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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Shroompy said:

    Im not defending it, in fact I think it giving Endurance on top of a speed boost just doesnt make sense and could easily be 2 seperate perks

    That being said Im not gonna bawl my eyes out for a good perk that is still easily outclassed by other Exhaustion perks

    This.

    I just think the perk has too much going on with it.

    I use to despise MFT, and I still kind of do, mainly since I prefer having Dead Hard be meta, but MFT just provides too much value due to the Endurance effect.

    Want to snowball and get pressure? Well you cannot easily do it because of the Endurance upon healing procing from healing Survivors from the Dying State.

    Want to chase a Survivor? You are going to have a harder time doing so because they move 3% faster. And with an experienced Survivor 3% can make all the difference.

    It also bothers me a bit how this perk feels specifically like it's meant to target weaker Killers. Look at the high-tier Killers. What is 3% Haste against Blight? What is 3% Haste against Spirit or Nurse? Most high end Killers can handle this perk, it just makes weaker Killers even weaker.

  • @AhoyWolf said:

    I don't like his current 32 metres honestly because it gives Survivors too much time to react, but giving him a 24 metre Terror Radius could prove troublesome only because Monitor & Abuse exists, so how about 28 metres? It's time that we break from the 24 / 32 metre Terror Radii and experiment a little.

    I would prefer their TR remain the same.

    I like being able to use Starstruck on Slinger.

  • @tortrader said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484350#Comment_3484350

    I don't know why the map hasn't been reskinned yet to remove the ST elements and then put back in rotation.

    BHVR has gone on record to say that they will not reskin licensed stuff.

    One of the main reasons behind this is that if they were to get the licenses back, they effectively just removed them from the game entirely, which would require them to remake everything from scratch.

  • @NomiNomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483476#Comment_3483476

    Wraith got burn removed? Since when?

    I've been gone for a minute, but I thought I had caught up on everything. I had no clue about burn being gone.

    Lightburn was removed a long while ago now, I dont remember the exact update but it's been awhile.

    I wish DBD did a better job at informing players since I still get people trying to Lightburn Wraith despite it being removed.

  • @Pluto_1 said:

    I'm sad that I never got to play in Hawkins. 🙁

    I know a lot of people hated Hawkins, but I loved it because of it's unique map design.

    It had: 3-way movement for loops (basically your traditional back and forth ways of running it, but there were stairs and platforms that provided additional ways to run loops), 1-directional god pallets (they were god pallets if ran a certain way, weak if ran the other way), and a few other cool things about it.

    I still think it has the most underrated map design in the game, just most people did not care for the map since, 1. it was an indoors map and people hate indoors maps, 2. DBD players do not like "unique" stuff because it means they have to learn how to play around it.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483819#Comment_3483819

    Right but by your logic if someone else is near the killer you shouldn't be ergo the counterplay is to not be near the killer or if you are hope your teammates arn't thereby taking away legion's power and then you're just looping trapless trapper.

    I'm still not seeing how this is fun?

    Spacing out is something you should do by default, since it gives the Killer less pressure and makes defending Generators harder, this isnt a foreign concept or something, this has been something that has been done for years.

    Also, Legion is an "anti-group" Killer, they punish grouping up. That does not necessarily mean you absolutely cannot group up, since there are situations that call for it. Spacing out is not necessarily an absolute, and should be treated as a suggestion, not a "law" or "something you must follow all the time".

    To put things better, there is a lot of nuance when facing Legion, since you treat them differently compared to other Killers... rather than dealing with that, people would rather complain and blame the game instead of their inability to adapt.

  • @Xendritch said:

    When the counterplay to a killer is be far away and hope the killer doesn't interact with you there might be a problem.

    You need to be far away from other Survivors, not the Killer, I never said you need to be far away from the Killer and avoid contact.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383569/forced-hesitation-is-really-damn-good

    The perk is quite new, so many people don't acknowledge its power.

    I'm testing it and having a BLASTT. Happy they've made some useful perk for killers.

    My main build around it has been:

    Deathslinger (any addons will do, just run what you are use to)

    STBFL, Forced Penance, Forced Hesitation, Grim Embrace.

