Leachy_Jr
Leachy_Jr
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@MikaelaWantsYourBoon said:
That's balance. Do you really believe making these killers spam their powers will be good for game?
With other changes massively reducing the cooldown would make them more fun to play, more consistent to verse, and possibly stronger. So yea.
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@Hensen2100 said:
I don't see why Sadako's CD is a problem, do you really need to go across the map more than every 10 seconds? Even if you just kick the gen that's near the TV that's enough to use up the majority of the cooldown. And was probably the original intent of her design since she came with call of brine
Chucky I also don't see being too much of a problem since the power is really strong and with the right build he can be staying at a 20 or 16m terror radius in between being undetectable half the game. Since people are learning how to curve him around loops it's debatable if he's weaker than spirit at the current time
Xeno is so strong it needs to be punished for missing the attack imo
Out of all of the cooldowns there, sadakos is the most justified. Though if I want to keep TPing to TVs to build up someones condemn, I have to do something like kick a gen in that 10s window. It sounds really petty but I don't like waiting for the game to let me do something. I would much rather she have no cooldown, but have TPs apply half a stack (with a bunch of other changes obv).
18s for a killer with mediocre stealth, mediocre catch up, good chase, and 110 is too much. Should be 15s at the maximum. Spirit's ability is leagues better at catch up and chase, and she has access to 15s and rusty flute.
(Tbh I don't agree that chucky is even close to top 4 but ig we'll see in live)
Xenos power feels awful to play with compared to other close-mid range killers like slinger and nemi. The cooldown should at least be 2.7s to keep it in line with an M1.
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@Peanits said:
On Shattered Square: To clarify, this is not a guaranteed number, but the absolute maximum. The short version is the game tries to place pallets a certain distance away from each other. If the minimum number of pallets have been reached and there's no more pallet spawn locations available far enough away from another pallet, it will stop spawning pallets prematurely. Or in other words, once the deadzones are filled, it will stop spawning pallets. You are not guaranteed to have 18 pallets spawn- in fact it would be very unlikely to happen.
For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect). This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.
Though people have brought up frustrations concerning her cooldown being unfun to play with. Personally I don't think chaining undetectable is an issue since you have to sacrifice placing drones down in unusual spots since you had just a 0.5s window (2.1s if you ran both LPM and lighting).
Wouldnt the better choice to be nerfing the add on to 15%, or reworking the add on like it is now but reducing the base kit cooldown to either 8 or 9s?
It's a bit of a concern since a lot of the people I talk to and that I know are pushed away from playing smerchant because of her cooldown, similar to new sadako.
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It's weird, and doesn't really fit conceptually with the killer.
Knights and SM haste I understand, but trapper is the one i don't get. "Oh yea hes faster after placing traps because reasons". It seems like they wanted to slap haste onto him instead of changing his core power to be better.
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@Dogma_loki said:
I passionately believe you should not quit the game nor stop posting on the forums.
You are a breath of fresh air in a forum that is plagued by illogical arguments, hysterics, gaslighting and hyperbole.
O Captain! My Captain!
Gaslighting doesn't exist I don't know what you're talking about.
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Thread aged perfectly ngl
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527681#Comment_3527681
You’d think, but i’m getting a pink blib in place of it
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527671#Comment_3527671
The original post didn’t specify, and I‘m not sure we’re allowed to discuss it here, but the original VA; Michael Alvarez, has been fired following “talks” with underage girls.
Mind, this is based on 10 minutes of research, and I could be entirely wrong.
As one of the first p100 Jonahs (source: trust me bro) I'm coping hard this is a huge misunderstanding.
But if it isn't, then it has to happen. I've heard his new voice and it's fine, possibly even better since it's a lot quieter. Though I will miss the goofiness of his old voice.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521537#Comment_3521537
That would also be a bad idea, imo. What you want from using the drones in chase is to set them up ahead of time and chase survivors into them, the whole "shut down loops by pressing a button" thing is the biggest problem with Knight and Artist right now. I don't think we should make more killers that can do that.
As someone with p82 skull rn I disagree. If i wanted to set stuff up ahead of time and herd survivors into it i would play hag.
