DaddyMyers_Mori
DaddyMyers_Mori
About
- Username
- DaddyMyers_Mori
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455033#Comment_3455033
This perk’s speed boost is only active when the survivor is injured so if they heal up they no longer have the effect. If the complaint is that a survivor is going to run around with added speed for a majority of the match then it’s functionally equivalent. If they heal up, there’s no effect in play that could be argued is overpowered.
So same as old Dead Hard? Iron Will? Resilience?
Thing is the requirement is not something you need to play around. You will get injured, that's it, every game this happen.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455124#Comment_3455124
The range right now covers much to large an area.
EMP range is 10 meters, Larry can shoot up to 5 meters, so it can be reduced.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455117#Comment_3455117
I play solo queue idk why you're expecting any type of game sense from them...
They made limitations, so Lerry can't tunnel or camp well. So not an issue
-
@Pulsar said:
Smaller range overall.
Need to be within 2 meters of another Survivor to cleanse their Slipstream.
Reduce channel time to half a second, require Survivors to be stationary or walking to use.
smaller range would be problematic. You don't want to allow Lerry to get Biopods on places which couldn't be affected by EMP.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455024#Comment_3455024
Plague definitely not, she has range. Even without having Corrupt Purge available, it's just M1 looping, so it is a noticeable difference in difficulty but it doesn't butcher her ability to catch them.
Same with Legion. I was playing Legion for a lot of today, and while I did notice a few whiffed window swings that might've been hits otherwise, I can't say I was suddenly rendered impotent and helpless against the awesome might of this new perk. It gave the survivors who had it an edge (or at least, the skilled ones, lol) but it was something I could work around and didn't even affect every chase, let alone every vault.
Not really every vault, it depends on map of course.
Fact is if survivor knows how to loop well, it's not issue to expend each chase on 20+ sec. You can basically get one or more extra loops around pallet and it's harder to mind game against it.
Plague shouldn't be ranged unless she is using add-ons. Especially with Made for this, which is usually combined with resilience, so even more value.
-
@SkeletalElite said:
"Obviously we will be getting some form of Mettle of Man v2 (It was busted when they first released ash) in order to maximise sales."
Me when I make up something to be angry about
It's just a theory, but I can see that happening.
It will be only survivor DLC, if perks are garbage, it won't sell. Not really difficult concept.
-
@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454974#Comment_3454974
I don’t think it’s weak, I think it’s Ok. If it were just the endurance it would be weak - why would anyone use that perk?
Are you suggesting no mither has no cost?
No mither disable whole healing even while not in chase.
This doesn't.
You can heal, get injured for speed boost and your perk is active as normal. Your cost is paid by killer.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454831#Comment_3454831
Can I ask, sincerely, which killers does this perk butcher?
Like, specific examples with reasoning, if you're willing.
Legion, Plague are good start.
Any M1 killer does feel it in chase.
-
Basically only killer I use Ruin is Merchant. She can defend it and get people from gens easily.
But it's useless for most killers.
I miss old Ruin/Pop build.
-
@HarryRugby19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454492#Comment_3454492
That's a shame about Legion. I had a rough endgame with the new killer due to Hope and Made for this. It meant a survivor could escape with ease despite being on the other side of the map (The Game) to the exit gate.
I do suggest using Blood Echo on Legion, Plague etc, to counter the new perk. Or even Fearmongerer
Fearmonger is not that good against it.
Blood echo would work in theory, but that perk is not really good. I still have to catch up and hook someone while having multiple survivors injured. It's just so limited.
If survivors know what they are doing, you won't really get everyone injured anyway as Legion.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454838#Comment_3454838
The last good perk killers got, even being really strict about what makes the cut, was Nowhere To Hide from two chapters ago.
Oh right, CoB was last gen regression perk.
Nowhere to hide is decent, but it's value also dropped with gen kick perk nerfs.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454781#Comment_3454781
Removing haste effect will just kill this perk. Endurance effect is very situational and bad.
After Mikaela, this is the first time we got decent survivor perk and everyone are already complaining about it.