    This build has been doing wonders for me so far, Im not the best at Slinger, but Ive been having an absolute blast with this build.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383569/forced-hesitation-is-really-damn-good

    Ghostface; if you can catch survs grouped up and expose/hit one, it's a holy terror

    I havent tried it with Ghostface yet.

    I wonder what it would be like if you used it with "Ghost Face Caught On Tape" (Iridescent) and "Chewed Pen" (Rare).

  • The issue is that they would have to design a lot of powers.

    It's a lot easier to design Survivors perks than design Killer powers AND perks. And I think most people can say that they would prefer more quality Killer powers... we dont want another Skull Merchant or Knight incident.

  • Or better yet, just play Killer.

    If something in DBD is bothering you, just take a break from what you are doing, grab some food, go for a walk, maybe even try out the other role you arent playing. Nobody, but themselves, are forcing them to play a role they find frustrating or annoying.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482018#Comment_3482018

    You love Susie as well, like me. Good taste.

    I am using Corrupt because it makes survivors stay together on gens. Because 3 of them blocked. This gives me good pressure for early game, i am damaging them good enough.

    I like all of the members of the Legion personally. I know some people pick a specific one as their favorite, but I cant bring myself to do it, they are all really neat.

  • Pretty decent Legion build. I personally would not run Corrupt though since it splits up Survivors.

    I dont really run slowdown that much, I prefer chase/information perks

    image_2023-07-13_232635397.png Screenshot (800).png


  • Wesker is not only fun, but they are actually really strong. And when people face Wesker a lot, they probably are not going to like it because they want some variety.

    Id say it's pretty on par with Made For This. As Killer, you see it every match, it can have a powerful effect, and some people use it properly, some people dont. Overall you are just tired of seeing it, you want variety, there are hundreds of perks and you only see the same ones over and over. Ditto to this but with Wesker.

    To be fair, DBD's "meta" is a delicate balance. It's always been a mix of "fun" and "strong", never leaning too hard on either side. I formerly believed it leaned moreso to "strong" but Ive since then changed my opinion.

  • @Pulsar said:

    MF I AM TRYING TO SPREAD OUT BUT I HAVE ZERO CONTROL OVER MY TEAMMATES

    I LOVE MENDING BECAUSE MY TEAMMATES ARE BAD

    That's not on the Legion player, it's on my teammates but that doesn't change the reality of Legion matches at all.

    @GannTM said:

    Some of you people don’t understand what goes around in solo queue. It’s not as simple as learning counterplay, which Legion definitely does have that, but it requires teammates to cooperate. That is not reliable at all.

    I play SoloQ and literally have no issues against Legion.

    Sounds like a matchmaking issue for yall then.

    Would recommend reaching out and maybe finding people to play with though, who knows, maybe youll form a friendship that lasts a lifetime, that's how Ive met a few of my friends, is through DBD.

  • This would cause more frustration.

    It would basically be the game saying "nice job using your power, unfortunately that hit doesnt count".

    Also this is entirely ignoring the fact that some characters do not use their power to hit people directly, like Sadako, Dredge, and Clown, I guess technically they are "weak", but it would basically be an empty perk slot against them.

    I think DH is fine how it is now, well, I thought it was fine before even, since DH required good timing to pull off anyways. I dislike this Made For This meta we are in more than DH.

  • You mean Dark Devotion?

    Also no.

  • If toolboxes worked like BNPs and maybe just made it so like X amount of time you repair, using X amount of charges per second, that progress cannot be regressed, then I think toolboxes would be fine.

    Right now I only use them to get Blast Mine quicker, but it's not that big of a fuss for me.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481501#Comment_3481501

    It never works anymore now though, no matter how close they are.

    That is a bug then.

  • I think it is intentional, since I think it was briefly mentioned during Wesker's PTB that it was not working right and they fixed it going into live Survivors.

    When you vault a pallet, you are suppose to hit them if they are close by to where you vaulted, otherwise your ability goes onto cooldown.

  • @DredgeyEdgey said:

    I don't like the clown outfit but that's just me the rest are pretty cool especially the entit-bee

    Edit maybe it's the art style it might be good in game

    Yea I really like the Entit-Bee as well, such a cool looking charm.

  • Lightborn is a bad perk.

