Made for This Just Proves Survivors can't have Good Perk

Because it always gets a lot complaints.

First CoH and now Made for This.

And then people are asking why survivors are using same perks over and over again. Because you are not letting devs to make good survivors perks. Whenever they do, you are asking nerf immediately.

Nobody complains about Teamwork perks or 80% of survivor perks tho because they are just garbage.

Comments

  • @miniwengsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379514/made-for-this-just-proves-survivors-cant-have-good-perk

    Survivors can get good perks, but MFT and CoH are and were complettly overpowert. After CoH release you could play legion and you could be in Frenze for infinit minutes because you can heal faster that the killer can hit, but it was totally fair Right. Also every time the dev want to make changes the killer perks get stomped while the survivor perks are still playable. Like CoB, Overcharge, Ruin are basicly dead and DH, CoH, BK are still very good perks

    DH and CoH are dead perks. They have no use anymore.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457516#Comment_3457516

    I’m not missing the point. You actually inserted yourself into a discussion without reading through it. If you had, you might have known my comment referencing SB was in response to someone else specifically saying they believe the perk is fine, as a killer-main, and me asking why they believe so many killer mains on this forum complain about it. Stay out of the koolaid if you don’t know the flavor. 🤷‍♀️

    They brought up SB as an example, and you ran with that instead of tackling the subject of MFT and as it stands, still are avoiding to talk about.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457449#Comment_3457449

    I have not seen that. If you would be so kind, please show me a few of the more recent discussions about SB. I find it hard to believe that I missed this because I'm quite active on the forums. Of course there is always the odd one out who believes anything their opponent has is overpowered but really the last time I've seen a discussion about SB was about how well it measured up against DH. And most people agreed that SB is fine and by far not as ludicrous as DH used to be. Annoying and very strong? Yes. But definitely not overpowered.

    Also, please stop making this about killer player entitlement. This is not a one sided issue. There have been just as many complaints about killer perks (for a while it even matched DH complaints). I reckon the only reason we don't see many complaints about killer perks right now is because the last few nerfs to these perks all ended up killing whatever meta BHVR introduced. OverBrine and Eruption are good examples of this. So at least for now there isn't really one perk that sticks out for killers. Although that might change soon, who knows?

    There will always be complaints about the strongest things in the game, no matter how strong or weak they might be. But I think that most of us here, would agree that SB is fine.

    There’s actually one on the front page now. Here:

    @whickedchainsaw said:

    100%. Give me Made For This all day. Lithe and Sprint Burst is so annoying to play against.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443805#Comment_3443805

    I might add more later, if I feel like it. I’m pretty busy right now.

  • While DH is not as good as Sprint Burst in its current state it is still powerful if used by good players and has great synergy with Made for This.

    Also Hens has recently showcased in his channel that a DH + Balanced landing build is strong.

    DH is not even close to "having no use anymore"

    https://www.youtube.com/watch?v=1NIVA90QCRs


  • There it is the survivor main that only play meta and creates no opinions by his own experience.

    Btw

    image.png


    Defenetly no use anymore.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456669#Comment_3456669

    "Allow me to name some unpopular/off-meta perks"

    But okay. Recent chapters. Let's do some comparison for perks that are meta from this year's chapters.

    Last Transmission

    Survivor - Made for This

    Killer - Nothing. (Don't tell me Forced Hes is a meta perk)

    Tools of Torment

    I don't think anyone got anything out of this...

    Forged in Fog

    Killers - Nowhere to Hide? It's fallen out a bit since the gen kick meta nerfs. But let's count it.

    RE2

    Survivors - Reassurance (and Hyperfocus but that's difficult to use)

    Killers - Nothing. In fact, one of the perks got nerfed from PTB.

    So killers got 1 perk that had its value diminished with a meta shift, and survivors have gotten 2-3. depending on your PoV.

    You forgot to mention Reassurance got a nerf and now its a crap perk

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457472#Comment_3457472

    Is Adrenaline op too? Lithe & SB are broken? Because now killers are complaining about these perks. Looks like you guys never stop complain about survivor perks. Whenever devs nerf something, you are just going to next.

