Made for this

ain't no way yall actually think this perk isn't completely busted

Comments

  • @GolbezGarlandGabrant said:

    3% from MFT = busted

    4% from Noed = completely fine

    NOED is an end game totem that can be cleansed, not a passive ability that works all game as long as you are injured, NOED is more like Hope than MFT.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453687#Comment_3453687

    Admittedly I forgot about Septic Touch, lol. That one is just bad, but Blood Echo should feasibly become more viable when players are trying to stay injured for their perk value. Either way, plenty of killers have addons and they all have Fearmonger, not to mention bypassing the need entirely by bringing Exposed or stealth or hindered or haste... Or just playing one of the many killers that don't care about this, but that's more of an ask.

    As for Dead Hard, I assumed people meant the pre-6.1.0 version, considering the numbers and language being used. That is an insane comparison. Post-6.1.0 and pre-6.7.0 Dead Hard is... still a bad comparison but less overtly insane, I guess?

    One of the many killers that ignore the speed boost....nurse, spirit, blight? No thank you. The thought makes me puke a little bit in my mouth. You know fearmonger causes exhaustion for five seconds, right? It's complements blood echo because it pauses the exhaustion timer but on its own doesn't do anything. And then the problem is that you're not running any game slowdown so you're just gonna lose. Believe it or not I run these builds often on legion and they are bad. You shouldn't have to run a bad build just to counter one busted perk. Also they can just heal up and still get value from their perk when they get injured. It's not no mither.

    Old old dead hard was way better than the nu version but the nu one was still a huge problem. Aside from tacitly disabling lunges and ranged killer powers it was just frustrating. That sort of consistent friction simply doesn't belong in games. Feeling like your effort just doesn't matter several times over the course of a match in anything is unhealthy.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453692#Comment_3453692

    One of the many killers that ignore the speed boost....nurse, spirit, blight? No thank you. The thought makes me puke a little bit in my mouth. You know fearmonger causes exhaustion for five seconds, right? It's complements blood echo because it pauses the exhaustion timer but on its own doesn't do anything. And then the problem is that you're not running any game slowdown so you're just gonna lose. Believe it or not I run these builds often on legion and they are bad. You shouldn't have to run a bad build just to counter one busted perk.

    Old old dead hard was way better than the nu version but the nu one was still a huge problem. Aside from tacitly disabling lunges and ranged killer powers it was just frustrating. That sort of consistent friction simply doesn't belong in games. Feeling like your effort just doesn't matter several times over the course of a match in anything is unhealthy.

    Nurse, Spirit, Blight, Wraith, Huntress, Ghostface, Wesker, Leatherface, Hillbilly, some Myers builds, Trapper and Hag if you're lucky (although they will care if you aren't lucky, in fairness), Twins, Clown...

    Or any killer that prioritises stealth and any perks that give bonuses for injured survivors, for that matter.

    If it were "run one of this small number of things", it'd be a problem, but as strong as a 3% Haste genuinely is... it's still just Haste. It doesn't stop killer powers, and it doesn't give you extra health states.

  • This perk has got to go. It is so awful to play against as killer and the worst part is it's so subtle that you don't even notice it until you're knee deep in a chase with them and haven't caught up when you should have been catching up. Idk what they were thinking adding a completely passive speed boost with the only counterplay being to instantly down them from healthy.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452944#Comment_3452944

    Can we stop pretending that Bloodlust is not a horrible concept?

    The 1v1 (which is also important, you cannot ignore the 1v1) is miserable due to Bloodlust, because Killers turn fair Loops (where they can mindgame) into unfair ones due to Speedboosts.

    Furthermore, you wont lose instantly when you reach Bloodlust 2. At least not against inefficient Survivors. And 95% of the Survivor playerbase are not efficient enough.

    If you are taking to bloodlust 2 to down a survivor, that means it takes you 50 seconds, in a full chase, not including looking for them. You are gonna lose 3 gens right away, and then another 1 in the second chase, then another 1 in the 3rd, now you lost the game. You mention against "inefficient survivors" therein lies the problem. Survivors who are efficient will destroy you without bloodlust with the way maps are currently designed.


    Secondly will PEOPLE PLEASE READ WHAT I WROTE?!


    I AGREE WITH YOU THAT BLOODLUST SHOULD BE REMOVED. However the reason bloodlust exists is to bandaid fix the terrible map designs, and an example i gave of that is the ridiculous window in garden of joy. Do you agree that the main building there is busted? I am more than happy with them to remove bloodlust once the map design is fixed.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453164#Comment_3453164

    Do you seriously thinks "only being useful in the chase" is a problem of some sorts?

    Not necessarily a problem, but that makes it more situational.

    Take Sprint Burst for example; its great in chase, starting a chase, or just preventing a chase al together. No matter the killer, you are almost always going to find a use for this perk.