It may surprise you but fix might not be simply remove haste effect.
You can make healing survivors on ground faster and focus on anti-slugging part of the perk.
Survivors finally got good perk? Well, last good perk killers got is CoB and we know how that went.
-
@MikaelaWantsYourBoon said:
How it's free when you use perk slot for it? And you can't use it with exhaustion perks.
Endurance effect is pretty situational, i never got value from it. If they remove haste effect and keep it as endurance perk, this perk will be garbage like most of perks.
With this logic no perk is too strong.
CoB wasn't free regression, you needed perk slot for it, right?
It just doesn't work like that.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454496#Comment_3454496
The Endurance part is barely worth mentioning. It's a short timer on a very specific trigger, it'll come in clutch once every thirty games but otherwise won't be relevant. The Haste is the reason to run it, that's the strong part.
Unbreakable is also rare to use and it's considered one of meta perks.
When survivor is on ground and you are chased, it's usually end for both of you.
This perk helps against it, because you can pick them up and take protection hit.
It's quite decent anti-slugging perk. Then you have free movement on top of it for some reason.
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454677#Comment_3454677
EMPs really is the only real issue this killer has i've noticed, i imagine that as soon as it gets nerfed next bugfix patch, the killer is going to feel better to play as.
Indoor maps are hell...
He is quite fun for me on open maps even with EMPs.
-
@AmpersandUnderscore said:
This is the most recent info we have from the devs about kill rates. It's from September 2022:
Your assertion that 'only S-tier killers' break 60% is blatantly false, given that Freddy, Pig, and even Sadako have a higher percentage than most every other killer.
We also don't have stats on how much the gen kick meta boosted kill rates either, since this was published before Eruption took off to dominate the game. I believe the data they used, if taken the same time as the perk data in October, was pulled from just after the 6.1 patch, before the dust settled.
Killers with high rate have two things in common.
They are easy and confusing for new players. Both Sadako and Pig can get absolutely free kills, when survivors don't know how their power work.
But they are considered weakest killers in DBD, when you know what you are doing.
Top killers are getting away with it, because they are not easy to play, so their kill rate is not overpowering.
That's an issue with Big data balancing. If you don't understand reasons behind it, it's bad. BHVR failed at that aspect several times.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454488#Comment_3454488
Needing to be injured and not being exhausted are conditions enough in my opinion, as survivor I feel it's nice but not worth an exhaustion perk, so it's only worth running for DH users, and as killer I haven't had any issues against it so far and didn't see it much since a bit after the chapter dropped, so it seems survivors are already switching it back out for SB, Lithe and adrenaline.
I agree strong perks need conditions, restrictions or whatever but I just don't think Made for this is strong enough to require more conditions than it already has. I think it's just a very good perk on very strong survivors, but honestly I don't think that's a problem.
DH had exactly same condition.
Being injured and not being exhausted. Difference is you can use it all the time, before you use exhaustion perk.
Dead hard or balance landing can work well with Made for this.
I have yet to have game without Made for this and I play only M1 killers so I feel that perk a lot in my games.
Go play Legion for a day and let me know how it went.
-
@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454501#Comment_3454501
I'm not even sure it's a perk that could get nerfed, the whole perk just needs to be reworked honestly
Of course it can get nerfed.
Basically only movement speed aspect is problematic.
You could replace it with faster healing speed (downed survivors) and it would be great anti slugging perk.
-
I hate that map so much. Useless garbage everywhere.
I hate that perk too.
-
@Habil_K said:
Why should I nerf it?
I'm not sure ^^
Let's all go play survivor.
Until waiting time exceeds 1 hour
Or until Nurse, Blight, and Spirit are the only killers
May the end come to the m1 killer
Spirit doesn't really like Made For This. She is 110%, unless you manage phase on top of survivor, you are screwed.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454337#Comment_3454337
The point is, on top of the dash-for-distance being way stronger than a low level constant speed increase, the i-frames were the cherry on top to ensure you couldn't do anything about it. They press E for distance, they get a ton of distance in a short burst and they're immune to killer powers.
