Carefully attempting to counter arguments for "Made for This" being fine

Before we begin...

I know 90% of you will ignore this, but no one can say I didn't try. You can think whatever you want. You can even think this perk is the pinnacle of design. I will disagree with it until the day I die, but you are entitled to have an opinion even if it's contrary to mine. I only ask that you respect that I, also, have an opinion even if it's contrary to yours.

Resilience

A common argument for this perk is that Resilience provides a benefit for being injured yet no one thinks that perk is a problem. On the surface, it sounds like a fair point. However, there are nuances to this. There are two main uses for Resilience: in the chase for faster vaults, or on gens for the 9% faster repairs.

Chase

In a chase, Resilience turns a 0.5-second fast vault into a 0.455-second vault. That's it. 0.045-second difference. Yeah, it does more for medium vaults, going from 0.9 to 0.819, but it's still a very small reduction. Make no mistake, that small reduction does matter but it's a very subtle effect. All but the tightest hits will still land just fine.

Even more, the vaulting mostly matters regarding windows, something the Entity will block off after 3 vaults. It does nothing to help you reach pallets that most killers will break immediately. MFT, however, will help you reach that window or pallet. Even if you forgo looping entirely, it will earn you maybe 3-5 seconds just W-keying. Might not sound like much, but those are 3-5 extra seconds to reach a pallet or window you would have otherwise gone down before reaching; 3-5 seconds translates to 12~20m covered in a game where 1m can make a huge difference, do not be fooled.

In essence, what I am saying is that MFT has a much stronger effect that requires less effort to get value out of and is more versatile in its usage.

Outside of chase

Resilience outside of chase is very risky. Yes, you repair 9% faster which matters a lot. However, unless you 99'd your heal, if the killer shows up and you're in a bad spot, you're dead.

But, MFT doesn't have that risk. It's a perk used in a chase. You don't need to stay injured if you're going to hop on a gen. What? Then MFT does nothing? You're either not in a chase (in which case, it would do nothing) or the killer gets the drop on you and will likely hit you, meaning MFT immediately activates again.

In general, this argument relates heavily to the next point...

You need to be injured

Respectively, I have to ask: so what?

No, really. So what? The killer has to hit you twice (barring insta-downs, obviously). Iron Will requires you to be injured. Dead Hard required you to be injured. Lucky Break requires you to be injured. If being injured by itself was a big deal, Legion wouldn't be considered a low-tier killer.

If you heal, you might say, "Then MFT does nothing." No. That's very wrong. If you're chased while healthy, then you tank a hit and then MFT works just fine. The killer drops chase, it'll do nothing. But then, the killer dropped chase. That basically means you've won that chase. If they don't drop chase, MFT is very much giving value.

"But what if I'm injured and in the open and the killer surprises me? Sprint Burst is way better then!" If you're injured and in the open, that is literally the only perk in the game that can save you. Even the Original Dead Hard would not save you from that because every killer worth their salt would wait until you DH in their face before downing you. Yes, there are situations where SB is better. No perk in the game will be better than every other perk in its category in every situation; if there is, that perk outright shouldn't exist.

It's only 3%

And NOED is only 4%.

And if you bring up Dark Theory's 2%, I will remind you that the thing that makes Dark Theory bad is that it's 2% if you set up a boon (which takes 14 seconds), only works within a 24m radius of the aforementioned boon, and largely can only be used in conjunction with the resources around the boon which is complete RNG (regarding totem placement, tile placement, etc).

Furthermore, now the speed difference between you and a 4.6 killer is 112%. They are a Dark Theory faster than a 110% killer, you know, the killers aren't supposed to loop normally. And Entity help those 4.4 killers (sans Spirit), because if you send them to a map such as Garden or Haddonfield, you have this perk, I will not blame them for giving up.

It does nothing against top tiers

This is actually true. Nurse? She teleports, that 3% is a joke. She'll just laugh as she dances on your team's slugged bodies. Blight? Congrats, he went from being 130% faster than you to 127% faster than you discounting add-ons. Yeah, you're still dead. Spirit? Not only is she fast but she's invisible. You're still gonna die.

But, I'd argue that in of itself is an issue. This is a perk that only matters on killers that already have a hard time. We had another perk that did that: Mettle of Man.