Placing down drones mid chase and "drone dancing" with strobes + readout is the most fun part about skull merchant as its the ultimate game of "who knows their distances better". She simultaneously punishes survivors for greeding, and for not greeding, they need to find the middle ground and actually outplay you in chase which is why I love her so much.
You don't "shut down loops" since you still need to land a hit, and if you keep placing drones down at loops trying to build up the 10s of exposed you will lose the match by your 4th chase because of how long and inefficient it is.
She should have strobes basekit, haste values increased, basekit action speed increase for each tracked survivor (like geo), unhackable state removed, longer claw traps, and then add on pass to rework the basekit add ons and nuke stuff like BNG and speakers into orbit.
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10m is a skull merchant drone range.
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@Quizzy said:
Well. If MFT goes then sprint burst, lithe, etc will rise back even more. And i know killers hate that more.
Who are these "killers" since I would kill to have a lobby full of lithes, SBs, BLs, DHs, etc instead of 4 MFT resil hopes DS/UB
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513168#Comment_3513168
If MFT gets revealed to the killer, do you think perks like Hubris, Coup de Grâce, NOED should also reveal to survivor or not? Because the situation is kind of similar, you can't really know the other player has it, until you get screwed by it...
I agree it's bad design to have perks like this but it's how it works for many of the killer perks at the moment, seen from the survivor side, and yet I bet you don't find these perks as unfair?
It mainly depends on the strength of it's initial effect, and how easily one can recover from being hit by it.
You aren't gonna lose the game to a hubris, or a coup (although they can be annoying being the first one hit by them). NOED is the outlier, however ever since they changed it to reveal the totems aura it's sometimes easy to recover from. Pre-aura NOED and pre nerf eruption are examples of how a MFT situation could happen on the killer side, you can't see it coming, and when it does proc, its incredibly hard and sometimes impossible to recover from.
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@Rudjohns said:
Now the perk is gonna activate after you are unhooked... for 30 seconds
Its gonna be the ultimate "anti-tunnel" perk
"You don't like being tunneled? Just run DS, OTR and MFT"
Tbf having 2% haste for 90s after an unhook sounds like a 100x more healthy version of the perk. Kinda like a low risk low reward anti tunnel perk.
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@GrimReaperJr1232 said:
Otz: Calmly tries to explain why he thinks a perk in unhealthy
Community: Look! He's going to get a perk nerfed!
Seriously? And if the devs actually took his word as gospel, they would've overhauled Nurse, nerfed STBFL, made Trapper God Tier, and nerfed Blight's add-ons years ago.
Yes but have you considered that overexaggerating things is funny.
Plus, the current balance of MFT is similar to a house fire that is eventually needing to be addressed. In this metaphor, otz is someone with a megaphone pointing out said housefire and how to put it out as efficiently and as quickly as possible.
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@Xendritch said:
If you watch the video he actually says the 3% speed boost is fine so uuhhh...don't think it's what you think it is.
I will gladly take the visual cue so I know which chases to commit to and which ones not to. That's my main issue with the perk.
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@Pulsar said:
Not sure that I'd like that combo with MFT.
Lets assume a much better universe where MFT doesn't exist and/or it has been rightfully nerfed into the ground.
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Good, but not enough IMO.
She could be given blight level of mobility, but it wont mean anything until she's somewhat threatening in chase. Which currently she isn't.
Plus, iri tape is still gonna be her best add on as being able to put tapes into any TV means removing condemn is far too easy and flexible for survivors. Plus it harms her mobility which is the literal only thing she has going for her.
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Boons are still good, but you have to be in some form of SWF to get use out of them.
Exponential + DT is one of my favourite combos in the game when im playing with friends. DT on its own is fun as well.
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@dbdthegame said:
None of these changes would fix her ability to 3-gen. All she has to do is down the person with a trap with her massive speedboost to recover the drone and go back to camp the 3-gen. She needs her power scrapped and redesigned.
Then you loop her so she doesnt get her power back quickly. Rewards survivors for looping her and rewards the killer for getting quick downs which is the literal definition of decent power design isnt it?