    I literally see no issue in complaining since that perk slot is wasted by using it.

  • @Celticbear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478039#Comment_3478039

    There's a lot of round robin talk in your post, so let me be blunt. I don't like this playstyle because it eats up my valuable time. I don't care if I'm going to win if I play along with their playstyle, it still eats up at least a solid thirty to forty minutes, and that's just not tenable. I don't see any reason to defend a playstyle whose sole purpose is to make my day drag on while I play video games.

    Likewise there are other things which "waste time"...

    Why do Survivors sit in the Exit Gates when they can just leave?

    Why do Killers bleed out Survivors when they could just hook them?

    Both things are still in the game, so "it's wasting my time" is such a non-point when BHVR barely care enough to do anything about it. Regardless of how much you criticize it, BHVR has gone on to state that it's basically all fair game at this point, and by their history of actions, they wont do anything about it regardless of what you say.

    (INB4 you mentioned the "basekit Unbreakable", you have to keep in mind that the Finisher Mori was put in place first, and the basekit Unbreakable was put into the game to provide more counterplay for the Finisher Mori, basekit Unbreakable was not originally designed for countering being bleed out or general slugging for pressure, BHVR even said this when announcing the stuff for the PTB when testing it.)

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478028#Comment_3478028

    Well I’m going to play devils advocate. It’s a fun way to play for survivors to mess around with their friends. Just because you don’t like it, doesn’t mean it needs to go.

    If you’re going to complain about that play style, then you can’t slug, camp, or tunnel. Survivors don’t like that play style.

    I kind of agree with this. It is an alternative playstyle, but it is not an "effective" playstyle since the Survivors almost always lose when they do this, that's why BHVR hasnt changed this.

    With Skull Merchant, you could camp a 3-gen and win with a 4K after a full 60-minute stalemate. It's obvious that it was not healthy since players got actively rewarded by doing attempting to do it.

    The difference here being that Survivors who do that are going to lose, and according to BHVR's POV, it is considered perfectly fine since the Bleedout Timer is an alternative to Sacrificing a Survivor on a hook, therefore it still technically progresses the game for the Killer at least.

  • @Shroompy said:

    Yknow when I get home from work Im either gonna have a blast doing this or drive myself crazy

    Both.

    It will be both.

  • Survivor: Blast Mine + Flashbang + Any Perks (x2)

    Goal: Put Blast Mine on a Generator, have the Killer kick it, Flashbang them to re-blind, and finish repairing the Generator in their face.

    Killer: Any Killer + Any Perks

    Goal: Try to max out all 4 Bloodpoint Categories in a single match.

  • I would probably change the title, I thought "No Corrupt" Police was about something different. 😭

  • @JimboSanders said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473733#Comment_3473733

    Oh yeah broadcasting a Blast Mine is a wonderful thing to watch, but the 80 seconds already gives more than enough time to do that.

    Yes but Id prefer if both perks worked the exact same. Not to say that I have OCD, but them being different bothered me, idk why.

    It is a nerf, but I dont really mind it, it's not that huge of a deal me though.

  • Counterpoint: I want to advertise my Blast Mine stuns to the entire team. I like the durations being the same.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472050#Comment_3472050

    it is already key to playing Sadako... if your good at her. interrupt tapes is integral to her gameplay.

    STBFL is already a good pick, most people already run it, but I think now it is going to be even more necessary than before because of the rework.

    I mostly use addons to boost the invisibility, it can make her a monster on certain loops, sadly, the only "effective" form of anti-loop she has requires addons, because basekit she is significantly lacking. Im curious as to how the Manifest/Demanifest changes will affect this.

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471494#Comment_3471494

    I know that if you do TP, you condemn ALL the survivors, but, what I mean, are you perhaps taking away mobility?

    It will be necessary to see it in practice, because seeing it in number and in text is confusing.

    Very rarely do you need to teleport back and force between complete opposite ends of the map. I think this wont hurt her mobility that much, but will instead focus on just forcing Survivors into a secondary objective.

    One thing is certain, Save The Best For Last is 100% going to be meta, since hooking a Survivor with a tape gives all Survivors at stack of condemned, so interrupting tape transportation will be key.

