How One Perk Dominates Dead by Daylight



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There is this one Survivor perk that has driven Killer players into madness recently
Made for this, this perk makes survivors run 3% faster while injured,
3% does not sound like a lot but it makes good survivors a lot harder to catch
Noticing if a survivor is running it is often times a feeling thing that even the most experienced players have trouble with at times.
There are some games where made for this feels super overwhelming while playing Killer especially when survivors loop extremely tight,
and yesterday I had one of those games where it started off easy but once survivors got injured it turned into a nightmare, I hope you enjoy

I hope you enjoy the video!
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35 thoughts on “How One Perk Dominates Dead by Daylight”

  1. If you can't even tell if they have it or not, if Otz who is practically the spokesperson for the community and knows perks in and out can't figure out if they have it or not… then this might just be an overreaction

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  2. In defense of you saying Ace had MFT when he didn’t. You called that when he took an endurance hit after healing someone but I think you just didn’t notice he was broken and did the Buckle up FTP.

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  3. This is just more whining from killer mains who want more buffs despite getting buffs from almost every patch. Every new killer is coming out at 4.6 with insane blends of chase powers. Vaults started working like they should and killers cry until vaults get nerfed. Wiggle gets nerfed from 20 perfects to 24 perfects, 2 secs makes a huge difference. Now the new complaint is we can't get easy second hits because of 3%. That is a skill issue in my opinion. Killer has basekit MFT due to bloodlust.

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  4. I have actually quit playing cause of this ridiculous build I see non stop. If its not the speed build, its the endurance build, both builds utterly horrible for killers and suck all the joy out of the game for me.

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  5. Who cares game will always be an unbalanced mess of toxicity that BHVR will never fix and doesn’t care too cause “oh hey look we released new cosmetics we know a bunch of you will buy overpriced cause you don’t have self control” been done with this game for a long time

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  6. It'd be a lot easier to tell if the survivor and killer were actually hugging everything as they loop. When I see the survivor take 2 steps away from the loop and then hug back towards it, I honestly can't tell if they're making more distance than usual. Who are you showcasing in this vid? Looks kind of like mid tier players tbh.

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  7. No doubt that MFT is a strong perk, however, the main issue I have is that it firstly provides a lot of perks to combine it with, such as HOPE.
    And secondly, killers without a chase power completely lack the ability to even match the survivors speed.
    Also it's free to use with the one condition of being injured, what needs to happen in order for the killer to down a survivor

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  8. its kinda crazy how years after this games release its still the same. everyone wants to cry about extremely mid survivor perks that have nothing wrong with them bit dont wanna adress killer perks that make a match unplayable. i dont even tun mft because its a waste of a slot but i might just run it to maki killers mad

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  9. I find it a little funny that people complained that Killer's gen slowdown was busted, hence why most if not all of the gen slowdown perks got nerfed almost right away after Killers started to use them more.

    But yet the problematic Survivor perks don't get touched on for at minimum a year after release. Dead Hard and Decisive Strike took years for a change to be implemented. MFT is problematic because not only do Survivors just get it for free (same way old Dead Hard worked just by being injured) but you can't tell if the person has great pathing, is using MFT, or they're just straight up cheating.

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  10. There should at least be some kind of indicator or way that the killer can know. Maybe put an icon next to their name or something like how survivors get alerted of hexes.

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  11. I think mft is fine, just because someone can’t guess someone is using it isn’t a problem. If anything that just proves that it isn’t really that good and it’s just a placebo effect.

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  12. If devs want MFT to be a perk with two functions, making it so you get 3% only when in deep wounds would already tune it down massively but it would still be far from useless. You get deep wound from healing someone else with MFT, other perks, being unhooked, killer powers… so many situations where it would make it so killer either faces your speedboost or let's you go. Damn, if it was working like that, removing exhausiton condition or maybe even increasing the speedboost could be alright since you'd need to mend and lose it anyway, that's what PTB is for.