Now, I'm not saying this perk is stronger than the original Mettle of Man. I am saying the same principle applies, however. Mettle of Man gained stacks through basic attacks, meaning it did nothing against the meta killers at the time---*Nurse, Billy, and Huntress. So, it only hurt the killers that were already struggling.

*Despite her attacks being considered Basic then, Nurse's attacks did not give MoM stacks. This was a bug, likely relating to post-blink lunges being a Sub-Basic attack rather than a purely basic or special attack.

MFT does almost nothing against Nurse, Blight, or Spirit. But you're going to feel it if you're a Sadako or even Singularity himself. A perk that hurts those that already struggle---that, to me, is a poorly thought-out perk.

You can't use exhaustion perks!

Yes. You can.

You can't use Sprint Burst. But you can use Exhaustion perks, the best of which is Dead Hard. It won't work in your first chase, but afterward, you can be healthy, force the killer to M1 and chase you through MFT, and right when you're about to get hit, DH for another health state. Sure, now MFT does nothing but just got MFT and then extra health state from DH. You have gotten a ton of value already.

Survivors never get good perks!

.... what?

Do you mean like CoH that had to get nerfed repeatedly to be remotely fair? And is still a good perk with some coordination?

Reassurance that makes camping extremely risky for killers?

OtR that was buffed to give Endurance for 80 seconds and works twice, meaning a killer can't simply outwait your base BT or even instantly down you if they get the drop on you while a teammate is healing you (provided you didn't tap a gen, meaning you're not getting tunneled)?

Yes, there are been a lot of stinkers. For both sides. Have any of you seen a killer using Septic Touch? Leverage? If yes, wish them well in their Adepts.

But Bloodlust!!!

Yeah? What about it?

Bloodlust exist as a catch up mechanic. This is because sometimes, RNG will spawn unimaginably strong combinations, some spots border on infinites (or are ones if you're 110% can don't build up BL), and was literally buffed in 6.1.0 because there are still spots where BL is meant to help killers and the devs believe it's necessary.

I don't see how you can justify comparing a perk to a baseline mechanic implemented specifically to ensure certain loops/spawns are never gamebreakingly strong.

Comments

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458928#Comment_3458928

    Except they should have a chance for hit too, and they even changed his kit to make hitting survivors more reliable.

    "they won't hit anyway for most so it's fine" is plain false, they are very well designed to injure survivors.

    Only Assassin is designed to injure Survivors and he does get turned pretty useless by Made for This.

    Carnifex is your pallet shredder and time waster. He'll still lock on and chase them, forcing them to waste time.

    Jailer is your patroller/chase buddy. He'll look on and be a good chase buddy, forcing Survivor to juggle two threats.


    Prior to his changes, none of his Guards would ever hit Survivors but they aren't supposed to guarantee hits.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458647#Comment_3458647

    This is assuming that you start every chase at 12 meters. Stealth killers and uses of undetectable can often get you much closer. It’s not taking into account lunges or bloodlust. The best survivor advantage is the third person view but even then you have to keep your eyes on the killer while trying to run in the opposite direction of where you’re going. Looping is not as easy as everyone makes it out to be. There are unsafe pallets, and if you drop them too often you get stuck in dead zones. How many killers can teleport, have ranged attacks, have powers/add-ons for movement speed boosts or hindered for survivors? Even the best survivor players who are great at looping will go down eventually. As someone pointed out before, Made for This is only going to be a solid prevention if you’re going up against someone whose skills surpass your own. When I’m playing killer if I am spending too much time on one survivor I move on to another strategy. There are far more ways to counter the usage of this perk than there are other things in the game so why so many people complain I’ll never understand.

    Just so I'm understanding this correctly, you said, "Made for This is only going to be a solid prevention if you’re going up against someone whose skills surpass your own."

    Meaning, this perk is only helpful... if the killer is better than you. Am I misunderstanding, or is that literally the definition of a crutch perk?

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458923#Comment_3458923

    Just so I'm understanding this correctly, you said, "Made for This is only going to be a solid prevention if you’re going up against someone whose skills surpass your own."

    Meaning, this perk is only helpful... if the killer is better than you. Am I misunderstanding, or is that literally the definition of a crutch perk?