    No. Only op survivor perks currently are probably Prove Thyself and MFT.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456685#Comment_3456685

    You forgot to mention Reassurance got a nerf and now its a crap perk

    Yeah it's so bad that perk can't hold survivors hostage/s

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457964#Comment_3457964

    Yeah it's so bad that perk can't hold survivors hostage/s

    People can throw the game by many other means if they can

    They don't need to use a single perk to do so

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457964#Comment_3457964

    Yeah it's so bad that perk can't hold survivors hostage/s

    Problem is not that. Problem is range, it's so small. So without giving health state, you can't activate it. So it's really not punishing camping so much. With larger area, perk would seen more in trials.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457964#Comment_3457964

    Yeah it's so bad that perk can't hold survivors hostage/s

    That is the lie killer mains put forth to get the perk nerfed. Then, strangely, they started complaining about survivors giving up on hook. Lol.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458004#Comment_3458004

    That is the lie killer mains put forth to get the perk nerfed. Then, strangely, they started complaining about survivors giving up on hook. Lol.

    https://www.youtube.com/watch?v=FWgFxZ0Jx7s&ab_channel=Pebsie
    Main Channel ➡️ www.youtube.com/c/TheKonceptorLive ➡️ https://www.twitch.tv/thekonceptorLive YT ➡️ youtube.com/c/TheKonceptor#DBD #DBDShorts #shorts


    yeah...

  • This could have been easily fixed by making the perk opt in for the hooked survivor. 'Hold E to cancel reassurance' literally solved every issue with the perk.

    That fix was suggested to the devs as a way to keep the perk relevant for it's intended purpose, even in the rare, outlier scenario that at least 2 survivors and the killer were all coordinating to hold someone hostage. Which is what it took to make that happen with a 30s duration, 40s cooldown, and 6m range.

    But instead, the perk was gutted and is only useful if you have comms. Even then it can barely function in places like the basement, where the hooks are simply out of range until you're at the bottom of the stairs.

    And because reassurance is only marginally useful, now the devs are planning another band aid fix for camping that will suffer a similar fate. It'll get tested, people will complain as much as possible, and it'll also get nerfed into uselessness if it even makes it to live at all.

  • yeah MFT really isnt that big a deal. its strong no doubt, but SB is undeniably stonger. I think from a game design standpoint it its not great (providing a reward for not doing much, resilience is different because theres reward for staying injured out of chase), however balance wise its probably a little weaker than lithe.

    but CoH absolutely needed the nerfs though.

  • @nars said:

    yeah MFT really isnt that big a deal. its strong no doubt, but SB is undeniably stonger. I think from a game design standpoint it its not great (providing a reward for not doing much, resilience is different because theres reward for staying injured out of chase), however balance wise its probably a little weaker than lithe.

    but CoH absolutely needed the nerfs though.

    No it is wayway more stronger than SB

    And even don't cost exhaustion.

    In a 24 m chasing, it's already as strong as SB,but MFT would active forever.

    The 25%more distance for everything in chasing just too game breaking.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580

    Non of these perks are close to being meta. And most of them are garbage. That's why you are not seeing them in trials so much. Because they have a lot pointless weaknesses.

    Reassurance, Fogwise and Hyperfocus are the only good perks (B-tier max) but even they are not great.

    Remember people crying that Blood Rush would be op? Literally never seen anyone run it unless for adept or rift challenge 😄

  • @Hannacia said:

    I'm laughing here reading that survivors can't ever have good perks. All i see in my survivor games are GOOD or GREAT perks.

    Adrealine. Great perk.

    We'll make it Great perk

    Resilience Great perk

    Prove Thyself Great perk

    Off the Record Great Perk

    Do i need to continue? Survivors have multiple great perks. That is a small list i named. Made for this has broken the game for many killers. I've seen it personally destroy multiple killers in endgame when my teammates (soloQ btw) have ran the killer minutes because they just couldn't catch them. Haste stacking is a massive issue and i don't think 3% haste should come that easily. Oh you are injured here you go small speed hacks for you.

    Killers have good and great perks too, but i'd argue they have less variety than survivors. Killers can't go around and have fun with off meta silly niche perks since they most likely will get destroyed. Survivors can do this more easily since there are 4 of them and 16 perks all together so it doesnt impact the game as much if 1 person has 1-2 silly perks on.

    Again im nowdays a survivor main. I tried playing few killer matches when singularity came out shrugged and wen't back to survivor. Its more chiller and i can enjoy my games more.

    3% haste shouldn't come that easily? What about a free 5% for getting repeatedly outplayed at a LT wall?

