Made For This is Objectively Unbalanced

Made For This - Description.PNG

Made For This is the most broken survivor perk released in recent years. And I will be going into detail explaining why. Including some rebuttals I have to people defending the perk. Let's begin.

Why Made For This is Unbalanced

1 - The speed boost is too accessible

Being injured is far too lenient a requirement for a near-permanent 3% speed boost. Despite having the 2nd lowest Haste effect of all Haste perks, Made For This manages to be the most powerful because of how easy the extra speed is to access. Every single other Haste perk requires at least some effort to either obtain or maintain the speed.

  • Hope - Requires all 5 generators to be repaired
  • Bloodpact & Teamwork: Power of Two - Requires another survivor to be healed and forces them to remain close to you
  • Boon: Dark Theory - Requires lighting a boon and staying within 24 meters of it

The reason why Made For This is a problem but other haste perks aren't is that it requires so little effort to activate. Getting a speed boost of any kind is huge because it can make the difference between getting hit or reaching a pallet in time. There's a reason why most killers move only 15% than survivors. Tweaking the movement speed too much for either side will quickly lead to unbalanced games.

This is easily noticeable since Made For This is very commonly used now. And effectively grants whoever uses it a permanent 3% speed boost just by being injured. Survivors should not have access to something as powerful as Haste so easily.

2 - It can be used with certain Exhaustion Perks

The only other requirement that Made For This has to be activated besides being injured is to not be Exhausted. This is supposed to make it so you have to choose between the constant 3% Haste of Made For This and the 150% Haste of traditional Exhaustion perks. The problem is that you can still benefit from both.

Lithe, Dead Hard, Balanced Landing and Smash Hit, can all be activated at will when their conditions are met. Which means people who use Made For This can select their Exhaustion perk of choice and run for as long as possible before activating it. Getting maximum value from the 3% Haste from Made For This before getting the 150% Haste or Endurance from the aforementioned 4 perks when the killer is close to hitting them.

You get to have your cake and eat it too. The synergy that Made For This has with Exhaustion perks is far too great.

3 - It also gives you Endurance

There is no reason why a perk that can already massively extend the duration of chases should also allow you to get Endurance of any kind. Being rewarded with a constant 3% Haste while injured and being able to tank a hit after performing a heal is absurd. This is pure perk-bloat.

On it's own, (Or on a more fitting perk), this effect would be fine. It's the fact that it's packaged with an already powerful perk is what makes it unnecessary. Imagine if Sprint Burst also granted you extra unhooking speed. It simply doesn't need to be any more powerful.

Arguments against nerfing Made For This

"Getting 3% extra movement speed isn't that strong"

This argument shows a blatant lack of understanding of DbD's mechanics.

Moving 3% faster at all times is incredibly powerful. Since survivors have smaller collision boxes than killers they can circle around objects faster. Any extra movement speed they get will multiple the distance they can move around loops considerably. To the point that 110% movement speed killers simply cannot catch survivors at certain loops if the survivor is moving too fast.

A perk being able to give players that extra speed so easily is simply not balanced or fair to go against.

"Just exhaust survivors and you can easily disable the perk"

This argument ignores how powerful the perk is and relies on all killers being able to easily exhaust survivors for it to make sense. This is not the case.

Aside from the few killers that can apply exhaustion directly to survivors with their add-ons, Such as Huntress, most killers cannot exhaust survivors without running certain perks. And all of them are conditional. There's no way to guarantee that a survivor will be exhausted when you chase them.

And even if there was, you shouldn't be forced to run perks or add-ons just to counter a single perk. DbD is sorely lacking in viable build diversity and forcing already struggling killers that can't apply exhaustion with their power to all run Fearmonger will only make this problem worse.

"Made For This is only a problem when combined with other Haste perks like Hope. By itself, the perk is fine"

While it is certainly true that being able to run at 110% total movement speed once you reach the end-game is completely busted, that doesn't mean the perk by itself is fine.

To reiterate, what makes Made For This unbalanced compared to other exhaustion perks is the ease of use. All you have to do is just be injured and you get the haste.

If you were to run Bloodpact and Hope together you would be able to run 14% faster. 4% faster than Made For This and Hope. But only after you reach the end-game, heal the obsession or vice versa, and remain close to them. There's sufficient conditions to activate the haste to balance out how powerful it is.

Made For This only has 2 conditions to work. Both of which are incredibly easy to meet at all times. That is why it is unbalanced;

Made For This provides too much power for how easy that power is to access.

How to fix Made For This

Although I would like the perk to be nerfed, I also don't want it to be rendered useless. I believe it is possible to fix the problems the perk has whilst still keeping it useful.