    No. The point is that the only time it will be the almighty, uncounterable perk that everyone claims it to be would be if you’re already going up against someone who is far beyond your skill level. Anything other than that and it’s doing what a perk should do... Giving you a slight advantage. Technically, that’s what it’s doing for those more-skilled survivors as well but the problem is if they’re already looping masters and far beyond the killer players skill level then it’s just giving an advantage on top of that. It works both ways though. If the killer player’s skill level exceeds the survivors then they won’t be phased much by this perk because they’ll know how to mindgame and counterloop. Even if it were a crutch perk as you say…. What would you call Noed? At this point in the game survivors have completed their objectives but if they haven’t cleansed all 5 totems you get a 4% speed boost and one-hit downs which isn’t revealed until you down someone. If you’re already a very skillful killer player then using Noed is going to give you a much greater advantage than the average player. We go into a game not knowing what perks anyone is bringing so we have to choose a build blindly… do we just go for a good setup or try to bring something that could potentially counter something else? When choosing a killer you don’t know if a survivor might have something that could help them counter your power and when a survivor chooses their build they don’t know to choose a perk that could benefit them against a certain killer or their build. There are powers and builds that can easily counter a 3% haste when injured. You just don’t know if you’ll need to counter it until you play which is part of the fun.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458648#Comment_3458648

    Unless you're Nurse, Blight, Spirit, Wesker, Huntress, Deathslinger, Wraith, Clown, Legion, Oni, Pinhead, Twins or Knight.

    You are kinda countered if you're Singularity or Billy.

    Everyone else is pretty hard countered by it.

    If you come about killer ability,then it's another issue,it will be more harder to make example due to every killer has multiple play style and every of them will be affected by MFT in different ways and different levels.

    But besides that,a single perk that can't break the m1 chasing mechanic i think is already too OP.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458674#Comment_3458674

    If you come about killer ability,then it's another issue,it will be more harder to make example due to every killer has multiple play style and every of them will be affected by MFT in different ways and different levels.

    But besides that,a single perk that can't break the m1 chasing mechanic i think is already too OP.

    The fact of the matter is that most Killers have built in ways to deal with it.

    The Killers that don't are already bad and need help

  • @YOURFRIEND said:

    Everyone knows it's busted. There's been in depths posts about the math, cost-benefit analysis

    The people using it don't care. They want to keep their busted toy because messing with the "other side" is more important to them than ensuring everyone has fun.

    If this comes down to an argument about which side has the most control over the other side’s fun, killer mains should probably just avoid that conversation. I’ve had matches of killer where everyone could loop really well, tea-bagging after every pallet, flashlight clicking, and were being smug jerks about everything. It’s can be frustrating and annoying.

    A match I had just a bit ago for example - a group were spam EMPing every pod I placed and tea-bag/flashlight clicking every chance they got. What did I do? I stopped bothering with my power, slugged all 4, and watched them bleed out. Survivors can frustrate with BM, but killers have far more control of how the game goes if they just stop caring whether they’re being dicks.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458344#Comment_3458344

    I was on 0 sleep auto pilot the other day and brain dead talking to my friend, looked back and couldn't believe the killer still wasn't on me yet.

    3% is far more impactful than so many people think on this forum.

    things that never happened....

  • If MFT is really not that busted as some people put it, usage rate should die off after a while since the Singularity patch is still fresh.

    If multiple people still continue to run it over exhaustion perks in a few months, then people will have to find a new narrative to explain this phenomenon.

    I just thought of a possible loadout and playstyle that counters some aspects of this perk and will test it out. Most people probably won’t like it, but it is what it is.

  • I think that the perk itself is balanced enough, though from a game design standpoint its not great. it only hurts those in need of buffs, but why should we nerf a perk instead of buffing those killers? i see it as more of a wake up call to finally give trapper and sadako etc some love.

    but if its just easier to kill the perk im all for it, anything that keeps dead hard out of the meta. anything.

  • uh yeah it did. Rpd with no bl and def made it to a pallet way further than I should have.

    So weird.

  • @GrimReaperJr1232 said:

    Before we begin...

    I know 90% of you will ignore this, but no one can say I didn't try. You can think whatever you want. You can even think this perk is the pinnacle of design. I will disagree with it until the day I die, but you are entitled to have an opinion even if it's contrary to mine. I only ask that you respect that I, also, have an opinion even if it's contrary to yours.

