Do YOU think 'Made For This' is going to get nerfed?

Just looking for a Yes/No - Reasoning is not necessary.


Yes

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468856#Comment_3468856

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468863#Comment_3468863

    Not in the same way, imo.

    Lethal is interesting. It's a good perk that the vast majority of players will never utilize to its full potential that also had calls for nerfs.

    Hyperfocus is interesting. It's basically the same situation as MFT. Hypothetically, Hyperfocus is extremely OP. In practicality, not so much.

    MFT is a win harder perk. It will not carry you to wins that you do not deserve. There are FEW perks left that can and I think that's probably for the best.

    MFT, a perk that activates when you mess up, is a win harder perk? Interesting. I guess the Trapper that outplayed you just didn't play good enough. Should have insta downed you, right?

    I'm sorry but a perk that activates to help you out when your opponent plays right is not a win harder perk. A win harder perk is something like Adrenaline (you do your objective and now get huge value) or Pop / Eruption (the same logic applies here).

  • Yes - Eventually.

    I just see the perk getting an additional restriction such as not working while affected by either Exhaustion or Deep Wounds. Alternatively being given a timer like Lucky Break. Personally I feel the perk itself is fine and the killers it affects are typically the worst of the worst m1 killers that also get affected by maps and haste stacking. Although in some niche situations I can see it affecting all killers.

    tl;dr - Nerf haste stacking

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469083#Comment_3469083

    Presumably, relative difference between survivor and killer speed.

    Survivors move at 100%, killers (most) at 115%, so Hope knocks 7% off that 15% difference. 7/15, leaving 8% difference remaining.

    MFT then knocks 3% off that 8% difference. 3/8

    Although I think it's a little disingenuous to frame it this way. Whether you're using Hope, MFT or both, we know their values, 7%, 3%, and combined 10%. Mathmatically you can manipulate the numbers to say "MFT gains power when used with Hope", but realistically this isn't any more meaningful than just saying "combined it's 10%" and would apply to any two effects of a similar nature.

    Bearing in mind, that 10% requires two perks.

    Framing it this way is how you look at things if you are theorycrafting them. The total value is 10% but you don't get the perspective of what the value the 3% is giving. It isn't perfect since there are other variables in the game but gives you a more accurate understanding of what the perk is doing.

    If you have 50% damage reduction and go to 75% then you double the value the 50% gave when adding 25%. It takes 100 damage to kill you and having 50% dr makes it take 200. When you go to 75% it now takes 400, so 25% is half the value of 50% but is also giving double the eHP.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468893#Comment_3468893

    See, ultimately you are literally just telling "no it's different" without actually thinking the value of those perks, disregarding nurse "just because it's nurse" already tells you didn't even try to use your brain, when it's exactly same situation as those perks.

    Thinking any decent survivors can't utilize 3% haste is ridiculous, all they need to do is just run and it will give them value literally no matter what, it's just a fact.

    You just need to let killers break a pallet or two and it will immensely increase the chase duration, even 100 hour survivors can do that.

    Because everyone knows that Nurse is exactly as what you used to describe him... "DIDNT NEED EVEN TRY TO USE YOUR BRAIN".

    That sums up Nurse in a nutshell.

  • i hope not as survivors is a really fun perk and as killer i didnt notice it

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470620#Comment_3470620

    I mean, if you are going to stand with "a strong organised team can do X and Y and high mmr, etc" then it is only fair to also add that any high skilled killer can absolutely wreck someone using Mft or entire mft teams. Even more if they are using tier S or A killers.

    Blah blah blah is what i got from that!

    It's common knowledge. High mmr SWF have a massive advantage over high mmr killer generally. If you are not aware it's 1 vs 4.

  • It's more about the fairness of the argument presented. One cannot argue that haste is bad when survivors get it so easily while simultaneously ignoring how easily killers build Bloodlust.

    Yes, maps are a problem — I think, by this point at least, everyone has acknowledged this — but one cannot argue that haste is a problem if survivors have it due to map size while conveniently ignoring how Bloodlust, a base mechanic, also provides haste.