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456730#Comment_3456730

    3% haste shouldn't come that easily? What about a free 5% for getting repeatedly outplayed at a LT wall?

    Man, if only bloodlust deactivated on hitting a survivor, breaking chase even inside loops, breaking a pallet or wall, using your killer's power, or making enough distance from the killer instead of being as active as long as MFT can be.

    Oh wait-

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456730#Comment_3456730

    3% haste shouldn't come that easily? What about a free 5% for getting repeatedly outplayed at a LT wall?

    Literally everything in this game is made for that basekit mechanics in mind, if MfT was basekit from the start we'd just have different dbd, as in more killer sided mechanics, today.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456730#Comment_3456730

    3% haste shouldn't come that easily? What about a free 5% for getting repeatedly outplayed at a LT wall?

    Bloodlust is in the game back in the day there were loops that never ended. Even now I think bloodlust is needed bc of the map design is always heavily sided toward survivors. There so many pallets in some maps that the only way a killer can do anything is break them and hope the time it cost to break all those pallets don't lead to them losing. Maps are being made way to safe and are completely unbalanced. Name me one map since midwich that has been killer sided? Also to add you lose Bloodlust in so many ways(hitting a survivor, losing chase, and breaking a pallet or wall) How do you lose MfT? Oh either use an ex perk or get healed...nothing a killer can do to make you lose it.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458139#Comment_3458139

    Man, if only bloodlust deactivated on hitting a survivor, breaking chase even inside loops, breaking a pallet or wall, using your killer's power, or making enough distance from the killer instead of being as active as long as MFT can be.

    Oh wait-

    Man, if only Made For This was basekit, scaled every 15 seconds, worked while healthy or exhausted, and wasn't half the strength of tier 1 of a basekit killer mechanic.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458143#Comment_3458143

    Man, if only Made For This was basekit, scaled every 15 seconds, worked while healthy or exhausted, and wasn't half the strength of tier 1 of a basekit killer mechanic.

    Very entitled response right there.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458143#Comment_3458143

    Man, if only Made For This was basekit, scaled every 15 seconds, worked while healthy or exhausted, and wasn't half the strength of tier 1 of a basekit killer mechanic.

    Oh no, please don't start the discussion about how this game is asymmetrical or something like that.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458151#Comment_3458151

    Oh no, please don't start the discussion about how this game is asymmetrical or something like that.

    Asymmetrical doesn't mean only one side gets to have new perks that are moderately useful. Eruption meta lasted 9 months before it was nerfed, and you're crying over a much less impactful perk after less than a week.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458004#Comment_3458004

    That is the lie killer mains put forth to get the perk nerfed. Then, strangely, they started complaining about survivors giving up on hook. Lol.

    Everything you say is an us vs them always against killers. You keep generalizing killers so much with no arguments against survivors ever. Your a stereotype yourself on this forum and it's funny that everything you say is calling out your own counterpart.

  • MFT hurts weaker Killers. Sure it can avoid the nerf stick for a few months, but this dissuades people from playing weaker Killers or even the Killer role. Then people will start complaining about only seeing Blights or Nurses in their games again and wonder why no one will play other Killers.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458156#Comment_3458156

    Asymmetrical doesn't mean only one side gets to have new perks that are moderately useful. Eruption meta lasted 9 months before it was nerfed, and you're crying over a much less impactful perk after less than a week.

    "much less impactful" ? citation is needed, it just comes down to the fact you aren't understanding the game in any way, as haste is most strongest effect in the game.

    That is why those things are basically limited to killer power or basekit mechanics, or those things that requires setup, or require endgame.

  • This content has been removed.
  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458156#Comment_3458156

    Asymmetrical doesn't mean only one side gets to have new perks that are moderately useful. Eruption meta lasted 9 months before it was nerfed, and you're crying over a much less impactful perk after less than a week.

    Oh boy, you better don't open that can of worms when there where multiple hardcore meta perks that took YEARS to get effectively nerfed.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458139#Comment_3458139

    Man, if only bloodlust deactivated on hitting a survivor, breaking chase even inside loops, breaking a pallet or wall, using your killer's power, or making enough distance from the killer instead of being as active as long as MFT can be.

    Oh wait-

    Don’t forget that being stunned also removes bloodlust.

  • @MikaelaWantsYourBoon said:

    Because it always gets a lot complaints.

