stop asking bhvr to nerf made for this

srs this perk is not that broken as many people call it

and the main problem i saw is called

speed stack, allowing you to move like 4.4 speed but there one thing you need to do, yeah fix all gens

i dont get it why people so mad about move stack? yeah 4.4 is too much for survivor but its only for end game remember that

if you rly hate made for this just because for 3 procent then you must having skill issue while you cant catch 4.12 survivor

made for this is impossible to nerf due to the number of speed boost

1 is for yellow 2 for green and 3 for purple


if you have an idea how to nerf made for this without any speed nerfs then type here

im killer main btw

Comments

  • @legion228 said:

    forgot to say blight and nurse dont care about the made for this

    I don't agree. 3% doesn't mean a lot in some scenarios vs blight but it does in others.

    If you barely make it around a the corner of a tile because of mft, that means the blight has to either flick or bump again if that available, that's already big value.

    That scenario can happen often especially with how terrible blight players are at the killer.

  • I know I already posted a reply but I wanted to say something else. I can't believe this dude is actually bragging about being iridescent 1. Like rank actually means anything in this game anymore lol. Almost every one can get to iridescent 1 if they put enough time in. I get iridescent 1 alot and I'm a mid level killer at best, I'm especially not the best lol.

  • When someone says "X perk is fine" and it's a KNOWN perk it's a red flag no matter the side..

  • You disregard every situation, this perk gives you value. Some killer powers are based on precise execution. Demos shred for example. On some tiles, there are only seconds in which you are in a position to hit a survivor. But with made for this, the survivor makes it around the corner, making the power not only useless to use but a big time waster to even try.

    This perk also saves you time when you run around the map injured because you reach objectives faster.

    There is a lot more I could mention.

    You have to look at the whole picture not just the obvious things.

  • @legion228 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536557#Comment_3536557

    im saying that because im tired of all thats circus of "pls nerf mft i cant mind game"

    im iridescent 1 killer main and i dont had any problems with that perk + hope

    all you need to learn how to mind game and how to use your lunge attack to get an hit

    Oof, reading stuff like " i am iridescent 1 Killer" like it is making your arguments stronger. Everyone can be Iri 1 if you play long enough. It isnt that hard. You could be Iri 1 and still get easy survivors, because your mmr isn't that good. But okay, i am going with your "good" argument.

    I am Iri 1 Killer main as well and ive noticed mft pretty often, because i did win a mindgame and just because of these 3% haste combined with the smaller hitbox, the survivors managed to get to the pallet or window. If you cant tell if someone is using mft i am not very convinced how good and experienced you are.

  • @legion228 said:

    srs this perk is not that broken as many people call it

    and the main problem i saw is called

    speed stack, allowing you to move like 4.4 speed but there one thing you need to do, yeah fix all gens

    i dont get it why people so mad about move stack? yeah 4.4 is too much for survivor but its only for end game remember that

    if you rly hate made for this just because for 3 procent then you must having skill issue while you cant catch 4.12 survivor

    made for this is impossible to nerf due to the number of speed boost

    1 is for yellow 2 for green and 3 for purple

    if you have an idea how to nerf made for this without any speed nerfs then type here

    im killer main btw

    1. try to deceive the survivor if he runs in shift+w almost ignoring the constructions. And also try to do it for weak killers whose "mind games" are already well-known to everyone and from mind games become common evidence (hello pig).

    2. This somehow increases the number of circles in the contructions, because if the killer hits the survivor in such a way as if the survivor has 4.0, he will miss and only then he will realize that the survivor has this perk.

    3. it is actualized immediately after the damage is done and stacks up with the acceleration that survives after the hit, that is, one way or another you will win a longer distance and more time with it, and it's not some 3 seconds, it's as much as 10 at least (okay, this is probably nonsense, but if so, then dude this already by default gives the survivor a lot of time, for an error. 4. it amplifies everything that accelerates...true, he can do it only 1 time, but it also allows the survivor to gain time better.

    5. Hope + MFT is very annoying and the only thing they actually do is let toxic players mock you almost without punishment.

    and anyway, you've already lost :). They will nerf that perk

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536551#Comment_3536551

    20% is very significant. And if you are talking about mind games, you must be talking about loops. And in talking about loops, you should know that the survivor hitbox is smaller than the killer one. Basically like this.

    https://us.v-cdn.net/6030815/uploads/UDSWFMAYVTIR/image.png

    Imagine that the black circle is a rock, and the green circle is the path the survivor takes and the red is the path the killer takes. The killer takes a longer distance around the rock because their hitbox is bigger than the survivor. Unfortunately we don't exactly by how much, but against good survivors who can tightly loop, it becomes very apparant.

    When we talk about looping around structures like this, the "differences" in movement speed between the survivor and killer are already affected by the longer distance the killer has to travel around the loop. Thus any extra movement speed from the survivor is even more strong when looping.

    But 20% in a straight line chase is also significant. I don't think you understand how long a straight line shift+w chase is.