    I'm more than happy to have a constructive discussion about Made For This, and how it could be better balanced, but I'm not going to do that if an argument as to why it should be nerfed amounts to "It's not fair" or "Perk's OP, Plz Nerf".

  • @VirtuaTyKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471092#Comment_3471092

    Blah blah blah is what i got from that!

    It's common knowledge. High mmr SWF have a massive advantage over high mmr killer generally. If you are not aware it's 1 vs 4.

    And you still have several players doing winstreaks with x killers. I am pretty sure that the guy that won a thousand games consecutively with blight didnt feel survivors had a massive advantage.

    And what is the point of the 1v4? One Survivor strength does not equal 1 killer strength, if that were to be the killrate would be close to 0%.

    In the majority of games, Losing just one survivor makes most teams have a really hard time to repair a gen.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471193#Comment_3471193

    And you still have several players doing winstreaks with x killers. I am pretty sure that the guy that won a thousand games consecutively with blight didnt feel survivors had a massive advantage.

    And what is the point of the 1v4? One Survivor strength does not equal 1 killer strength, if that were to be the killrate would be close to 0%.

    In the majority of games, Losing just one survivor makes most teams have a really hard time to repair a gen.

    Come on you can't draw comparisons to OP killers.

    I would be happy if blight and nurse got nerfed. I barely ever use them.

    I do play survivor also.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470628#Comment_3470628

    It's more about the fairness of the argument presented. One cannot argue that haste is bad when survivors get it so easily while simultaneously ignoring how easily killers build Bloodlust.

    Yes, maps are a problem — I think, by this point at least, everyone has acknowledged this — but one cannot argue that haste is a problem if survivors have it due to map size while conveniently ignoring how Bloodlust, a base mechanic, also provides haste.

    I'm more than happy to have a constructive discussion about Made For This, and how it could be better balanced, but I'm not going to do that if an argument as to why it should be nerfed amounts to "It's not fair" or "Perk's OP, Plz Nerf".

    I perhaps wouldn't have an issue with a non stacking MFT. If it weren't not for the current gen rushing meta stacked with poor gen defence. The healing nerf did barely anything to an organised team unless using sloppy.

    Now teams are fine playing injured with MFT, resilience and even deja vu for nutty gen speeds.

    Fine you say then down them not just injure. Well you can't really mind game good survivors with some killers on shack or strong linked tiles if they get there. Even more unlikely with these perks.

    So you leave chase and they blast the gens to hell.

  • @VirtuaTyKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471226#Comment_3471226

    I perhaps wouldn't have an issue with a non stacking MFT. If it weren't not for the current gen rushing meta stacked with poor gen defence. The healing nerf did barely anything to an organised team unless using sloppy.

    Now teams are fine playing injured with MFT, resilience and even deja vu for nutty gen speeds.

    Fine you say then down them not just injure. Well you can't really mind game good survivors with some killers on shack or strong linked tiles if they get there. Even more unlikely with these perks.

    So you leave chase and they blast the gens to hell.

    The game isn't balanced around coordinated teams. It's balanced around average skill players. The current gen rush meta is a result of the previous gen regression meta.

    As for the healing nerf, it was a double edged sword. See, self-care got nerfed back in patch 6.1.0 which was fine because Survivors had CoH to replace it. But then CoH got gutted, and medkits were nerfed.

    This leaves Survivors with the following options: Run Medkit and Built to Last, or run Self-Care and Botany. Option A is bad against Dredge, Trickster and Huntress because Locker + Iron Maiden. The second option limits Survivors builds. Slap on Off The Record as a mandatory anti-tunneling perk, and now you get to pick one perk of your own.

    Healing is natural slowdown. Incentivise it, rather than discouraging it. Yes, CoH was busted, but there's no reason the healing speed from it couldn't be reduced to 35%.

    You want survivors to not rush gens, then survivors need incentives to not rush gens. Healing is one such incentive. That being said, toolboxes are a big contributing factor right now and the repair toolboxes should be looked at. Especially Commodius.

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