  • Honestly, I like her because she is different.

    While most of my friends hate Nurse, I think looping her is more interesting than other Killers because you have to run her completely different. I think people need to finally bite the bullet and accept that they need to learn how to actually counter her, especially now that her Blinks are now Special Attacks and no longer Basic Attacks.

    I know someone will mention "but what about insanely good Nurses?" but I literally could care less, I really dont care if I win or not in most cases.

  • Condemned is having the range limit removed, according to the changes being made. Also TVs turn on faster than before.

    I think the idea is to force Survivor to manage TVs more but keeping her Condemn in check at the same time.

  • Blight's addons will probably be nerfed/reworked in a later update, seeing how most people voted to have them nerfed in the survey.

    You need to remember that updating the game isnt always as easy as a few number changes, some things (because of how they are coded) require entire re-codes, which takes time to do, this is ignoring the two map reworks we got as well!

  • I think it would be amazing if this perk showed the Killer's aura while they are carrying a Survivor, to be a reverse Hangman's Trick. It would also just benefit the perk since you know exactly where to go to get into position.

  • @Seraphor said:

    Same reason for BBQ. So that players aren't inclined to run perks solely for BP bonuses. It skews the data, you can't tell if the perk is popular because of what the perk does, or because it provides a BP reward.

    Maybe they should just increase the Objective Bloodpoints you get or increase the amount you get from doing Co-Op Objective to artificially create inefficiency with Generators in pubs.

  • DBD is a horror game, but like any horror game, people stop being scared by it. If you want to see another prime example, look at the old RE games, people speedrun them now, they clearly arent scared of them, yet they are consider major horror icons.

    Simply put, the more exposure you have to something, you more likely you are to be desensitized to it. You can build a situation to support someone feeling fear, but once that fear is gone, you cant really force it.

  • A LOT of Billy's addons are not as bad as people make them out to be.

    As a Billy main, I just think people are too obsessed with Lo-Pro and Engravings to realize that there are other addons you can use, the issue is that they require a larger amount of experimentation and most people wont leave their comfort bubble.

    I also think that Freddy is one of the most boring Killers in the game, right beside SM and Knight, I think you could remove Freddy from the game and it would take 3 weeks minimum for someone to notice.

    After a lot of the perk nerfs, Freddy has found themselves in a worse position over time, making them less fun to play as and against. Also the Oblivious status removes a lot of perk synergy, it should be completely removed and/or reworked.

  • I once had a Leon use Self Care against Sloppy and Coulrophobia (Doctor with large TR as well, on Haddonfield so the map was really small) while I was dying in basement.

    I stayed the full 2-minutes on hook, never got rescued. I did 3 Generators that match and no other Survivor did a Generator. Safe to say that match as a lost cause to begin with.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469875#Comment_3469875

    -Perks

    Using two perks to maybe get value out of one of them, and not a whole lot at that, is griefing your team. Full stop. If its a swf and everyone consents then sure, use perks like that. But unless you're in super low MMR I don't think using super niche perks are respectful to the other people on your team who are trying to win. To me at least, that's like 80% of survivor perks. ¯\_(ツ)_/¯

    I don't know you, but you citing that people run the same perks just because they're strong and not also fun then citing a lot of terrible perks that people should run instead just sounds self-sabotaging to me. You can do whatever you want it doesn't affect me in the slightest.

    I play both sides as well, but that doesn't mean I want both sides to be super balanced to the point of having nothing interesting or strong to use.

    -Nurse

    Again, you need to define what broken means. To me, it means something that actively warps the game into an unplayable state.

    The Nurse comparsion never works because she's gamebreaking, she ignores the fundamentals of the game, she causes perks to get nerfed specifically because of how they interact with her kit.

    MFT isn't even in the same town, let alone country as her.

    I've had this discussion with multiple people now and I've yet to be convinced that MFT is even close to some of the actual broken things that exist or have existed in this game.

    Dead Hard was complained about because it was egregiously overused, not because good players got value from it, arguing otherwise is wrong since the devs didn't nerf its functionality, just how often you can use it. All the pain points of DH for killers still exist.

    -Items

    Maybe at one point when items were gigabroken that would've been fair to say. But the only very strong items left are toolboxes which are probably next on the chopping block, so I would definitely say that consensus is outdated personally.

