me that killer is definitely much tougher than she seems to think it is, and since she barely runs meta perks I feel like she can't possibly know how much more powerful the survivor side is in the right hands.
Meanwhile, I just wish some of my favorite killers weren't so weak as a result of the majority of the changes the devs do disproportionally affecting them (Sadako and Pig, my beloved), thus pushing me to play in a group on the side I don't want to play as much more and more simply because playing killer makes me get jaded and frustrated so much quicker. The game is definitely improving but it hurts to see so many people blinded by subjectivity when it would be better for both sides if we just admitted some shit is broken and needs changes.
I feel like why they nerf batteries included is pretty much because legion because they have that endgame addon that gives 4 or 6 haste i probably 6 and can stack with noed and could stack with batteries including with a legion speed would be like 130 i think
that’s the one with the preactivation requirements of how many frenzy hits you need to acquire before endgame right? i get how that could definitely be busted on some maps.
@@goodbyed0m yeah like midwitch or even small maps like midwitch and and can be very broken at least for legion and hits it's 15
me personally i think mft got a no sense nerf i mean just add the fact it deactivates in the endgame
I play both sides but more leaner towards the Killer side so I guess I can comment lol? So, I play doctor and trapper mostly so i am just into m1 simple killers and yes I struggled with "MFT", thnx BHVR for nerfing this, but is batteries fair to have without being disabled in the end game? no I don't really think so. all perks in game should be directed that you have to work for it, not get value just by having it. let me explain! I was so angry with MFT because it was so free, get injured " which you should be punished not rewarded for" u get 3% haste for no reason at all. just a free buff. now you have to either time DH or being tunneled to activate it. which is really OK for me as a killer, u worked for it so u deserve it. Another example is "Adrenaline". while i almost pull my hair out when playing doctor and suddenly 4 adrenalines and the down i almost got just get free escape. it's demoralizing and annoying but i accept it because they already did their main objective and should get rewarded for it. "i can argue for it not to work when exhausted" but that's for another discussion. So when i look at "batteries included" i don't even like the effect of it giving u haste near "completed gen" but i understand the effect that some survivors would try to take u to edge map and completed areas and u really need that down to win. i also understand that if it worked the other way on "not completed gen" it would be too op to have in the game. but the perk doesn't really reward u for doing anything u do, rather than something u should prevent. So, to balance this and to make it not a perk you get value out of just for having it on your build, it should have a downside. same as "hope" by either activating at end game and not working whole game or activating all game and stop at end game. that's why i think what they did is just right by nerfing it before hitting live servers. that's what should have been the case with MFT too. but BHVR are too sloppy at balancing their game and that's no reason to pick side because the other side had broken thing for 6 months. hope i made a good point :)
Edit: what i would argue for though is to buff the haste like 7-10%, that would be how to make the perk viable and healthy for the game.
btw i subscriped because i would love to see a full video about this :D ... have nice day. free palestine
Finally somebody admits circle of healing was op asf, prob will disagree with me but I think all boons are unfair asf.
Simple point
*The killer is supposed to be more powerfull than survivors*
They're alone against 4 other players, so obviously they're going to be stronger as an individual
The roles can't and should *not* be looked in the same way
This so much! It's weird how often everyone seems to forget this concept. This year I have seen endless complaints about survivor nerfs (perks especially) when survivors keep getting base kit buffs and mechanics. They seem to forget that a killer has to deal with 16 survivor perks every match. Killer perks SHOULD be more impactful than survivor perks. There are plenty of good survivor perks but the only one that most seem to care about are chase/2nd chance perks like DH, MFT, adrenaline, ect. I play 70/30 survivor/killer split and I always found it odd that a lot of survivors forget about utility perks that help your team like we'll make it, empathy, deja vu, any means necessary, 2nd wind, ect. Survivor is a team-based role not a 1v1v1v1v1.
5000 subs i hope you get there 🔥
Let's be real, the majority of players in this game right now, aka the most skin buyers are survivor. Money talks, that's why Batteries got hit, and that's why they're hitting 3 gens and Sloppy Butcher soon. But gen rushing is fine sure.
Ok but aren’t killers already faster than survivors ? I mean there is a huge differences between 5% using 2 perks and 20% using 1 perk ? I’m not saying MFT wasn’t strong but I’m just providing a valid point
What killer perk gives u 20% Haste?
I am upset MFT is getting nerfed, purely because I only ran it on my No Mither build
Base but having MFT to be added to no mither as a buff would at least make the perk at least better
@soloyapper769 I think many people, including myself, have thought about that potential
i honestly could definitely see mft working w broken being super fun. not a bad idea at all
I wasnt playing before the mft nerf but from what I've heard it must've been unbearable
i thoroughly enjoyed mft on both killer and survivor but i fully understand why it was changed.
the reason i loved it on killer so much is bc adren’s pickrate dropped out of top 5 for the first time since the release of the game. adren isn’t broken or anything, but when you consistently are playing 4 people with adren and trying to distribute pressure evenly, they just reset all your pressure for endgame.
as someone who has 1k hours
i did encounter haste stack builds before but they were badly used
and ummm 1k how do i say this
800 on stadia
now that i have a pc i have 300 on steam
but its the same account.
