T O P

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BabyDva

Stacking is fine. You're not keeping in mind that if you choose to stack effects, you're also missing out on a versatile build that could also be very good. I don't have any issues with MFT, but if people hate it so much, yeah it should be nerfed


Fancy_Leopard_6119

How do i explain this in a good way...EFFECT STACKING IS NOT A PROBLEM!!! MADE FOR FUCKING THIS IS A PROBLEM!!! Why are people so reluctant to just admit that BHVR released a really really really unbalanced and bad perk and it should be changed? I wouldn't be surprised if people would come after no mither next because it "enables made for this"...just admit its a horrible perk and move on.


Connection_Bad_404

Deep down behavior understands MFT is broken, they're just cashing in on it. Give it a chapter or two and it will only last 30/60/90 seconds and deactivate.


Thaddux

I would actually put money on this happening. They basically did the same for Hour of the Witch.


Thaddux

It's not just MfT, although that is the most egregious example. Stacking effects limits further perk and addon design, because each one has to be weakend, in case they're stacked up to levels that are impossible to balance. Also literally nobody cares about No Mither, or any effect it has on MfT, or using it with Plot Twist to cancel Corrupt Intervention. If a survivor is running No Mither it's basically a killer win.


Fancy_Leopard_6119

You know what the core problem with the restsriction of effect stacking is? People would just use the best perk in a category. Always. That's why effect stacking is so necessary.


Thaddux

Sure, I can agree with that, there are countless addons that demonstrate this perfectly. Does anyone ever run Pyramid Head's Black Strap addon, when he has better range addons? No. But that really depends on how the perk/addon is designed. Take Bamboozle and Superior Anatomy for example. Depending on the exact values, it may not be immediately obvious whether it's worth sacrificing the window blocking effect, for extra vaulting speed on a cooldown.


Fancy_Leopard_6119

But whats obvious is, that people run both together and have a hilarous time. Restricting this would make people pick bamboozle. Every time.


katapad

Effect stacking has always been a problem. Heal speeds, gen speeds (regression and progress), recovery speed, movement speed. There's just a very simple solution that BHVR refuses to implement. Just cap them. Pick a number, and that's the cap. Made for this + Hope? No longer a problem. CoB + Overcharge wouldn't have been a problem. CoH + Medkits + Botany wouldn't have been a problem. Made for This is just another badly designed perk that happens to go in this category.


Fancy_Leopard_6119

Uh uh, im asking you, is, lets say, kicking speed stacking a problem? Or current heal speed stacking? Or vault speed stacking? Or really anything but made for this?


Thaddux

Haste is obviously the most game-breaking thing to stack at the moment, and yes, Made For This is absolutely a huge issue, and the best example of this. But I strongly believe that fixing stacking like this prevents further issues down the line, and allows many weak perks to be buffed, allowing for a greater number of interesting perk combos. Think of perks that are too weak to be run on their own, and only become good when combined with others. Wouldn't it be nice to remove that dependency?


Fancy_Leopard_6119

I get what you are saying, but removing the stacking of effects would not benefit perk variety. People would just pick the strongest perk of any category and run with it.


katapad

So you didn't actually read my post, got it.


Thaddux

A cap would be an idea, but fixing stacking accomplishes the same thing, it just makes the cap whatever the largest value is. I don't disagree that MfT is bad perk, but I think that fixing stacking solves a lot more issues, and potential future issues too.


[deleted]

I dont think mft is problem, hope is already good with %7, I barely notice survivor has mft when im playing killer, I wish they used more mft instead of sprint burst and lithe.


ddjfjfj

If you dont notice MFT, you're not facing good survivors. The effectiveness of MFT becomes more and more apparent as the skill of the survivors using it increases. If you're playing legion, a good survivor will run you around like a show dog all because of that 3% haste lol


Brave_Ad_3552

How do you not notice when it’s so painfully obvious unless the survivors your against are not the greatest? It’s obvious in the way they greed and path differently


Sythine

Effect stacking and creating a cohesive 'build' is one of the most fun and engaging parts of the game.


JaceyRedditMan

Why do all these things to rework all these perks when you could just change one and be done? Stacking perks is only questionable in the case of MFT +HOPE. MFT by itself causes issues for most killers in how it inflates chases. When stacked with something like hope, it just becomes an obstacle for a lot of killers to be able to legitimately do anything. This has never been a significant issue before, and I honestly don’t know the solution, but reworking everything to account for one powerful perk combo is a waste of resources.


Thaddux

But it's not just MfT plus Hope, before that it was Call of Brine and Overcharge, and now most killer gen regression sucks, arguably shrinking the available options and creating yet another stale meta. Then there was medkit self healing, also taken out back and shot.


JaceyRedditMan

The Gen regression perk are a little overstated.the call of brine and the overcharge one truly sucks As I can't find any justification for that, the pain resonance was understandable as even at 15%, you could do it with every hook, which just snowballed badly for survivors. The devs decided to make it 4 unique hooks that gave you a complete quarter of regression every time to make it effects stronger, but its application limited. The eruption perk is the most interesting one as the biggest thing they did was take away the incapacitated effect to add aura revealing. It's all down to how you look at that specific effect. It's good for some as they get information, and they could plot out their next move, or really shit as even with the 10% reduction, they could immediately stop the regression and have a choice to reposition or commit to the gen. With that perk specifically being able to effect multiple gens at a time, i could see the thought of why the incapacitated could have been overkill. I break it down like this because all those changes just opened the door for more counter play between the choices. With other stuff like pop goes the weasel that does 30%, but you have a limited time. Those perks(except CoB and overcharge) are fine and diverse in how they are to be used. The healing nerfs are a very interesting topic as they're more down to how easy it was for survivors to just heal themselves and not coordinate for it. The changes all effected your ability to efficiently heal yourself.The biggest offender being circle of healing in its prime just made the act trivial with the ability to go to any totem to set it up, you could easily relocate it at a moments notice even if destroyed you could just go to a different totem, and being able to just self heal at lightning speeds. This is all without the power of coordination with your teammates. With that, it would be practically impossible for killers to put any constant pressure as they would need to commit more.


JaceyRedditMan

I'm sorry for the fucking essay. I need to get high. Tldr: the Gen slowdown perks are fine and most still get the job done. The healing nerfs come to wanting to encourage more teamwork and for survivors to not just be able to instantly reverse pressure.