    -Perkless

    I don't see how my skill is relevant to the point you're quoting. If I have a full healing build, I'm not going to spend all game hiding and doing gens and not healing. Could I? Sure, but I'm wasting the potential of my perks for no good reason.

    This is why people enjoy multi-purpose perks like Resilience and MFT. I want to get chased, but these perks enhance my strength for other things as well, it feels good to use because its seamless and doesn't require tedious set up. That's how perks should be.

    I can assure you I'm doing well enough and will continue to win most of my games even without MFT. I don't mind having more people to play with though. :)

    -Blight

    Idk why you keep bringing up me twisting words to win a forum argument, its not that important to me, I just didn't read your earlier posts.

    I brought up Blight to shoot down the idea that meta = not fun.

    -Sloppy

    Except none of those killer things I brought up need to be nerfed, my entire point is that you're saying MFT forces the killer to change their whole playstyle, that's not true.

    So I brought up things that actually force players to change up their playstyle, which is true.

    MFT doesn't make survivors jump over walls or start building weapons to hit the killer with, it simply gives you a strong haste buff while injured, the gameplay loop is still the same, you still run the survivor down.

    If you're going to argue that the perk needs to nerfed because the haste is too strong, do that. But let's stop the hyperbole and claiming its the next MoM or whatever other boogeyman people decide to choose for the day. Its definitely not even close to the strongest thing survivors have gotten in the game's lifespan.

    Meme playstyles shouldn't be considered in serious discussions about balance because the user of said playstyles should be prepared to possibly get stomped, which shouldn't be an issue considering they're memeing no? Nerfing perks to preserve incorrect playstyles like saw only Billy makes no sense.

    People play stuff like that because they don't care about winning and just want to fool around.

    -Function

    Its not free, you have to get injured to use it. Which, we can discuss the impact of being injured, but its still a cost to the perk.

    I have never downplayed the strength of the perk, you don't need to explain to me that its good. I know its good, I've been using it since it came out and I've been reaping the rewards of being a decent looper with it active.

    I personally just don't find it gamebreaking because you still need skill to get true value out of it, sure a rank 20 can get 3s more chase-time just from the base value, but is that really problematic? I don't think so.

    I'm fairly confident that if all the players saying they're losing games solely due to the perk uploaded footage of them playing Killer, a lot would come to light.

    Killers still have plenty of counters to the perk but for some reason the perk is talked about like its playing the game for most players which is what I take issue with.

    Even godlike players still make fundamental mistakes in chase or get outplayed that result in downs despite having this perk + Hope. As long as that potential exists and isn't super rare, the perk is balanced to me.

    I am still unconvinced that perks shouldn't have constant value, there is too much RNG in this game for niche perks to be what should be the standard, its not fun running No Mither and then going against an Oni for example. I wouldn't want perks to be like that.

    Resilience if far from niche, I'm not sure how you got that, I would argue its even better than MFT its just an older perk so people treat it differently, you get a permanent 9% boost to every single action that's not movement. Which means no matter what you're doing you get value from it.

    Resilience/DH/MFT/Hope are excellent to me because you can use them in most builds and get value in most games. I personally find them the peak of perk design in the game to be honest. I wish both sides had plenty of perks like these, it would make the game a lot more fun to me.

    -M1 Killers

    As I've said before, we definitely should not water down new content just because of M1 killers, they will still be bad but now the game is made worse for it.

    That makes no sense to me, and last time I checked almost every killer including M1 killers have decent killrates. If that changes with official data we can open the discussion again but people are acting like M1 killers get rolled every game, my own experience says otherwise.

    Its still entirely possible to consistently win most of your games even with the perk being relevant, on any killer.

    Exhaustion perks are not really a counter to MFT I feel like that's bad advice that's been spread, if anything expose perks are far more powerful at controlling it.

    The best counter to MFT is to utilize tools and chase strategies that don't involve holding W to the survivor, killer powers, mindgames, instadowns. They exist and most everyone can employ them.

    I personally enjoy the fact that bloodlusters are struggling because of the perk, but perhaps I'm just petty.