    First CoH and now Made for This.

    And then people are asking why survivors are using same perks over and over again. Because you are not letting devs to make good survivors perks. Whenever they do, you are asking nerf immediately.

    Nobody complains about Teamwork perks or 80% of survivor perks tho because they are just garbage.

    I mean CoH was beyond busted, (why was it better than Self-Care when it works for everyone?!?) and now it is still strong, but not overpowering. I do agree that DS and DH shouldn't have been nerfed, or if anything DH should have been changed to special attack endurance instead. That being said Sprint Burst always was better than DH in the vast majority of matches, DH just hit harder psychologically.

    As far as MFT, I have only run into 1 or 2 Survs running it. It kinda feels like the boogeyman that everyone says it exists under your bed, but when you check there is nothing there. Even then the few Survivors that did use it just seemed to misuse it and go down quicker due to greeding pallets. The only facet I agree about nerfing is it really is 2 perks in 1, and the healing endurance should be removed and put onto a new perk, or a weaker existing one.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379514/made-for-this-just-proves-survivors-cant-have-good-perk

    I mean CoH was beyond busted, (why was it better than Self-Care when it works for everyone?!?) and now it is still strong, but not overpowering. I do agree that DS and DH shouldn't have been nerfed, or if anything DH should have been changed to special attack endurance instead. That being said Sprint Burst always was better than DH in the vast majority of matches, DH just hit harder psychologically.

    As far as MFT, I have only run into 1 or 2 Survs running it. It kinda feels like the boogeyman that everyone says it exists under your bed, but when you check there is nothing there. Even then the few Survivors that did use it just seemed to misuse it and go down quicker due to greeding pallets. The only facet I agree about nerfing is it really is 2 perks in 1, and the healing endurance should be removed and put onto a new perk, or a weaker existing one.

    I have at least 1 MfT minimum in every match, and they sure is fast af while also being capable of proper looping (which still is the case for like 50% survivors), whether it's a MMR thing or region thing is mystery.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458105#Comment_3458105

    This could have been easily fixed by making the perk opt in for the hooked survivor. 'Hold E to cancel reassurance' literally solved every issue with the perk.

    That fix was suggested to the devs as a way to keep the perk relevant for it's intended purpose, even in the rare, outlier scenario that at least 2 survivors and the killer were all coordinating to hold someone hostage. Which is what it took to make that happen with a 30s duration, 40s cooldown, and 6m range.

    But instead, the perk was gutted and is only useful if you have comms. Even then it can barely function in places like the basement, where the hooks are simply out of range until you're at the bottom of the stairs.

    And because reassurance is only marginally useful, now the devs are planning another band aid fix for camping that will suffer a similar fate. It'll get tested, people will complain as much as possible, and it'll also get nerfed into uselessness if it even makes it to live at all.

    yeah, that's the option, but then there is a second problem - 2 floored maps


    Just imagine the situation: It's an endgame, exit gates are already opened (99%), you hooked survivor on the first floor of, for example, Midwich, and camping him, trying to secure a kill. But there are two survivors on the second floor, that just cycle their Reassurances indefenitly, so, camped survivor never dies. It kinda becomes hatch hook standoff. Whoever moves first, loses in the end


    And even without endgame scenario, on 2 floored maps it was still a problem imo

  • The gall to say this after the last round of regression nerfs. The lack of self awareness.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456561#Comment_3456561

    Yes. Survivors are getting good perks very rarely and when they get, we are seeing a lot people are complaining about it.

    I hope the developers don't listen to these pointless complaints. But i know they will because fun can't exists in DbD.

    When survivors get good perks they are often really good. Borderline unbalanced good in ways that are easily noticed during PTB by both sides. Killers have went through 3 straight chapters with worthless to lackluster perks that probably aren't slated to receive any changes for quite a while if at all.

    The people who are really getting y'all perks preemptively nerfed is dedicated testers and squads who basically only try to push the extreme limits of what can be done with survivor perks lately. Killers are more focused on pushing their powers than perks and considering how bad the perks on that side has been along with underwhelming killer powers there isn't much that needed to be nerfed on that side. No real need to trim out power when you didn't put enough power in to start with.