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@Smoe said:
I mean they're already working on fixing 3 genning from across the board, i don't see the reason to also change the killer as well with the issue in mind.
She's flawed to the point that since her chase is so weak, she's incentivised to 3 gen. This is only counteracted by her chase add ons, geo readout and strobed. By nerfing her 3 gen and buffing her chase it moves her away from boring playstyles and into utilising haste in chase.
If she never gets any more changes shes just gonna be forever incentivised to play boring, which obviously isnt good.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486937#Comment_3486937
DS is doing nothing. It's terrible and garbage perk. 1,2 seconds is animation. You have only 1,8 seconds to make distance.
Even m1 killers laughs to this perk.
As someone who runs DS in over 95% of their games due to the fact that I get tunnelled a lot, I'm gonna have to disagree. That perk has singlehandedly won me countless games.
Trust me, it seems bad on paper, but in games - as long as you're a decent looper - its very, VERY good still. I would recommend trying it even if you think its a bad perk.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486900#Comment_3486900
”i dont think its too big of an issue” your the same person that was constantly complaining about circle of healing and now made for this. If tunneling isnt an issue then the perks you complain about arent either.
Glad I have a reputation (I am going to keep hating until the perk gets nerfed).
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486922#Comment_3486922
Against m1 killers?
Sure.
But who plays m1 killer anyway. All i am seeing Wesker, Blight, Nurse, Spirit, Nemesis etc. DS is destroying weak killers and doing nothing against strong killers.
You underestimate how much DS can do. The only killers you mentioned that are slightly unaffected by it are nurse and spirit. DS + DH is an absolute monster combo against blight.
Even against A tiers, DS is still one of the best perks in the game if you can loop the killer afterwards. So use the basekit BT to get into a good position and then use DS to extend the chase.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486887#Comment_3486887
Or maybe we should get anti-tunnel mechanic or perk which makes survivor lose collision. Let's say for 60 seconds.
Survivor can't use it as weapon. Killer can't chase them.
Ofcourse this will make tunnelling less viable but for cost, they can buff killers in general.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486900#Comment_3486900
Hey Mr Killer, please don't down me here. I am on dead zone right now, my DS will be wasted because i have not any loop near. Can you please get me down next to shack. Thank you so much!
Combo DS with the basekit BT which can get you around 40ish meters assuming the killer hits on the 10s mark, you should be able to make it to a decent loop on any map.
That's not even taking into account OTR which forces the killer to hit you off hook, BT, or other haste perks like MFT, guardian etc.
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I mean I'd probably say DS is one of if not the best survivor perk in the game rn. You just need to know when and where to go down so you're still in a decent position after it activates. Only killers id say it's mediocre against is spirit and nurse but even then it's still a pretty good timewaster.
Unfortunately tunnelling will always be the most effective strat unless they massively rework the base game. I don't think its too big of an issue though since it has a lot of counterplay involving taking hits, DS, DH,, and just looping well enough for the tunnel to be not worth it (easier said than done against some killers).
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@DEMONANCE said:
i think staying injured not giving an f about the exposed is also a pretty good strat.
Considering geo readout, strobes, and loose screw exist I wouldn't recommend staying injured unless you have some spicy perks like MFT and adrenalines. She catches up VERY quickly which makes staying injured risky as hell.
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@Pulsar said:
Why would you bother to try to play against a SM seriously?
Like, the match is a meme as soon as you load in because she's gonna 3-gen even if you start winning.
Nobody wants to waste 45 minutes of attrition (assuming perfect play) in order to beat the worst Killer added to DBD.
Here's the thing though, when my team is actually decent skull merchant is my favourite killer in the game to verse. I enjoy the teamplay required to win against the killer, similar to other killers like twins, hag, plague, and singularity. Bonus points if she actually know how to use her ability in chase.
Plus I'm biased since she's my 2nd favourite killer in the game overall.
The issue arises though when your teammates don't know how to verse her, so your efforts of constantly hacking drones mean nothing so the match just drags out forever.