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  13. Dear god. MFT is all we got, killers!
    Everything else is crap or endgame.
    But killers get Pwyf, thwack, 2 singularity perks for slowdown of survivors, and speed up of killer, the alien's new perk, and dont get me started on killer addons, and powers. The fact that blight and wesker even exist means MFT isn't a problem.

    Also, if killers really hate mft, they can turn it off with perks that make survivors exhausted.

    And for the record, if a bubba other than hens hits you after you make 1 mistake, they can camp you and snowball an entire team, so i don't see a fair good-faith argument against mft here.

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  14. This comment section has made me lose the last bit of faith I had left for DbD community. People are seriously not understanding the discussion at hand, it's like the conversation is full of people who have literally never played DbD and have only watched it.

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  15. MFT was the worst perk they've added since old DS. It allows people to just turn off their brains and just run loops forever without any skill req, at least dead hard required a little skill to use, this perk is just no brain make chases 20-33% longer depending on the killer's speed. That's not an okay number for a perk that requires no skill or thought.
    At least add a requirement to use it or something. Or make it an actual exhaustion perk that makes you 3% faster for like 20 seconds then exhausted for normal amount of time. Not just something you can use with DH and get insane value out of.

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  16. Honestly for me, the 2 things that frustrate me most about MFT are 1. That it gives survivors endurance on pickups and heals (I feel like this happens not super frequently, but that it really hurts when it does happen) and then 2. That it often encourages survivors to run pallet to pallet. I really love looping and mind gaming as a killer, but holding W being super effective one injured just makes me hurt inside. Not only that but when they do choose to temporarily run the loop, especially better survivors, they tend to greed it just right where things get annoying. Honestly, I wouldn’t be bothered much if this perk kept its speed to a degree or in general, but I think it needs to have more conditions that remove the ability to have it. The endurance on the other hand just feels like insult to injury a lot of the time when it happens, as when I run into it I usually am slugging for pressure and in a bad scenario, and then not being able to hit the survivor for however many seconds just hurts my soul. I think it’s really cool how it encourages the use of things like resilience further, but overall I do hope this perk gets worked on at least just a little.

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  17. It's wild how hard they gutted Dead Hard eventually due to the fact that it artificially extended loops and made the looping experience extremely frustrating but then they added a perk like this which is basically Dead Hard but you don't have to think at all….

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  18. MFT has killers paranoid, and that's why the perk is so effective. Imagine 3% being game breaking. It's not. M1 killers just can't hold W and win anymore. It's almost like they actually have to participate in a game of cat and mouse instead of just being faster for 8 seconds.

    Not once has anyone ever been like "3% reload speed?! it's over with" "3% crit chance?! UNSTOPPABLE BIS"

    This whining is over 3 additional feet over a 100ft distance. For every foot traveled you gain an additional .36 inches. Also known as 1.1 INCHES PER METER AND YOU'RE STILL SLOWER THAN THE KILLER
    Let's be honest, if they're truly damn near uncatchable, they're most likely soft hacking.

    Game's almost 10 years old too, be honest with yourself and realize the game is on its way out the door soon and the cheaters are, and have been, in force for a while now.
    MFT is a way out for the devs not to tackle that problem.
    "Couldn't catch 'em?… Did they have MFT, that's probably why"

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  19. killers when they can no longer guard hooks, blow up gens with perks, and play high mobility killers to run across the map and down everyone in 5 seconds because they cant catch up to someone 3% faster (survivors are still slower than them and they get bloodlust)

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  20. I used to play both killer and survivor pretty evenly, but now that mft has been released it makes some games super frustrating as killer. So now I'm playing a lot more survivor just to not deal with it.

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  21. I think an easy fix is:
    – Haste Perks should not stack, or should not stack over a certain threshold (i.e. MFT + Dark Theory stack but MFT + Hope do not – so cap it at 7%)
    – MFT does not give endurance
    – Visual indication for killers if a perk activates in chase (i.e. survivor with MFT gets hit, killer get's a prompt in the upper right that they have MFT)

    Reply

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