  • MFT allows you to "infinite" a t3 bloodlust killer on some loops. The only way they can catch you is by breaking the pallet. I legit thought when I first saw this they're cheating.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458115#Comment_3458115

    yeah, that's the option, but then there is a second problem - 2 floored maps

    Just imagine the situation: It's an endgame, exit gates are already opened (99%), you hooked survivor on the first floor of, for example, Midwich, and camping him, trying to secure a kill. But there are two survivors on the second floor, that just cycle their Reassurances indefenitly, so, camped survivor never dies. It kinda becomes hatch hook standoff. Whoever moves first, loses in the end

    And even without endgame scenario, on 2 floored maps it was still a problem imo

    I dunno about that. Eventually either the survivors attempting to rescue would get hit/downed (depending on the killer), open the gates triggering EGC and if unable to save would need to leave or die to EGC, or simply get the save off and then have to open the gates to trigger EGC creating a scenario where either 1 or 2 happens.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456563#Comment_3456563

    When survivors get good perks they are often really good. Borderline unbalanced good in ways that are easily noticed during PTB by both sides. Killers have went through 3 straight chapters with worthless to lackluster perks that probably aren't slated to receive any changes for quite a while if at all.

    The people who are really getting y'all perks preemptively nerfed is dedicated testers and squads who basically only try to push the extreme limits of what can be done with survivor perks lately. Killers are more focused on pushing their powers than perks and considering how bad the perks on that side has been along with underwhelming killer powers there isn't much that needed to be nerfed on that side. No real need to trim out power when you didn't put enough power in to start with.

    Nowhere to Hide, Hubris, Superior Anatomy, etc etc. killers often—more than survivors by a wide berth—come out of new chapters with good perks, even after PTB adjustments. It’s disingenuous to say that killers have received poor or lackluster perks in the last several chapters. Survivors have, yes. But not killers. And that’s pretty much always been the case. The last good perk survivors received (prior to MFT) was probably the overtuned CoH. There really hasn’t been anything super good since (again, MFT notwithstanding).

  • @Lord_Antonius said:

    dead hard had a 90% pickrate and took 7 years to get nerfed.

    also was the most complained about perk

    should have been nerfed 7 years ago

    Dead Hard had a very high pickrate, but at its hight I think it was in 75% of the higher MMR games, with something like 65% globaly over all ranges.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580

    Non of these perks are close to being meta. And most of them are garbage. That's why you are not seeing them in trials so much. Because they have a lot pointless weaknesses.

    Reassurance, Fogwise and Hyperfocus are the only good perks (B-tier max) but even they are not great.

    If you are good at the game, hyperfocus is one of the best perks in the game.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458777#Comment_3458777

    Nowhere to Hide, Hubris, Superior Anatomy, etc etc. killers often—more than survivors by a wide berth—come out of new chapters with good perks, even after PTB adjustments. It’s disingenuous to say that killers have received poor or lackluster perks in the last several chapters. Survivors have, yes. But not killers. And that’s pretty much always been the case. The last good perk survivors received (prior to MFT) was probably the overtuned CoH. There really hasn’t been anything super good since (again, MFT notwithstanding).

    Nowhere to Hide has a range and is countered by Distortion, not to mention if you notice the killer coming toward you immediately

    Superior Anatomy requires a vault within 8 meters and works best as a mindgame tool and then deactivates for 30 seconds

    Hubris is only viable on some killers and a Spirit Fury build, or getting hit by an unsafe pallet with enduring. 20 second cooldown.


    MFT is 3% speed for being hurt. Can you see the difference in activation and deactivation?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458972#Comment_3458972

    Nowhere to Hide has a range and is countered by Distortion, not to mention if you notice the killer coming toward you immediately

    Superior Anatomy requires a vault within 8 meters and works best as a mindgame tool and then deactivates for 30 seconds

    Hubris is only viable on some killers and a Spirit Fury build, or getting hit by an unsafe pallet with enduring. 20 second cooldown.

    MFT is 3% speed for being hurt. Can you see the difference in activation and deactivation?

    Yes, MFT requires a health state for activation, putting the survivor in a precarious spot. Boon: Dark Theory provides a 2% haste buff (really a boost to all action speeds minus gens and healing, IIRC) without a need for injury at all.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458990#Comment_3458990

    Yes, MFT requires a health state for activation, putting the survivor in a precarious spot. Boon: Dark Theory provides a 2% haste buff (really a boost to all action speeds minus gens and healing, IIRC) without a need for injury at all.