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But skull merchant is fun tho D:
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@NerfDHalready said:
oni oni oni. ONIIIII. they want value from mft? bet! stay injured then. you never have to chase injured survivors m1 anyway, just tag them, get the blood and leave.
Hmm good idea for PC players. Not so much console since onis flick is significantly worse.
Might try him with purple add ons.
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@Nebula said:
Bro mains Knight and has a P37 Skull Merchant, you’re a walking trope…
Playing fun killers is my passion.
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@Aven_Fallen said:
What? You have Made for This? Would not have guessed after the 33rd overdramatic post about it.
Gotta keep that title of being the #1 MFT hater. Especially considering my main is unplayable without fearmonger (knight).
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@Snoopy2021 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474124#Comment_3474124
What are you even complaining about?
You know how many unbeatable killer insta-down add ons there are?
The game is completely killer sided.
My reaction to this post.
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@ratcoffee said:
bro nobody is forcing you to play the game
@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472214#Comment_3472214
Not that simple. There's plenty of reasons why it doesn't need a nerf at all.
But let's pretend your point is true, they would need way more time to gather all of their data + player feedback to do a proper rebalance of the perk so they don't have to waste time revisiting it later due to missing the mark.
If the perk is owning you that bad just don't play tbh. If survivors could tolerate pre-nerf eruption for several months, killer players will live through something that's weaker.
"Just dont play"
No, because the game is fun. Pic related.
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@NerfDHalready said:
please don't mind those die hard defenders of this abomination, let them enjoy their toy while they can because bhvr eventually will nerf this after they see it tops the pick rates for so long. that's their bar to balance things after all
I said it in a previous post, people will defend something regardless of how broken or unhealthy for the game it is. When MoM dropped, people were unironically defending it saying "Most killers can bypass it with an M2, its not that big of a deal". MFT is going through the same process, claiming the 3% isn't that much.
Thankfully since its such a hot topic it's bound to get nerfed at some point, and I have enough skull merchant exhaustion add ons to last until the heat death of the universe, so I can deal with it until the nerf comes. However I would like to play other killers without having to run fearmonger/exhaustion add ons every match.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472214#Comment_3472214
So then strip the Endurance part of it. Not like your average survivor is getting much value out of the secondary effect anyway. I personally don't see MFT as a problem. At the average skill-level, both survivors and killers make enough mistakes that it balances out. At the lower end of the skill scale, you've got survivors who go down in 15 seconds. At the higher end of the skill scale, you've got survivors who would run you for multiple gens even without MFT.
I would say remove the 3% aspect of it, or nerf it down to 1%. Too much of an impact with decent survivors.
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How I look at the survivors running Made for this after I force them into my loose screw + strobes 3 gen (they can no longer get value from the perk)
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/382028/no-made-for-this-nerf-in-the-midchapter
I'm so angwy the devs didn't do exactly what I demanded I'm gonna spend my own time and money playing their game! And I'm also gonna purposefully drag games out as long as possible, ensuring that for 30-45+ minutes nobody else will have to play against me. That'll show everyone!!
Consider the following:
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472171#Comment_3472171
You mean the highly-divisive feedback that's not at all unanimous? That feedback?
The only divisive part is how much you want the perk nerfed, not whether it should be nerfed or not.
Even people who defend the 3% think it does too much for 1 perk slot due to the endurance and haste effects.
Personally, I want the perk absolutely obliterated into the ground, but I wouldn't of minded just a slight nerf to show that they at least understand it's very/too strong.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472171#Comment_3472171
Yeah! Just like Nurse, Blight, camping, tunneling, Skull Merchant, Knight, Bubba, etc, etc. Remember when they listened to feedback on any one of those things?
Then the bigger issue is how feedback is taken in and used, because there's valid complaints for all of them including MFT.
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@Sharby said:
They literally told you they weren't nerfing it and you thought they would anyways because of... whining?
Damn yea imagine if they listened to feedback about the perk that would be craaaaaaazy.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/382028/no-made-for-this-nerf-in-the-midchapter
Hon3st might take ya up on that offer everyone hats skull merchant because she has easy speed ups that anti loops
Trust me, if you hate MFT just 3 gen with loose screw and you'll never notice it. I've played an absurd amount of skull merchant since MFT dropped and I barely notice it in game.