Compare to Made For This, which is strong, I'm not saying otherwise, but there's no immediate eff-you moment. The killer is still more than capable of hitting them at every stage, because the meaningful value they're getting is the ability to turn corners a little faster. One more turn around a loop isn't anywhere close to as OP as the numerous different, genuinely uncounterable things old DH did.
The dash was far more broken than Made For This. It's hard to overstate by how much, old Dead Hard was possibly the most broken thing the game's ever seen. Even assuming everyone's doomposting is accurate, MFT still isn't close. It's an increase in difficulty catching survivors as killers without damaging abilities, not an immediate uncounterable chase-extender against every single killer.
This perk has distance and another effect on top of it too.
I don't think endurance part is weak at all.
-
@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454160#Comment_3454160
You can try using your Killer powers or shutting down that build. You'll know if someone's doing Blood Pact stuff if it's the same 2 people staying together.
Not to mention that videos are typically cherrypicked, try getting that same value in a match against Killers who identify that build.
Do you still play Legion?
I want to see you shutdown loop with your power...
-
@appleas said:
I wouldn’t be surprised. I have a feeling we are going to see more strong survivor perks be released in the subsequent new Chapters. Now that the Killer playerbase has sort of stabilized, devs are going to go back to prioritizing their main playerbase
Well, I can imagine fast drop after anniversary event end.
"Made for this" made my main killer garbage (Legion), so I will probably have a break after anniversary event for some time, again.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453510#Comment_3453510
I disagree. Fearmonger is really good against the best Exhaustion Perk SB and combos really well with any stealth build or killer, making it very dificult to recover exhaustion while in chase.
Blood echo is niche, it's only good on hit and run killers or killers like plague and legion that make survivors injured all the time, but since the med-kits nerf i believe it's way better.
The new perk from singularity, the debuff is the most severe, but idk how to exactly combo with anything yet
Fearmonger is double-edged sword against SB.
You take away ability to easily leave an area around gen, but you give them an ability to easily 99 SB and easily gain distance during your chase.
It's not really that strong counter to SB. I have tried it on few killers, but it's often waste of perk slot.
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453446#Comment_3453446
It's literally not unconditional, also you can counter it with exhaustion perks and add-ons. Even if you think that's not enough, since when do perks need counters ? The ones that do are usually not worth bringing.
It needs conditions if effect is too strong.
Old DH didn't have counter and was problematic for it. This perk does really similar thing old (distance) DH did.
Imagine pain resonance but works without limit on any hook. Doesn't seem as balanced perk, right?
-
I don't really care about EMPs being strong.
Singularity's ability is really strong and needs counterplay.
Just show me with aura pod is disabled, so I don't waste my time during chase to switch into camera just to see all pods around me disabled. That sucks.
-
You don't really want endurance for unhooking.
It's simple:
I would want to do 1 for 1 as a killer, but second hit gets on endurance and you run away.
So what is logical thing to do:
Chase survivor who just gained lot of distance and I know for 100% is 3% faster,
or wait 10 second behind survivor who just got unhook who is right next to me?
Btw with those changes to endurance there would be exactly 0 reasons to keep movement speed boost. That perk would be insane just with that endurance effect.
-
I mean, if you want character from LQB, then it's only bio issue, which I think doesn't really matter to most people, so sure.
T character is whole different topic unless you want just bio fix too. Those are high minority (not popular minority) and BHVR want to sell chapter/skins. Basically it would piss off more people than amount of players who buy it.
-
Isn't it funny that killer adept got harder with change from Merciless to 4k?
-
@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454074#Comment_3454074
Yeah, even with the nasty setups it's still even better than the original version. I was watching some old gameplay I recorded recently when I was learning huntress and when I got somewhat decent with billy and made me shiver how nasty it used to be.
depends if window above basement was open or not.
Then it went from "bad time" to "I want to DC".