    I feel like no matter the response I give or you give, we are always going to respond to one another because we are both too stubborn to listen to each other's points. I was going to right out a long response but decided against it, since it is realistically pointless.

    To put it bluntly, and to save both of us the time, I think it would be best to just stop arguing with one another and drop it here.

  • @Anthrage said:

    I would not say negative reviews are the result of review bombing, much of this is, unfortunately, deserved. The lack of an official discord, the reliance on these poorly-designed forums, minimal player engagement, no versus content and even following significant testing and reporting, a large array of fundamental issues with the game at the design level, has yielded the expected results - low player count and bad reviews.

    These devs are from my city, I was excited when I found the project and wanted nothing but success for them, but to say they have made a few mistakes would be generous, and to call the bad reviews the result of artificial review bombing would be disingenuous. There are very basic, low-effort things from a dev perspective that can and should be done and most gamers have been around long enough to know when things are not being done correctly.

    This is the result.

    Again, I wish it were otherwise, I can think of 3 things that could be done immediately that would have a significant impact, but the reception to feedback or ideas, the engagement is just not there. How can a community take a game or seriously in 2023 that does not have an official Discord?

    This thread was made in May, and it still gets people replying to it.

    My opinions on the game and everything have changed a lot over time, I kind of wish people would stop bringing this dead post back from the grave but Idk.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469160#Comment_3469160

    Gotta say the most painful thing as billy is when survs intentionally stay injured to use any versions of DH (OG, 1 second endurance, .5 second endurance, etc.) against curves.

    As a Billy main, I could, at least, respect Dead Hard a lot more, since it required timing. I also still got the hit as well, so ya know, at least I can leave with a little bit more Bloodpoints by the end. I was a meta that just felt better to play against, in my opinion.

    Back when Dead Hard was in the meta (which who knows, with Made For This, I reckon it will be meta again), I was thinking about making a Chainsaw into DH montage just as a joke, but considering people's opinions on DH at the time, I decided against it since it would just lead to more people fighting.

    But uh yea, I didnt really mind it that much. I prefer Old DH over Made For This.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469160#Comment_3469160

    Most of the "fun" perks you listed are garbage and mostly used for trolling.

    There is genuinely no way you're saying Red Herring is a fun perk unless you don't care about playing survivor.

    Nobody has fun being useless. Especially not in the current game's climate. And acting like strong perks can't be fun is wrong, the only meta survivor perk that's tedious to use is Sprint Burst.

    Saying MFT is stronger than old DH?? The only reason it even seems that way is because before DH got nerfed every single killer just expected it always and the only way to get value from it was pallets or doing a dance in the Killer's face. Which most players could not do successfully. Coincidentally, most players also don't get significant value from MFT because they're not good at looping.

    Killers are less reliant on perks because they come with powers. Survivor gameplay is completely based on perk loadout. They aren't the same at all.

    Blight is considered one of the most overpowered killers in the game and yet he's cited as fun if you want a comparison.

    Also, to be fair. Saw only Billy is not how the killer was meant to be played and mostly a community thing.

    Intentionally playing a killer wrong and using that as evidence towards a perk being overpowered is makes no sense.

    Saying MFT forces a playstyle is so weird, it doesn't change how survivor plays at all. It just extends chases, which plenty of other survivor perks already do.

    You know what does force players to a different playstyle?

    Bringing a healing load out and then going against plague or legion and being forced to play without perks because of a dice roll.

    Sloppy butcher and plaything+pentimento being in almost every game and forcing survivors to play mini games to do anything.

    I wonder what the consensus is on that.

    "There is genuinely no way you're saying Red Herring is a fun perk unless you don't care about playing survivor."

    Red Herring into Blast MIne? There is a reason why I put Blast Mine as well, but Im guessing we are going to skip over that? Blast Mine after the (unneeded) nerf it got awhile back is harder to pull off, so Red Herring helps you get value more often by leading the Killer to it.

    Also your entire argument around that basically translates to "I disagree with what you say, so you clearly dont play Survivor" which is FAR from the truth, considering how I play in SWFs and SoloQ a lot... but that wouldnt fit your argument wouldnt it? So you make things up about me?