However if I dare switch to another killer like knight or trickster I just get screwed over by the perk unless I run mindbreaker every map.
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@Botiz said:
It'll be nerfed, just not for another two years.
It's funny - Thanatophobia was nerfed just 2 weeks after it's buff because it was seen it almost every lobby and was "overperforming" - yet, almost every lobby I'm seeing at least 1 or 2 survivors running Made for This and we've still yet to see a nerf.
About 1 lobby in every 10 I don't see it used. I sure wonder what the pick rates are for MfT.
I genuinely don't understand how people say they can't tell when survivors are running it, to me it's blatantly obvious but I do have close to 5k hours, perhaps the people who can't tell don't have as much playtime?
Using nightlight stats it's the 6th most seen surv perk at 17.18%. Funny, since I see at least 2 almost every match, and see an even amount of matches where 4 people are running it and 0 people are running it, so for me it's more like 50% pickrate.
But yea, I can pretty much instantly tell when im versing someone with MTF. Thankfully after I p100 knight I'm putting all my BP into skull merchant to get her p100 so I can get infinite exhaustion add ons and geo readouts. So MFT wont be an issue for me until it gets nerfed.
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My honest reaction:
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468593#Comment_3468593
I've yet to see a single sensible argument detailing how the perk breaks the game in such a way that warrants receiving a nerf.
All the complaints about it embelish MFT's effect on the average game and neglect to acknowledge the existing mechanics that allow Killers to counter and/or play around it.
And yet, people continue to make posts talking as if everybody knows this perk is a problem.
unfun to verse
I'm sorry, but if this is true, you fundamentally disagree with DBD's core gameplay loop. MFT does not change Survivor gameplay in any meaningful way--it just makes Survivors slightly better at what they already do.
Goes against BHVRs design philosophy for haste perks (look at dark theory, hope, BP etc)
The perk follows the same logic as every other perk in the game; low impact, unconditional activation; high impact, conditional activation.
Self-Care and Circle of Healing have long been among the most popular perks in the game, and medkits have always been understood to be the best item in the game. Dead Hard was THE most popular perk, because it gave injured Survivors a third health state. ...yet suddenly, with the release of MFT, people want to claim that "being injured is not a big deal."
MFT is a high impact perk with the condition that Survivors need to be in their most vulnerable state. Survivors have long sought to mitigate the threat that came from being injured, so the notion that being injured is insignificant directly contradicts this game's entire history.
Tiles, structures, maps, and killer powers are not balanced around a 20-30% longer catch up time
Killer powers are absolutely capable of handling the distance MFT creates. There are a few (Doctor, Legion, and Trickster) who will feel pigeon-holed into running specific perks/add-ons to account for a meta-shift, but everyone else in the roster can play around MFT with their basekit ability.
I can elaborate on what I've said already, or respond to your other bullet points, should you so desire. Otherwise, I'll leave it there for sake of brevity.
Old dead hard also "just made survivors a 'bit' better at what they do", that's the issue. There's a reason haste perks are rarely introduced into the game, and when they are, they have strict conditions. MFT gives you free distance just like what old dead hard did with no reliable in game counterplay. That's the issue.
Being injured is part of the game. You will get injured in 99.9% of games. Survivors aren't vulnerable when they're injured, they're vulnerable when they're at risk of being downed. The perks synergy with dead hard, the existence of other S tier injury perks (resil, OTR, DS), and basic team coordination means that unless you're against either nurse or bubba who can counter all of the above, being injured does not mean that much.
Positioning will always be a more significant factor. This means that it does go against their philosophy since it doesn't have a strict activational requirement, as being injured is not a significant requirement, definitely not significant enough for permanent 3%.
As for killer powers, that's just straight wrong. If one single perk is forcing a killer to mindbreaker/exhaustion add ons every match then that perk has too much of an impact and should be nerfed. Doctor, knight, trickster, etc should not be forced to bring exhaustion perks because survivors *might* bring ONE perk.