  1. Remove the Endurance gained on finished healing. And move it to Buckle Up. There's no reason for the perk to grant Endurance given how much the 3% Haste already does. Buckle Up, on the other hand, is a perk that doesn't do enough. And being able to tank a hit while injured after you pick someone up would play to the perk's strengths and give it a much needed buff.
  2. After being in a chase for 20/25/30 seconds while injured, Made For This causes Exhaustion for 30 seconds. This change would allow the perk to remain useful during a chase whilst making it no longer overbearing. The 30 second exhaustion timer would allow players to choose to either run for as much distance as possible in hopes of losing the killer, or to use a 2nd exhaustion perk before the timer is up to gain more distance during a chase in exchange for a much longer exhaustion timer. Since both the Exhaustion of Made For This and other exhaustion perks would stack.

Comments

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457558#Comment_3457558

    And if MFT activated after 15 seconds like Bloodlust, I would feel about it the same way. But it does not.

    ok so but it’s less than bloodlust so it’s not like it completely nullifies it and killers are still faster than survivors even with MFT alone without other haste stacks but I feel that’s the only real issue with MFT is how easily it can stack with other haste perks so just removing the haste stacks should be sufficient enough

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457579#Comment_3457579

    ok so but it’s less than bloodlust so it’s not like it completely nullifies it and killers are still faster than survivors even with MFT alone without other haste stacks but I feel that’s the only real issue with MFT is how easily it can stack with other haste perks so just removing the haste stacks should be sufficient enough

    Walls, vaults and loops. Aside Nurse and Blight, other killers and especially M1 killers will lose a lot of space in chase if the map generation decides to put a lot of jungle gyms together. And that 3% speed can make a tight loop into a safe one that can be used to run to another safe loop without needing to mindgame, and even break chase to nullify bloodlust. Especially on The Game with so many pallet spawns just there to pre-drop so you can get even more distance and the killer's only choices are break the pallet and drop chase, break the pallet and fruitlessly follow to another loop, or leave to find someone else and hope gens haven't progressed too much.

    I've had survivor games of me sitting on gen with my empathy build watching my teammate just run a trapper across the entire map doing this.

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457579#Comment_3457579

    ok so but it’s less than bloodlust so it’s not like it completely nullifies it and killers are still faster than survivors even with MFT alone without other haste stacks but I feel that’s the only real issue with MFT is how easily it can stack with other haste perks so just removing the haste stacks should be sufficient enough

    What you mean, its 2% less than bloodlust 1 which means to you its fine to have it be activated after 0 seconds?

    I think you are just scrambling for an excuse now, that sounds so unreasonable as an argument.

    And Yes, I agree the stacking could be a problem even so the perk would still be solid without the endurance effect.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457589#Comment_3457589

    Walls, vaults and loops. Aside Nurse and Blight, other killers and especially M1 killers will lose a lot of space in chase if the map generation decides to put a lot of jungle gyms together. And that 3% speed can make a tight loop into a safe one that can be used to run to another safe loop without needing to mindgame, and even break chase to nullify bloodlust. Especially on The Game with so many pallet spawns just there to pre-drop so you can get even more distance and the killer's only choices are break the pallet and drop chase, break the pallet and fruitlessly follow to another loop, or leave to find someone else and hope gens haven't progressed too much.

    I've had survivor games of me sitting on gen with my empathy build watching my teammate just run a trapper across the entire map doing this.

    Well that’s not the perks fault that a map rng problem and can MFT buy a little more time at a loop sure but a killer can still counter and catch a survivor if the killer out plays them

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457589#Comment_3457589

    What you mean, its 2% less than bloodlust 1 which means to you its fine to have it be activated after 0 seconds?

    I think you are just scrambling for an excuse now, that sounds so unreasonable as an argument.

    And Yes, I agree the stacking could be a problem even so the perk would still be solid without the endurance effect.

    Well seeing how killers have a faster base movement speed and bloodlust a 3% would only effect bad killer players and the endurance can be reduced or removed I don’t really care but something that makes MFT great is that motive to actually learn to loop

    also you guys can complaining about cherry picked examples about MFT being broken like with blood pack and hope but that’s not the perk individually

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457613#Comment_3457613

    Well seeing how killers have a faster base movement speed and bloodlust a 3% would only effect bad killer players and the endurance can be reduced or removed I don’t really care but something that makes MFT great is that motive to actually learn to loop

    Yes ofc the Killers are faster, they are playing 1 vs 4. if you have a problem with that, you have a problem with some of the oldest structures of the game. And yes, bad Killer players are part of the community too. You cant just add a perk that invalidates a demographic man.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457626#Comment_3457626

    Yes ofc the Killers are faster, they are playing 1 vs 4. if you have a problem with that, you have a problem with some of the oldest structures of the game. And yes, bad Killer players are part of the community too. You cant just add a perk that invalidates a demographic man.