    Being damaged isn't as horrible as people make it out to be. The only reason being healthy is better is to survive in a deadzone or to be quiet. If you're in a decent loop you can survive a long time against most M1 killers, the same M1 killers this perk damages.

    And as most of us have said, Dark Theory is a boon that can be snuffed and takes preparation and works in a set area with a small timer outside that area, that's why it's not complained about. If MFT's haste had a set time as well, I guarantee it wouldn't have this big of a backlash aside the few who lost to it within that timeframe.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458990#Comment_3458990

    Yes, MFT requires a health state for activation, putting the survivor in a precarious spot. Boon: Dark Theory provides a 2% haste buff (really a boost to all action speeds minus gens and healing, IIRC) without a need for injury at all.

    Being damaged is only bad if you're in a deadzone, ambushed by stealth, or need to be quiet for evasion. You can still loop the M1 killers that MFT is currently ruining just fine without it and definitely long enough for your team to do gens.

    Dark Theory has drawbacks being a Boon that needs to be set up and can be snuffed, having a radius, and has a small timer outside the range. If MFT's haste had a timer most reasonable killers would be okay with it because it wouldn't mean it'd always be an issue, just like Sprint Burst, Lithe and Balanced Landing.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456564#Comment_3456564

    Eruption was bad designed perk. It did nothing to SWF but hurt solo-q so much.

    CoB was fine tho but i think 3-gen was problem and they would not fix it.

    I don't think 3% haste makes this perk busted but alright. People are also complaining about SB and Lithe too. These perks busted too? Or we just should admit the fact? People just want to nerf everything other side have.

    its bad game design. being given a speed boost simply for being injured its like saying dead hard was fine even though the conditions for being given it were so easy to achieve that it made all the other exhaustion perks pale in comparison lamo. made for this hurts the weakest killers, but does nothing against the strongest killers. So your point?

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458777#Comment_3458777

    Nowhere to Hide, Hubris, Superior Anatomy, etc etc. killers often—more than survivors by a wide berth—come out of new chapters with good perks, even after PTB adjustments. It’s disingenuous to say that killers have received poor or lackluster perks in the last several chapters. Survivors have, yes. But not killers. And that’s pretty much always been the case. The last good perk survivors received (prior to MFT) was probably the overtuned CoH. There really hasn’t been anything super good since (again, MFT notwithstanding).

    Knight shipped with Nowhere to Hide, Hubris, and Hex Face The Darkness

    Hubris isn't all that good considering it's built around getting stunned. The exposed status only lasts at maximum 20 seconds which is an amount of time survivors are pretty decent at extending a chase by.

    Hex Face the darkness is a vaguely useful meme perk at best.

    Nowhere To Hide is a tracking perk so it's strength isn't dependent upon itself, but on the killer a player is using it on as having information means nothing if you can't capitalize on it.

    Skull Merchant shipped with Game Afoot, Leverage, and Thwack.

    Thwack's another tracking perk with a double proc condition. It's bad.

    Leverage has the bones of a good anti-heal perk but between the large amount of token scaling and the 30 second time gate it ends up being not worth using over any other anti-heal perk in the game.

    Game Afoot could be good, but it's hampered by the fact it is a damage action obsession combo perk. Meaning it's consistency and usefulness is curtailed sharply. It's bad.

    Singularity shipped with Machine Learning, Genetic Limits, and Forced Hesitation

    Machine Learning has the bones of a good perk, but the flesh of an insanely bad perk. You need to kick two gens and then lose one of then to get a strong yet temporary haste effect. It's hard to play with and lacks consistency making it very unreliable.

    Genetic Limits is alright, exhausting freshly healed survivors is decent. It's basically the best all round perk of Singularity, not great, but not terrible.

    Forced Hesitation is fine if a tiny bit limited it's not exactly at risk of making the game super lopsided it's quite a safe short range perk. It would actually benefit from being a TR perk.

    Several chapters with Worthless to Lackluster perks. 9 perks and about 3 of them are just okay. Survivors have consistently much better less niche and less gated perks, that's just a fact. I'm not even saying it is a favoritism or entitlement thing either. When survivor perks are very strong it is extremely noticeable and people go out of their way to push that strength on the PTB as far as possible.

  • While it is true that proper survivor meta perk releases have been awfully sparse (a mere handful in these entire 7 years), Made For This does feel a little too strong.