For other killers having in game counterplay, nah. I've done enough testing in KYF, watched enough gameplay, done enough pubs to come to a reasonable conclusion that it screws over a solid 75% of the killer cast. As I said: Wraith lunge, billy curves, hag hits, huntress, doctor shock greeding, bubba catchup, freddy snares, pyramid head charging/catchup, trickster, artist, dredge, sadako, knight, singularity overclock duration. All moments in a killers power that is balanced around catching the survivor in a specific time frame it is too strong against because they are not balanced around a 20-30% longer catchup time, they are balanced around the base catchup time.
If being almost as unfun as old dead hard, having no in game counterplay for the majority of killers, encouraging tunnelling, screwing over specific killer powers, goes against the structure of every other haste perk, and having no valid pre requisite to use the perk, isn't enough to warrant a nerf, then ######### me IDK what does.
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@KayTwoAyy said:
Remind me again why Made For This doesn't belong in the game?
Why do you need reminding when when it takes 1 KYF of testing to show why the perk doesnt belong?
Anyway:
- Unfun to verse, as survivors get rewarded for you doing your job correctly and hitting them
- Goes against BHVRs design philosophy for haste perks (look at dark theory, hope, BP etc)
- Tiles, structures, maps, and killer powers are not balanced around a 20-30% longer catch up time
- MTF essentially acts like a mini pre rework dead hard at tiles, giving you pallets and vaults you normally wouldn't have reached
- Since survivor hitboxes are smaller than killer, building structures encourage W keying and hugging god windows which is only made possible due to the added catch up time (play literally 1 match on garden/suffo/ironworks)
- Due to map sizes and the distance between loops, W keying with the perk becomes obscenely strong
- Killer powers that rely heavily on close/precise hits get almost hard countered by the perk (wraith lunge, billy curves, hag scroll wheel, huntress, doctor shock greeding, bubba catchup, freddy snares, pyramid head charging/catchup, trickster, artist, dredge, sadako (since she is purely m1, nothing else), knight, singularity overclock duration)
- For such strong effects, it cannot be countered by in-match mechanics (don't have infinite exhaustion addons? lmao good luck)
- Encourages tunnelling and camping as injuring multiple survivors isn't appealing and you want to be able to down a survivor in reasonable time
- Stacks with other haste perks to make it even more problematic
- Synergises with dead hard
- Literally zero reason to NOT take the perk because of the reasons stated above
- Absolutely zero downsides
- Absolutely zero significant requirements for the perk to get value (no, being injured and not having exhaustion literally happens every match, that is NOT a requirement)
- Despite the 3% being overpowered on its own, it comes with a secondary haste effect which is also quite strong (idc about that part of the perk though, its just the 3%).
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466735#Comment_3466735
They’re probably basing it on numbers. That because something ‘feels’ overpowered doesn’t mean, logistically, it is.
Shame, since no matter what the numbers show, its completely broken. Fortunately skull merchant has an exhaustion add on.
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@Mandy said:
Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.
Is it rude to ask why the team thinks the perk doesn't need much change?
A lot of very valid points have been brought up, unfun to verse, haste stacking, making certain killer powers borderline useless (knight, trickster), etc.
Surely a perk as problematic as MFT needs a change?
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The full 4 needs to be base kit, not just 2m.
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That still doesnt fix the core issue with EMPs is that they recharge passively so its just a "grab n go" item".
In order to grab an EMP you should have to interact with the printer for like 3-5 seconds before it actually dispenses. So it passively charges it's first 95% but you have to finish the remaining 5%.
If they did that, then the increased printing time and reduced crate changes wouldnt need to happen. It should stay at 5 crates and 90s printing time.
Glad survivors get slowed tho, they were far too versitile in chase with literally no downside since it no longer takes your item slot.
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@LittleBigSunset said:
https://us.v-cdn.net/6030815/uploads/JW23AVSVU9GA/fttt-w6wuacx9rr.jpg
Never in my fifteen years of teaching have I seen math this bad
My reaction to that information
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Lmao.