-
@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454047#Comment_3454047
If it didn't have two entrances I'd agree with you that is strong, but the second entrance that leads right to the room with the ramp to the roof DRASTICALLY decreases it's safety (and that vault is pretty bad on the roof too). The other window is somewhat safe but even then it's hardly as strong as the top floor window in the garden of joy main building, or some of the windows on haddonfield.
I thought so. Garden has way more save gen imo.
One god pallet, One god window, one decent pallet, once decent window
Haddonfield is random, but can get some nasty setups.
-
@Blinckx said:
As i said somewhere else, this map has the strongest main building in the entire game
I didn't play much there yet, but it's better than Garden?
-
Another RPD.
They are most balanced maps. Both sides hate it.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/378938/new-chapter-players-missing
As it stands,only at night 00AM+ will I get bonus BP for Killer,if I get at all.
That doesn't seem right. Seems like timezone issue and you simply don't play during peak hours.
I play on Europe servers and since 9PM+ it's almost always 100% BP for killers. Yesterday was new killer released and killers still had 100% BP bonus.
I usually get to play survivors only during afternoon on weekends. Otherwise it's always bonus BP for killers.
As it stands,only at night 00AM+ will I get bonus BP for Killer,if I get at all.
It's 20:46. Europe server
-
@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453675#Comment_3453675
I can kinda see why they woudln't do that though. That would essentially give you intel that you're intended to gain by actually looking through your cameras.
Sure, but with that change EMP wouldn't be that big issue.
I consider this approach better for both sides, than simply nerf EMPs.
-
@Luckyfer said:
Even though the new chapter released,a pretty good one,the number of active players barrely went up.
It's sad that we've come to this conclusion,but it's the culmination of multiple unfair and bad nerfs to survivors that has left 50% of this game's content drier than the Sahara.
As it stands,only at night 00AM+ will I get bonus BP for Killer,if I get at all.
This is isn't a good number for survivors to have a lower or equal amount of players,it is not that sustainable.
Something drastic has to change,something that will be forged in the Killers' tears,a destructive nerf/nerfs to Blight and Nurse to light the path,for starter.
More content such as items and each survivor receiving a niche personal perk,a passive one such as:
Meg benefiting from any haste or bonus ms for 1 more second
Dwight not receiving a penalty for multiple survivors repairing a generator,
Jake beign able to sabotage traps with Saboteur or Toolbox as the sole one,maybe sabotaged hooks take a few more seconds when they've been sabotaged by Jake.
Mikaela beign able to see Auras of unlit totems in a 20m radius.
David having a 25% reduction when it comes to grunts of pain and pools of blood spawning.
Nea having 2s shorter scratch marks and them beign more chaotic.
These are just a few examples of what I have in mind,more like flavour changes to add a nice layer of immersive and fun.
You never ever want to give different abilities to survivors. We don't need to create meta for survivor characters too.
It's bad enough their size and loudness are different.
multiple unfair and bad nerfs to survivors
that sounds as fun topic. Tell me, what unfair/bad changes?
I want to see if you can backup your claims. My guess is not.
-
@Luckyfer said:
Even though the new chapter released,a pretty good one,the number of active players barrely went up.
It's sad that we've come to this conclusion,but it's the culmination of multiple unfair and bad nerfs to survivors that has left 50% of this game's content drier than the Sahara.
As it stands,only at night 00AM+ will I get bonus BP for Killer,if I get at all.
This is isn't a good number for survivors to have a lower or equal amount of players,it is not that sustainable.
Something drastic has to change,something that will be forged in the Killers' tears,a destructive nerf/nerfs to Blight and Nurse to light the path,for starter.
More content such as items and each survivor receiving a niche personal perk,a passive one such as:
Meg benefiting from any haste or bonus ms for 1 more second
Dwight not receiving a penalty for multiple survivors repairing a generator,
Jake beign able to sabotage traps with Saboteur or Toolbox as the sole one,maybe sabotaged hooks take a few more seconds when they've been sabotaged by Jake.
Mikaela beign able to see Auras of unlit totems in a 20m radius.
David having a 25% reduction when it comes to grunts of pain and pools of blood spawning.
Nea having 2s shorter scratch marks and them beign more chaotic.