    Well I understand killers should be faster that’s not the point the game shouldn’t revolve around the bad killers they should git gud

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457632#Comment_3457632

    Well I understand killers should be faster that’s not the point the game shouldn’t revolve around the bad killers they should git gud

    Not really, saying "git gud" is what /darksouls redditors use as an excuse to avoid helping an individual.

    In terms to a company strategy, if bHVR came out with a blogpost saying "Ah well Killers are complaining, but they just need to get good" more than once people would leave this game pretty fast. Maybe Mandy if she comes by and reads our musings here, she is community manager and she knows how to listen and take the feedback, she also knows what a good community strategy is unlike /dark souls redditors who have no relation to anything and does not have a goal of maintaining a video game.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457637#Comment_3457637

    Not really, saying "git gud" is what /darksouls redditors use as an excuse to avoid helping an individual.

    In terms to a company strategy, if bHVR came out with a blogpost saying "Ah well Killers are complaining, but they just need to get good" more than once people would leave this game pretty fast. Maybe Mandy if she comes by and reads our musings here, she is community manager and she knows how to listen and take the feedback, she also knows what a good community strategy is unlike /dark souls redditors who have no relation to anything and does not have a goal of maintaining a video game.

    Well my bottom line is that if a killer main knows what they’re doing MFT on its own without other haste perks wouldn’t be a problem and it’s unfair to revolve any game around players who can’t even play the game

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457647#Comment_3457647

    Well my bottom line is that if a killer main knows what they’re doing MFT on its own without other haste perks wouldn’t be a problem and it’s unfair to revolve any game around players who can’t even play the game

    An interesting theory sure, but you need to demonstrate that being true and then figure out how to teach that to all Killers.

  • @Shroompy said:

    Can I ask you something

    Yall who think Made For This is truly broken... what do you think of Resilience?

    Fine; using it is a risk because you're missing a health state, and it doesnt help in chase except for like a 0.1s faster vault time or something, which is miniscule, but enough to just make it. MfT however makes it take longer to get downed, enough that it renders the fact you're missing a health state moot

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456624#Comment_3456624

    Fine; using it is a risk because you're missing a health state, and it doesnt help in chase except for like a 0.1s faster vault time or something, which is miniscule, but enough to just make it. MfT however makes it take longer to get downed, enough that it renders the fact you're missing a health state moot

    Well if you’re being looped then ya MFT helps but if you’re just running in a straight line to a loop then MFT doesn’t help as much granted can MFT help you get to a loop yes but again that’s not guaranteed like how old dh was

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457662#Comment_3457662

    Well if you’re being looped then ya MFT helps but if you’re just running in a straight line to a loop then MFT doesn’t help as much granted can MFT help you get to a loop yes but again that’s not guaranteed like how old dh was

    From a pallet, MfT grants 5 seconds, which translates to literally 20% more time

    https://forums.bhvr.com/dead-by-daylight/discussion/379653/did-the-math-on-mft#latest

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456624#Comment_3456624

    Fine; using it is a risk because you're missing a health state, and it doesnt help in chase except for like a 0.1s faster vault time or something, which is miniscule, but enough to just make it. MfT however makes it take longer to get downed, enough that it renders the fact you're missing a health state moot

    .1s faster vault doesnt sound like much but when you take in consideration you have to be roughly half a meter closer to get a hit through a window or pallet you realize just how much value Resilience gives you during chase. It also gives you more wiggle room while at a pallet where youre forced to guess if a killer is going to double back or not.

    MFT does the same thing but gives more wiggle room to greed pallets instead of windows. Both of these perks have a reason to be ran, it just depends on what the user values more. More utility in every situation while having a nice bonus in chase (Resilience) or more utility in chase and being more greedy to finish pick ups/heals (MFT)

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457662#Comment_3457662

    .1s faster vault doesnt sound like much but when you take in consideration you have to be roughly half a meter closer to get a hit through a window or pallet you realize just how much value Resilience gives you during chase. It also gives you more wiggle room while at a pallet where youre forced to guess if a killer is going to double back or not.

    MFT does the same thing but gives more wiggle room to greed pallets instead of windows. Both of these perks have a reason to be ran, it just depends on what the user values more. More utility in every situation while having a nice bonus in chase (Resilience) or more utility in chase and being more greedy to finish pick ups/heals (MFT)

    Well there’s a counter to greeding pallets go for the lunge/don’t respect if you know they’re gonna greed

  • Well seeing how MFT is meant to just help you in a chase resilience has more of the utility which helps in everything

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457741#Comment_3457741

    Well there’s a counter to greeding pallets go for the lunge/don’t respect if you know they’re gonna greed

    I'm pretty sure that "greed" means "allows you to SAFELY loop some additional time", basically giving no counter to killers, so it's technically not considered as conventional greed.

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