and im not saying they were bad builds
but ppl didn t really knew how to fully use their potential
mft is in a similar situation don t get me wrong its still needs a bit of experience to use it(don t get killed lol)tho it seems every year one thing is problematic about dbd
in 2021 there was the whole boon thing if im not mistaken
2022 dead hard and nurse (sorry my memory is kinda bad if nurse was this year i can t remember)
2023:haste perks
its like every year there is smth new that is broken bcs the other broken thing got nerfed but then it wasn t really that broken but acctualy it was even more broken that we thought
Just compare mft to rapid brutality. Oooh the killer gets haste for 10 seconds after a basic attack amd then stands there wiping his blade off for half the duration of it while the survivor gets a free sprint burst away. Mean while mft you just stay injured run faster forever and even get to do gens 9 percent faster cause who doesnt run resilience lol. Dont get me wrong my survivor builds were hope mft DH resilience or sub DH for something else
Never thought haste would be controversial in dbd lol if it’s that annoying just take it out the game
Since when does this perk exist? I'm starting to play again after a 1 year break
MFT released with the End Transmission Chapter as a perk for Gabriel Soma. it caused an INSANE backlash from the community, and has essentially been argued about ever since
Good content keep it up, you earned my sub.
I used to be a Killer only until the meta fucked me and made the game unfun, this change for mtf doesn't bother me much tbh. I use it sometimes on survivor but mostly I prefer hope instead since I don't know how to loop. And when I was playing on Killer, it was annoying to go against but I just went next.
im the exact opposite. once mft became meta, i shifted sooo much of my playtime to killer bc it actually required me to use my brain lol
@@goodbyed0m I feel that, I have so much footage gathered to become a DBD youtuber since the meta hurt me so much. Killer had become frustrating to the point I stopped playing the game
This was a great video!! Nerf chucky (coming from someone who plays both roles)
Chucky is perfectly fine
@@CryptidMech for killers sure I’ll admit I’ve had fun playing as him but against him as solo q is not enjoyable
Yes do a 12 hours video, like Otz would.
Lol they are the same thing in concept 😂they both reward you for losing by making it harder to lose
The game is totally in favour of the survivor and I play survivor 80% of the time I feel bad for killer mains the game is no longer scary it's see who can take the piss out of the killer the longest. I don't I just do gens and run out the gate no tea bagin just leave lol
Its more favour mmr than a Role
Agreed
LET'S GOOOOOOOOOOOOOOOOOOOO
>:3
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:3
I don't exactly agree with your argument here because survivors no longer get made for this unless in deep wounds, vs kills now having batteries included in the endgame as well. Made for this is not the issue here any longer. I agree it was an unbalanced perk in it's previous state, but its no longer comparable to batteries included
You really didn't understand the video, did you? The point is that survs are crying over not having Old MFT, compared to killers getting Batteries Included. The new MFT nerf is irrelevant to the discussion, except in that it's what the surv mains are upset about having instead of the OP perk MFT was. Thus you HAVE to compare old MFT to Batteries, and in that measure it's easy to see the difference, the main one being that Batteries isn't a constant speed boost, even at end game.
it doesn't maatter if it's constant or not a pro player not no garbage player but ok what ever enjoy med kits and dead hard mft and ftp and buckle up @@schorltourmaline4521
@@schorltourmaline4521 I've never seen a comment say so much yet so little at the same time. pretentious, are you?
@@zonky6060 Great way to debunk their point, make an ad hominem attack instead of pointing out actual flaws in their argument. Real clever, Chuckles.
@@zonky6060 So far 9 pepople seem to agree with my point,, and 0 people seem to agree with your lack of one. Get ratioed.
Mft wasnt OP people just suck ima ghostface main and i played perfectly fine yall just needa get better and stop crying
Mft IS was fine before: source Trust Me bro
Hold dead hard same just wait bro: source im a killer main
All Time the same Ayrun wanna be bullshit lol
I play both sides and I’m a fairly new player, I can clearly see that this game is heavily survivor sided. Everything coming up for the game is catered to survivors. Killers are not allowed to have any strategy
Certified chucky hater (me)
Good for you man 👍
I mean, you do you
@@MBG.426 😔
There's always one. Every time.
@MementoMori7777 honestly only reason is they won't shut up first time Is funny but it gets super annoying
I definitely disagree with you. Killers have many haste perks, such as Rapid Brutality, NOED, Batteries Included, and I'll mention Play With Your Food because it makes you faster. To pretend that survivors have to many haste perks is crazy; it's also worth noting that I hate Otz. The moment he opens his mouth, anything gets nerfed. Circle of Healing was a bit OP, and now it's dead. Dead Hard was OP, and now it's only used by sweats. Made for This was boring, but 3% isn't doing anything crazy because of Blood Lust. Oh, wait, killers still have Blood Lust. There are so many broken killer perks, and y'all don't seem to care. I hope this game dies; I don't touch it anymore because it's so frustrating. Killers get babied so much, and I main Spirit. Oh and that broken Chucky perk where he hooks someone and exposes someone and sees their aura but you won't talk about that because you're a baby that wants broken killer perks and survivors to be trash
usually i delete brainless hate comments, but you are the exact subspecies of gremlin i make fun of in these videos. everyone point and laugh.
you “hate” a man because his content has impact.
you made 4 OBJECTIVELY false statements all favoring survivor
and you called me, the creator, a “baby” because my video didn’t lean in favor of your role.
you are the blueprint for chronically online dbd players.
do better, tyler.
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