  • What i've seen this perk do paired with hope in endgame something needs to be done. Even 115 killers are having issues of catching these survivors.

    I don't think the haste effects should stack and i really think made for this should lose the endurance effect completely.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453164#Comment_3453164

    Sprint burst is not adding a significant amount to a chase. Sprint burst also happens at the START of a chase and it makes you walk around so you don't accidentally activate it (or you 99 it, but then you can't do anything, even fall from a great height or you have it ready again).

    Lets imagine an healthy survivor and a killer are 32 meters away in an infinite straight line. from each other before the "chase" starts, and lets look at one with sprint burst, and 1 without sprint burst, and see how long it would take the killer to catch that survivor.

    WITHOUT SPRINT BURST:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 57.3 seconds

    WITH SPRINT BURST

    • They start running at 32 meters
    • Assuming a 4.6 m/s killer, they will LOSE 1.4 meters per second for the first 3 seconds.
    • Survivor is now 32 + (1.4 * 3) = 36.2 meters away
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 50.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 64.3 seconds

    WITH MADE FOR THIS:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.7 meters away
    • The killer will gain a distance of 0.48 meters per second on this injured survivor.
    • In order to get within 6 meters of that survivor, it will take 18.125 seconds to catch them.
    • Total chase time 61.425 seconds

    Sprint burst adds a grand total of 7 seconds to the chase. Now, you can use sprint burst to get to a safe area if you are in a dead zone, but that creates counter play where the killer can now try and cut the survivor off and bait them. Made for this adds only a couple seconds less than sprint burst over the course of this imaginary chase.

    So for trading 3 seconds in this imaginary infinite straight line chase you get:

    • A permanent perk that will never deactivate (outside of forcing exhaustion, which is hard to come by, and even then it only lasts a few seconds, so all it takes is a pallet drop to make it fall off)
    • A perk that has no activation conditions that won't happen naturally in the course of the game.
    • A perk that allows you to be faster at loops (its true function) as the survivor hitbox vs the killer one, 3% can make a massive difference when looping these corners.

    Better yet, lets imagine these 3 chases if the survivor starts the chase injured, how long does it take then?

    WITHOUT SPRINT BURST: 43.3 seconds

    WITH SPRINT BURST: 50.3 seconds

    WITH MADE FOR THIS: 66.6 seconds!

    So when used optimally, it actually will gain you MORE distance in the long run. AND it can heavily stack with other movement speed increase perks like the boon, or hope etc.

    3% is a bigger deal than you realize when we are talking about these small differences in numbers. The difference between a survivor and a killer's movement speed is typically 0.6 meters/s. This perk, makes it 0.48 meters/s That is a 20% decrease in the difference between the 2. That is MASSIVE. You are effectively cutting the killer down to 80% of their speed difference in survivors.

    This is assuming a straight line with absolutely no thought about an actual game or the different scenarios they shine in

    Also I don't understand how people can gloss over Sprint Bursts main strength as if its nothing. It quite literally allows you to start a chase where normally you would have gone down. That adds WAY more than 7 seconds in 99.99% of cases where the Survivor with Sprint Burst has more than 2 braincells

  • Mathing out how strong a perk can be if a bot is behind the controls executing everything perfectly with inhumanly fast and accurate mid-chase decision making might give a signal on how strong a perk might be but without considering how reality plays out it doesn’t prove much.

    It’s also important to remember - how fast a survivor can be in a 3-4 second window isn’t how fast they are in a majority of the match. If they’ve prepared for the circumstance they find themselves in during a chase then they’re meant to escape THAT chase. If not, what good are the perks?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453206#Comment_3453206

    This is assuming a straight line with absolutely no thought about an actual game or the different scenarios they shine in

    Also I don't understand how people can gloss over Sprint Bursts main strength as if its nothing. It quite literally allows you to start a chase where normally you would have gone down. That adds WAY more than 7 seconds in 99.99% of cases where the Survivor with Sprint Burst has more than 2 braincells

    Yes, it allows you to get out of a dead zone, but i'm saying that it has counter play. It's counterplay, is that you can bait it, you can try and cut the survivor off. BECAUSE of what you just said ,that they will rarely be in this "straight line" scenario, it has counterplay. I was merely giving a scenario where sprint burst has no counterplay, because it isn't possible. Now look at made for this, it has 0 counterplay. There is no counterplay to it other than: "immediately down the person with exposed" or, "hope you are running one of the few killers with a way to add exhaustion" or "run an exhaustion perk" exhaustion is very hard to come by and thanks to the many nerfs it has had, killers can rarely apply it for more than a few seconds which is easily removed from walking for a short bit behind a pallet/safe area.

  • @GolbezGarlandGabrant said:

    3% from MFT = busted

    4% from Noed = completely fine

    7% from Hope = completely fine

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