    For context on distances, load up a bot game as trapper, and do a max range lunge. You just traveled 6.21 meters.

    Some data:

    Survivor movement speed: 4.0 m/s

    Survivor post hit movement speed duration: 1.8 seconds

    Survivor post hit movement speed: 6.0 m/s

    Killer movement speed: 4.6 m/s

    Killer movement speed while lunging: 6.9 m/s

    Killer lunge duration: 0.9 seconds

    Killer hitbox extension: 1 meter

    Killer movement speed while carrying survivor: 3.68 m/s

    Killer Terror Radius: 32 meters

    Killer hit cooldown: 2.7 seconds

    Killer movement speed during attack cooldown: 0.575 m/s

    Killer pick up speed: 3 seconds

    Killer hook speed: 1.5 seconds

    Generator repair speeds: 90 seconds

    Average distance between hooks: 38 meters (~19 meters to a hook from any given position on average)

    Average human response time: 273 ms (https://humanbenchmark.com/tests/reactiontime)

    Average map size: 9850 square meters (~99.25x99.25 meters for a square)

    So, let's assume killers and survivors all spawn at opposite ends of the map. The survivors spend the first 20 seconds looking for a generator and the killer spends the first 20 seconds running to the opposite end of the map. With a killer having a 32 meter terror radius, and taking into account movement speeds and human reaction time. if we take the human reaction time and 6x it to account for figuring out the direction the killer is coming from and making sure you can run the opposite direction, the survivor will spot the killer in 1638 ms. To make math simpler let's round it up to 2 second. during this time the killer gets 9.2 meters closer. So now the killer is 22.8 meters away. During this time the survivor runs in the exact opposite direction of the killer.

    Remember, no powers, no pallets, no windows, just a straight line. In order for the killer to catch up to the distance needed to lunge (killer lunge is 6.9 m/s for 0.9 seconds, survivor is moving 4.0 m/s during that time, so to land the hit, the killer must be 3.61 meters from the survivor at the start of the lunge. Let's round that to 3.5 to account for lag). This means the killer needs to close a gap of 19.3 meters, to hit the survivor The difference in movement speed between them is .6, this means the killer closes the 19.3 meter gap in 32.16 seconds. The killer then lands a hit.

    The survivor then runs in a straight line and the killer is unable to move much for 2.7 seconds, only moving 1.5525 meters of distance. During 1.8 of those seconds the survivor is moving at 6 m/s and for 4 m/s for .9 seconds. This means the survivor gets 14.4 meters way. The killer now has to close a gap of 9.3 meters for a lunge. It takes the killer 15.5 seconds to catch up to the survivor and land another hit.

    The killer now picks the survivor up taking 5.7 seconds (3 seconds for picking up, and 2.7 seconds for attack cooldown), /and they walk to the nearest hook about 19 meters away. This takes 5.16 seconds, lets say 5. the hooking action takes 1.5 seconds.

    The time to find this survivor, hit them once, catch up, hit them again, pick them up walk to a hook and hook them took: 32.16 + 15.5 + 5.7 + 5 + 1.5 = 59.86 seconds. Or, about 60 seconds. This would mean the killer would likely lose 2 gens in the first chase. (just barely reaching the 3rd survivor before it finishes).

    So, without using pallets, windows, anything at all. you are taking about 60 seconds to hit twice, down, pick up, and hook a survivor. Gens are 90 seconds. This means that you WILL lose 2-3 gens by the time you find the next survivor, and that is assuming just pure straight line hold w chases. Now when you factor in MFT making that second hit take almost 24.5 seconds instead of 15.5, now you are talking about 70 seconds.

    Now get 12 hooks... Its impossible for killers who aren't nurse blight or spirit to keep up AS IT IS and that is not even factoring in perks like MFT.

    You could make this whole explanation in a separated topic too; i think would be worth it.


    @Topic

    If 3% does not make difference, lets make a perk that hinders survivors with 3% speed for 180s after every hook. You would see clearly as the day as it this perk would become one of the most strongest killer perks in the game in a couple of weeks.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536562#Comment_3536562

    You could make this whole explanation in a separated topic too; i think would be worth it.

    @Topic

    If 3% does not make difference, lets make a perk that hinders survivors with 3% speed for 180s after every hook. You would see clearly as the day as it this perk would become one of the most strongest killer perks in the game in a couple of weeks.

    Everyone would rush to the forums and complain. That’s the double standards of DBD

  • @legion228 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536563#Comment_3536563

    xeno huntress blight master mind legion wraith are most used and these killer are hard to loop

    i played alot of killers and i didnt had any problems with them

    im iridescent 1

    You realize that Iri 1 has nothing to do with anything, right? It's just a rewards system for playing a role alot, not a rank system to show how good you are.

  • Come on Op at least change your pfp if you're going to bait

    i-will-not-elaborate-bc-idk-what-i-just-said-v0-9v21gky32zgb1.jpeg


  • nerf rapid brutality!

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