These are just a few examples of what I have in mind,more like flavour changes to add a nice layer of immersive and fun.
As it stands,only at night 00AM+ will I get bonus BP for Killer,if I get at all.
That doesn't seem right. Seems like timezone issue and you simply don't play during peak hours.
I play on Europe servers and since 9PM+ it's almost always 100% BP for killers. Yesterday was new killer released and killers still had 100% BP bonus.
I usually get to play survivors only during afternoon on weekends. Otherwise it's always bonus BP for killers.
-
@Queensassiej said:
Yeeeess!! This would be amazing!! Absolutely agree about lack of players, it's taking longer and longer for matchmaking currently whether in swf or solo and tbh the last 2 new killers (skull merchant and singularity or whatever his name is) it's just made the game unbearable and frustrating to play, moreso when bhvr are too chicken to impose anti-slug/camp!
Just before reset I farmed so hard to get to iri 1 (only managed to get to iri3 and that took 3 weeks solid to get out of iri4) and so many killers would slug on 4 or 5 gens JUST so they can get 4k, or they face camp JUST to get a 4k (or even a 1k) so I'd end up losing pips coz I wouldn't have chance to get points elsewhere (gen work or being altruistic) that after just a handful of games I was done and quit the game. That's not how it should be, it should be enjoyable but with a hint of stress to get the blood pumping! It just makes me hate people even more lol....
it's taking longer and longer for matchmaking currently
you know slowed match making as survivor means not enough killers, right?
-
@GravelordNito99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452716#Comment_3452716
It really should decay. In fact, they have claimed that it DOES, so they therefore seem to agree. However, my experience suggests that it is not true. It isn't about "getting worse", it's about recent experience and being "warmed up". Those skills remain, but are somewhat dormant after a break, much like muscles when you don't go to the gym for a while. They remember where they once were and thus will grow back to that point quickly, but will have set themselves to reduced dormant state in the meantime.
The issue is that the system is not doing its job. MMR is supposed to decay, yet I'm at top mmr even after a break on an entirely new killer. That is a problem, despite survivors being bad at the game.
despite survivors being bad at the game
wouldn't that mean they don't escape often -> their MMR is low?
So that would mean you are playing against correct (low) MMR.
It may suprise you, but hours played does not equal skill.
-
I would just want to see difference between active and disabled camera from aura.
It kinda sucks when you switch during chase just to find out it's disabled.
-
You all know this perk does more than movement speed buff, right?
It's also anti slugging perk, which is quite decent effect already.
Those who say they don't see difference, go play Plague or Legion for a while, then let me know how it went.
Sure, if you play Blight, you won't notice it.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453242#Comment_3453242
I'm not trying to antagonise here... so with all due respect...
It's not a difficult concept to understand that a bonus for the players playing the more difficult game... especially when the game is balanced for SWFs... is not a punishment.
This has the same energy as a child who has been given 3 bars of chocolate by his gran at lunch, only to complain the kid next to him has a *slightly* larger piece of birthday cake.
It's not difficult by what game allows.
Fact that players are talking with each other is not allowed by game itself.
You can't detect if they are talking or not.
You never ever want to create mechanic that would players feel punished for playing with friends.
This game is not noob friendly, there is very little players who would install it and play soloQ. Most survivors get to this game to play with their friends, DBD needs that. It's stupid to punish it.
This is like saying I want more BP for playing Pig (any weak killer). I am playing harder version of DBD, but it's my choice. Same for soloQ
-
Using pod is slower on survivors near hooked survivors and when you stand near hook using pods, when you get out you are slowed and can't attack for a while.
He is not camping killer at all.
-
Yeah, I already hate that map so much.
I can't decide if I hate this map more than RPD...
This is at least good for survivors, I hate RPD as survivor too.
-
@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453055#Comment_3453055
Stop commenting if you don't have anyrhing constructive to add.
They are absolutely correct.
The game from killer's perspective is UNPLAYABLE right now.
They need to roll back nerfs done to previously meta perks, those were the last thing keeping gen rushes like we currently see at bay.