    Resilience

    A common argument for this perk is that Resilience provides a benefit for being injured yet no one thinks that perk is a problem. On the surface, it sounds like a fair point. However, there are nuances to this. There are two main uses for Resilience: in the chase for faster vaults, or on gens for the 9% faster repairs.

    Chase

    In a chase, Resilience turns a 0.5-second fast vault into a 0.455-second vault. That's it. 0.045-second difference. Yeah, it does more for medium vaults, going from 0.9 to 0.819, but it's still a very small reduction. Make no mistake, that small reduction does matter but it's a very subtle effect. All but the tightest hits will still land just fine.

    Even more, the vaulting mostly matters regarding windows, something the Entity will block off after 3 vaults. It does nothing to help you reach pallets that most killers will break immediately. MFT, however, will help you reach that window or pallet. Even if you forgo looping entirely, it will earn you maybe 3-5 seconds just W-keying. Might not sound like much, but those are 3-5 extra seconds to reach a pallet or window you would have otherwise gone down before reaching; 3-5 seconds translates to 12~20m covered in a game where 1m can make a huge difference, do not be fooled.

    In essence, what I am saying is that MFT has a much stronger effect that requires less effort to get value out of and is more versatile in its usage.

    Outside of chase

    Resilience outside of chase is very risky. Yes, you repair 9% faster which matters a lot. However, unless you 99'd your heal, if the killer shows up and you're in a bad spot, you're dead.

    But, MFT doesn't have that risk. It's a perk used in a chase. You don't need to stay injured if you're going to hop on a gen. What? Then MFT does nothing? You're either not in a chase (in which case, it would do nothing) or the killer gets the drop on you and will likely hit you, meaning MFT immediately activates again.

    In general, this argument relates heavily to the next point...

    You need to be injured

    Respectively, I have to ask: so what?

    No, really. So what? The killer has to hit you twice (barring insta-downs, obviously). Iron Will requires you to be injured. Dead Hard required you to be injured. Lucky Break requires you to be injured. If being injured by itself was a big deal, Legion wouldn't be considered a low-tier killer.

    If you heal, you might say, "Then MFT does nothing." No. That's very wrong. If you're chased while healthy, then you tank a hit and then MFT works just fine. The killer drops chase, it'll do nothing. But then, the killer dropped chase. That basically means you've won that chase. If they don't drop chase, MFT is very much giving value.

    "But what if I'm injured and in the open and the killer surprises me? Sprint Burst is way better then!" If you're injured and in the open, that is literally the only perk in the game that can save you. Even the Original Dead Hard would not save you from that because every killer worth their salt would wait until you DH in their face before downing you. Yes, there are situations where SB is better. No perk in the game will be better than every other perk in its category in every situation; if there is, that perk outright shouldn't exist.

    It's only 3%

    And NOED is only 4%.

    And if you bring up Dark Theory's 2%, I will remind you that the thing that makes Dark Theory bad is that it's 2% if you set up a boon (which takes 14 seconds), only works within a 24m radius of the aforementioned boon, and largely can only be used in conjunction with the resources around the boon which is complete RNG (regarding totem placement, tile placement, etc).

    Furthermore, now the speed difference between you and a 4.6 killer is 112%. They are a Dark Theory faster than a 110% killer, you know, the killers aren't supposed to loop normally. And Entity help those 4.4 killers (sans Spirit), because if you send them to a map such as Garden or Haddonfield, you have this perk, I will not blame them for giving up.

    It does nothing against top tiers

    This is actually true. Nurse? She teleports, that 3% is a joke. She'll just laugh as she dances on your team's slugged bodies. Blight? Congrats, he went from being 130% faster than you to 127% faster than you discounting add-ons. Yeah, you're still dead. Spirit? Not only is she fast but she's invisible. You're still gonna die.

    But, I'd argue that in of itself is an issue. This is a perk that only matters on killers that already have a hard time. We had another perk that did that: Mettle of Man.

    Now, I'm not saying this perk is stronger than the original Mettle of Man. I am saying the same principle applies, however. Mettle of Man gained stacks through basic attacks, meaning it did nothing against the meta killers at the time---*Nurse, Billy, and Huntress. So, it only hurt the killers that were already struggling.

    *Despite her attacks being considered Basic then, Nurse's attacks did not give MoM stacks. This was a bug, likely relating to post-blink lunges being a Sub-Basic attack rather than a purely basic or special attack.