    And to dive a bit further into that last bit. Im not sure if you are aware, but I moved from Console to PC, I had every perk unlocked for both sides, and all characters with prestige cosmetics prior to moving (it happened after Project W released but before the Halloween Event). I care about both sides, because I play both sides.

    "Most people dont get significant value from Made For This because theyre not good at looping"

    Okay and many people suck at Nurse, does that mean she is sudden a D-Tier Killer?

    Just because people cant use things right doesnt justify having broken things in the game, because it ignores the idea that experiences players can get their hands on it.

    Look at Old Old Dead Hard, you could dodge a hit and use it for distance, it provided a huge amount of utility that was unmatched by most other peoples, yet the common defense for it was "it's not a strong perk, I just Dead Hard into walls"... realistically, nobody is talking about the players who suck at using a perk, the argument was never against them in the first place.

    "Killers are less reliant on perks because they come with powers."

    I thought the common consensus with the community was that Survivor's items equate to Killer's powers due to them occupying the same area in the Loadout. But I digress.

    "Survivor gameplay is completely based on a perk loadout."

    Hey, you should join me and my SWF for Perk Roulette, it is a great way or improving your looping skills and general knowledge with the game. Also, coming from someone who has done Power Moves twice (PC and Console), I can say that perkless is not that bad if you are strong enough in chase.

    "Blight is one of the most overpowered Killers in the game, yet you cited he was fun for reference."

    And yet you completely ignored my replies in other discussions regarding Blight... because I guess it doesnt fit your argument so it is easier to ignore it.

    I said Blight's basekit is fine, it is rewarding while still challenging to use, and the speed is really quick but still slow enough for people to react. Coming from someone who has played Blight a lot but also played against Blight a lot.

    That being said, Blight's addons are insanely problematic, and should be nerfed. An already good and decently strong Killer should not have access to such strong addons.

    "Saying Made For This forces a playstyle is weird", "Healing Loadout against Plague or Legion...", "Sloppy + Pentimento + Plaything"

    Congratulations, youve learned the concept that multiple things can be an issue all at once.

    I never once said those things were "fine in the game", mainly since I never even talked about them but also because I think I can point out many issues with DBD at once and say "these are all an issue".

    Of course, sometimes I focus my attention on just one, like anything else, but my opinion on such doesnt change when I talk about a specific thing, multiple things can be problematic even if I talk about one specific thing... it's not hard to understand.

    Also my point was that it was strong enough to kill a lot of meme loadouts, things that both Survivors and Killers enjoy facing/using. My point was that a perk, that people think is "fun", is removing other "fun" aspects from the game, and I do not think that is healthy.

    "It just extends chases, other perks already do that."

    The issue comes with the perks function. Since it literally just provides free distance.

    Well, if you are being chased by the Killer, you will probably get hit eventually and become injured. Meeting the requirement for such isnt that hard. Some people act like you have to be injured the entire game to get value but you dont, you get value as soon as you are injured.

    3% Haste does not sound like a lot on paper, but you have to consider other things as well. The sides around loops can be cut a lot tighter than Killers because Survivors have smaller hitboxes and collision zones... due to this, you actually make far more distance around a lot of loops.

    Ive seen some people compare it to Resilience but Resilience is such a niche perk. It's 9% buff only applies to Vault Speed. Yes it can help within a chase but its effects are minimal. This also is ignoring the idea that there are many maps where Resilience provides less/no value whatsoever within a chase. Made For This provides constant value since you are constantly running within a chase.

    That being said, Nurse, Spirit, and Blight, all high tier Killers, can easily just work around this, since their abilities can handle most, if not all, situations in the game. This 3% Haste mostly affects already weak Killers, and makes them weaker. I know some people will say "then just buff Killers then" but we all know BHVR isnt going to do this anytime soon, especially when most of their time and efforts are spent fixing their messy chapter releases.

    I see a lot of people arguing that "you cant be Exhausted for it to work, so it makes it balanced" but it is not that much of a downside. There are many Exhaustion perks which work with Made For This because they have niche activation conditions. Dead Hard and Balanced Landing are prime examples, they can be used before you are about to go down and effectively just reset the chase... basically leading to a situation where you get free distance and a chase reset on top of it.