    3% doesn't sound like a lot, but if you think of it as "reduces the speed differential between the survivor and the killer by 20%", you get an idea of how significant it is. Take a starting distance of 10m - without MFT, it takes a killer ~16.6s to catch up; with MFT, it takes ~20.8s (both instances ignoring lunge): those 4.2s translate to an additional 16.8m the survivor can run before the killer has caught up, meaning it will often be much more likely they reach a pallet or window. The survivor always gets to cover 20% more ground in a chase than they otherwise would have.

    The secondary, tacked-on effect of MFT is also pretty impactful, it can allow for various clutch plays, and has some good synergies (most of all Soul Guard and We're Gonna Live Forever, fortunately they've made For The People not work with MFT).

    What's additionally problematic about the perk is that it particularly benefits good survivors that can abuse the extra catch-up time, as well as being particularly detrimental for M1 killers. But even killers that have chase abilities can struggle, as they usually get slowed down while readying their powers, and the extra distance the survivor makes during this time due to MFT can change the dynamic of the chase quite a bit.

    That all said, I don't think MFT is as busted or problematic as it is sometimes being made out to. First of all, players that are good in chase and can really reliably abuse the extra speed are rare, the vast majority of survivors you'll meet would benefit more from Overcome or Sprint Burst most of the time, as those perks allow them to actually just hold W without much of a care. Then MFT obviously prohibits the use of a fair few Exhaustion perks, which are the most impactful chase perks, and even if you can use some of the more selective ones alongside it (such as Dead Hard or Balanced Landing), as soon as you activate them you lose the entire functionality of MFT. Blood Echo, Fearmonger and Exhaustion add-ons further play into this. And in general it can be said that chase perks will never be as strong as second chance, macro or gen perks, because they only give value if you actually get chased, and in an actual chase scenario at that (not in a deadzone, not caught out by surprise, not in a scenario where the killer will just injure and leave you again). So if BHVR is to err on the side of "a little too strong" to finally bring a meta-worthy survivor perk again, it's good if they do so in case of a chase perk. Dead Hard was a ridiculously strong chase perk and had been around for years and years, and while people were right to complain about it, it didn't ruin the killer experience (competent killers still won most of their matches, good killers still almost never lost). Most players just aren't great in chase, so much so that DH was just as if not even more famous for creating comical situations of survivors messing up as it was for being busted. Plus chase perks are usually the most fun perks to use (DH certainly was), as the chase is the most exciting and engaging gameplay aspect.

    Anyway, a nerf will probably come at some point, so here is what I would hope that may look like:

    Simply remove the Endurance effect of the perk. It isn't the stronger part, but it just being there in addition does push the perk into "feels a little too strong" territory.

    Or reduce the speed increase to 2%.

    Or make it so that instead of being disabled by Exhaustion, the perk now causes Exhaustion whenever you are injured, but it itself is not affected by Exhaustion. This would make it much more difficult to use Exhaustion perks alongside MFT, as you cannot guarantee to get use out of your Exhaustion perk while healthy (particularly of course given that you cannot always heal up again, and that you are injured when you get unhooked).

  • @Ayodam said:

    Well, you aren’t wrong. Survivors always tend to come up short with perks in new chapters.

    I disagree, the past year we've seen:

    • Wiretap
    • Reassurance
    • Hyperfocus
    • Blood Rush
    • Background Player
    • Made For This
    • Scavenger
    • Troubleshooter

    These are all very good perks and I feel like you're sleeping on them

  • @NotAnotherDoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456561#Comment_3456561

    I disagree, the past year we've seen:

    • Wiretap
    • Reassurance
    • Hyperfocus
    • Blood Rush
    • Background Player
    • Made For This
    • Scavenger
    • Troubleshooter

    These are all very good perks and I feel like you're sleeping on them

    TBF i don't think troubleshooter is a useful perk,meme it's more like a toy level.

  • @NotAnotherDoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456561#Comment_3456561

    I disagree, the past year we've seen:

    • Wiretap
    • Reassurance
    • Hyperfocus
    • Blood Rush
    • Background Player
    • Made For This
    • Scavenger
    • Troubleshooter

    These are all very good perks and I feel like you're sleeping on them

    These are all very good perks?

    Aside from hyperfocus in a full genrush build and made for this the others are either bad or average at best

1 2 3 4