    MFT does almost nothing against Nurse, Blight, or Spirit. But you're going to feel it if you're a Sadako or even Singularity himself. A perk that hurts those that already struggle---that, to me, is a poorly thought-out perk.

    You can't use exhaustion perks!

    Yes. You can.

    You can't use Sprint Burst. But you can use Exhaustion perks, the best of which is Dead Hard. It won't work in your first chase, but afterward, you can be healthy, force the killer to M1 and chase you through MFT, and right when you're about to get hit, DH for another health state. Sure, now MFT does nothing but just got MFT and then extra health state from DH. You have gotten a ton of value already.

    Survivors never get good perks!

    .... what?

    Do you mean like CoH that had to get nerfed repeatedly to be remotely fair? And is still a good perk with some coordination?

    Reassurance that makes camping extremely risky for killers?

    OtR that was buffed to give Endurance for 80 seconds and works twice, meaning a killer can't simply outwait your base BT or even instantly down you if they get the drop on you while a teammate is healing you (provided you didn't tap a gen, meaning you're not getting tunneled)?

    Yes, there are been a lot of stinkers. For both sides. Have any of you seen a killer using Septic Touch? Leverage? If yes, wish them well in their Adepts.

    Don't get me wrong your right but most of the killers bennifit form.you being injured, most is key word

    + Wraith,Myers,ghost,onrero pig ambushes you quick down

    +Trapper run into traps faster

    +Billy /Bubba best counter is to insta down them

    =Nurse dosent care

    -Huntress just needs to try a Lil bit harder also just use power at windows

    - Freedy/clown it makes their power less effective but still prevents fast vaults

    -Hag that speed sometimes prevents a tp hit

    - Doc slows himself down lost distancen

    = Deathslinger just waits for a window vault

    +oni being injured gives u power

    =Blight pinball

    -pyrmid head slows too much on a miss

    =Pinhead just gotta predict speed dosent work when chained

    = Nemisis gotta hit at vaults

    =artist cross maps you

    Twins... twins

    -Trickster can get to Los quicker

    +- dredge better w player whose in anti loop

    =Wesker better weskers will just dash you and hindered

    -Knight run guards better

    =Dull merchant she speeds herself up with stealth capabilities

    -hux the speed on tp let's you get further

    I may of forgotten a few killers I can't rember all 37ish of them

    Overall it's a 50 50 it affects some killer more than others

  • Added a response to people bringing up Bloodlust... because a perk and a baseline catch up mechanic are somehow comparable apparently.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459031#Comment_3459031

    No. The point is that the only time it will be the almighty, uncounterable perk that everyone claims it to be would be if you’re already going up against someone who is far beyond your skill level. Anything other than that and it’s doing what a perk should do... Giving you a slight advantage. Technically, that’s what it’s doing for those more-skilled survivors as well but the problem is if they’re already looping masters and far beyond the killer players skill level then it’s just giving an advantage on top of that. It works both ways though. If the killer player’s skill level exceeds the survivors then they won’t be phased much by this perk because they’ll know how to mindgame and counterloop. Even if it were a crutch perk as you say…. What would you call Noed? At this point in the game survivors have completed their objectives but if they haven’t cleansed all 5 totems you get a 4% speed boost and one-hit downs which isn’t revealed until you down someone. If you’re already a very skillful killer player then using Noed is going to give you a much greater advantage than the average player. We go into a game not knowing what perks anyone is bringing so we have to choose a build blindly… do we just go for a good setup or try to bring something that could potentially counter something else? When choosing a killer you don’t know if a survivor might have something that could help them counter your power and when a survivor chooses their build they don’t know to choose a perk that could benefit them against a certain killer or their build. There are powers and builds that can easily counter a 3% haste when injured. You just don’t know if you’ll need to counter it until you play which is part of the fun.

    What do I call NOED? A hex that can be disabled. Also a perk that works in endgame, not the entire game.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459067#Comment_3459067

    What do I call NOED? A hex that can be disabled. Also a perk that works in endgame, not the entire game.

    Its effects are also much stronger than Made for This hence why it’s a more situational perk. You can go without a single hook all game and Noed can catch you off-guard and potentially mean a game over. That’s at least as fair as injured survivors getting a tiny speed boost.

1 2 ›