    Ive seen people mention "just use Exhaustion addons/perks" because a decent chunk of Killers do not have Exhaustion addons. Also Exhaustion based perks have really niche activation conditions and/or really long cooldowns that make them not worth running. Even for a person who tries to make the most out of perks that other people hate using, I seriously cannot find any reason to run these because they are often just too much work to get any meaningful value from.

    I can also go on and on about other nuances but I think youve read enough, nor do I think you care, it's the DBD Forums anyways, so half the people on here wont even read all that I put because "too long, didnt read".

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469221#Comment_3469221

    Having country flags in DBD is not “political”. People use that term way too loosely.

    Because rather than dealing with things head on, people label it as "political" and push it under the rug. "There are no problems if you just ignore them" type of mindset is something you see a lot, it is apart of the human coping mechanism, it's why "escapism" exists.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469160#Comment_3469160

    You lost me when you listed No Mither in fun perks lol. This perk is just terrible bad and far away from being "fun".

    Im guessing you havent played in a SWF in awhile? No Mither is fun if you have friends to help make the perk work, if you are SoloQ it is useless.

    But I guess that further proves my point. The strength of a perk is far more important to most players, there is a reason why there is a "meta" to begin with, people want to win, they will bring anything they can to ensure that, "fun" doesnt matter to most people since they would rather win.

  • No idea, I know Jake does though.

  • They literally are doing a Promo for Canada Day, wth are you on about?

    Theyve also done Promo for Canada Day in the past, I have a few of the CD Charms.

  • Bc BHVR is based in Canada?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468640#Comment_3468640

    I usually don't care about data because like you said, it does not show everything. OoO users died so much and devs did not nerf this perk cuz that for years. But perk was busted asf.

    But i just don't see problem with MfT. 110% killers have range/teleport/speed powers which they hardly feel any difference. 115% killers are mostly anti-loop killers and they can play around it as well. Only problem comes with m1 killers. And maybe we should buff them instead of nerfing fun perk?

    Ah yes, the "fun" perk argument?

    There are a lot of "fun" perks. Diversion? Hope? Blast Mine? Smash Hit? No Mither? Object of Obsession? Soul Guard? Red Herring? For The People? I can list more.

    Notice how all of those perks have fun and interesting effects. Notice how you never see them in public matches.

    The truth is that most people dont care if things are fun or not, it's the same reason why you see the exact same builds from Survivors and Killers every match, because people care more about winning than using "fun" things. You can cut the BS because it's really easy to see through.

    And what about interacting with the Killer? Old Dead Hard created mindgaming, new ways of playing with and against the perk. I was fine with Old Dead Hard, now we are stuck with this Made For This meta which is arguably more boring (since it promotes holding W), less interactive (since the perk is just passively giving extra distance with minimal downside), and stronger than what we had before (no need to worry about timing or precision, you just get the benefits for free).

    Oh yea, what about "fun" things from the Killer's side?

    Scratch Mirror, one of my favorite addons in the game, is completely useless in this meta. You move 5% faster than Survivors in Tier 1; MFT makes you move 3% faster while injured; you are 2% faster than Survivors... holding a loop tightly is already enough to not be caught by this, now you can actually gain distance. Oh, but I guess you wont care about that?

    Or my main Killer, Billy, yes they have an insta-down power, but curving requires insane precision, and even with Double Engravings, you BARELY catch Survivors, once Survivors know that you use your chainsaw a lot, they stay injured because there is no point in healing. 3% is enough to make the difference between a down or not. Prior to Made For This releasing, I played Billy a lot. Now they are basically unplayable because they are a glorified M1 Killer in the current meta. But I guess you wont care about that?

    The "fun" argument goes both ways, people having "fun" is nice, but your "fun" does come at the expense of effectively removing and punishing players for picking certain Killers and addons. Your "fun" makes people not want to use other "fun" things that exist, because it effectively punishes people for wanting to have fun and forces them into strict playstyles.

  • @LeFreezy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381552/billy-challenge

    Forces? You can get cosmetics by choosing another path

    ^ This.

    As a Billy main, the challenge isnt that hard, but I understand that the Killer may be super clunky for others to play. BHVR has made an alternative route you can take, you are not forced to play Billy during the event.

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