Nah, it's good advice.
-
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453089#Comment_3453089
Not sure what you’re on about. I wasn’t invalidating their experiences. Killer does feel more frustrating to play but devs will not take any drastic action unless the Killer population drops.
The reason the Killer sided patch happened was because Survivor queue times were 10 minutes+ and people were complaining about it. The devs realized they needed to make Killer feel better to play or even Survivor players would start leaving the game eventually.
Not playing or minimizing the frequency of playing Killer sends a message to the devs that the Killer experience isn’t good even with the BP incentive.
You mean that patch where gens got to 90 seconds? That's long time ago btw.
Then almost all slowdown perks got nerfed a lot, so games are same or faster in reality?
There is currently not slowdown perk anywhere near close Ruin/Pop.
We also didn't get new slowdown perk since Sadako and CoB is trash now.
-
Really? I consider it one of best Mori we currently have. I will take that over Merchant Mori any day.
Just don't use Mori? Fixed.
-
I played around 10 games yesterday.
I had two outcomes:
- indoor maps are hell
- Made for this is broken
Singularity can be fun killer overall on open maps a skill ceiling is definitely high.
I don't think EMPs should disable pod for that long, it would be currently better if they get destroyed, so I don't waste my time using it.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453219#Comment_3453219
If you actually consider about "distance" alone, it really isn't "far weaker" than DH, all you need for 3 meter is something like 25 seconds or so of chase time which really isn't uncommon in any way, and unlike dead hard it isn't even limited to straight line, allowing you to fully juice hitbox difference between killers and survivors.
Sprint burst or lithe only works between loops and not within loops, those perks will not allow survivors to loop one more time longer or reach the windows otherwise can't (while looping), and even then made for this ALSO helps for those run away purpose too.
So yeah "more effective" is objectively wrong, nor "easier to use" because all you need to do with MFT is literally just loop as usual.
Main difference is Dead Hard worked mainly on loops, this is going to help just hold W as well.
It's going to be really good with Iron Will when killers are less likely to notice I left loop and this perk gives me even more distance for it.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453209#Comment_3453209
I read way more complaints about Survivor things in this forum. This forum is way more killer-sided than survivor-sided.
And yes, some things were changed. Often enough after the Devs overbuffed them (looking at Eruption, CoB, Overcharge for example). Or simply because the game got easier for Killers over time and some things were not really acceptable anymore.
Or because they were actually unhealthy things which got nerfed. E.g. old Ruin (which wasnt really a nerf, more a Rework which still kept it strong until they nerfed it in 6.1.0 to reduce the pickrate) or old Undying.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453210#Comment_3453210
The only thing they have in common is that they give distance. However, Made for This is far weaker in giving distance than old DH. And it is certainly not worth to run it over Sprint Burst or Lithe which are both more effective AND easier to use.
Made for This will have a high pickrate for now because people are trying it out and so many call it OP. Then they realize that it is not really that OP and go back to their original Loadouts. It will probably find use for people who did not run Exhaustion-Perks, but I have to say that I am not even sure about running it anymore. (I replaced OTR with Made for This and two times I would have had value out of OTR while being tunneled)
The only thing they need to change with Made for This is its synergy with other Perks, mainly Hope.
I have seen so many players explain to me while CoH on release is in reality not that strong, well they couldn't be more wrong. This is same thing.
I don't tend to jump on hate perk train very often, but this perk is dumb.
Effect of that perk is not healthy at all. It's equivalent of soloQ stomping perk, but focus on weaker killers instead. That's simply never a good thing. That's why Eruption was an issue.
Just that second effect is good, but it also gives 3% movement speed bonus, because why not. So many players keep ignoring second effect and treat it as 3% only while comparing with exhaustion perks.
It will be good combined with Balance Landing, or Death hard.
I am not planning to use any exhaustion perk and just run Iron Will and Resilience.
You have killers that will get absolutely demolished by this perk and there is nothing they can do about it. Mainly Legion and Plague, those will be unplayable until this get changed.
M1 killers overall will get worse and struggle against this.
