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Worgen

Worgen

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Worgen
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  • @Luceus said:

    A lot of players have expressed concerns about the new perk "Made for This" being too strong, and I think this is more caused by an issue that has became more and more noticeable as new perks are introduced.

    Speed effects stack with each other and It's an issue.

    This mechanic not only makes those perks exploitable but also hinders the creation process of new perks due to combinations making the game unplayable for M1 killers.

    Speed has always been one of the strongest effects in the game, this is why the higher the speed boost the harder it is to get/keep, but having them stack makes those limitation pretty irrelevant because of how strong is the result and how similar a lot of activation conditions are.

    I think it's time to change that and finally remove the ability to stack speed.

    My idea for this is simple, make only the highest speed boost apply at a time.

    Meaning if you have both 3% and 5% speed boosts you'll only have 5% apply, same thing with exhaustion perks if you happen to use sprint burst with those 2 speed boosts you'll run at 150% and then go back at 105% once SB ends.

    This should solve the issue of exploiting speed perks and allow for easier and more proper balance of perks related to speed while making the life of regular M1 killers easier

    Of course perks like PWYF are an exception to this, they should stack with themselves since it is the intended purpose of the perk BUT they shouldn't stack with others either.

    A similar topic I wanna talk about is bloodlust.

    This mechanic was first introduced to counter infinites, but I think a lot of issues came with it along the way:

    - A lot of the maps / tiles /chaining tiles aren't getting as much attention as the should and properly addressed because bloodlust is acting as a band aid fix.

    -BL is also the reason the stackable speed hasn't been really looked on by devs since it counters it to some extent (again a band-aid).

    -BL is a big reason as to why under powered M1 killers aren't looked at properly because guess what? It's also a band aid to not have to worry about them too much.

    - BL is rewarding new/bad players for playing poorly.

    Just like I said earlier speed is one of the strongest effects in the game, rewarding bad plays with it is just overly counter productive.

    A consensus in this community is that the game tends to be more killer sided the lower the MMR and more survivor sided the higher the MMR. Meaning that new killer players are getting an overly strong effect for doing the wrong things essentially giving both and unfair advantage and also greatly hindering their learning curve.

    We also have the issue of some killers not actually looping anymore instead of going for mind games or using their power in a smart way, they will just hold W until they get the hit, but on top of that it creates a boring gameplay was there basically is no real interaction between survivor and killer and is just a "holding w" competition.

    Of course, not all BL is bad for the game BL1 is perfectly balanced IMO it gives a little help in the struggling moments without being overly powerful and winning you chases for free.

    Devs have announced that they intend on properly balance maps, and once they finally decide to remove stackable speed it should be time for BL (at least 2 and 3) to go. And for D tier killers to finally get the balance changes they deserve.

    Because for now it's hindering the balancing of the game by acting like a band aid for most major issues killers have to deal with.

    I really wanna hear your thoughts about all of this.

    I might have forgotten to mention some arguments because I'm writing this in a hurry.

    Also english isn't my main language so there might be lots of typos and parts hard to understand.

    absolutly agree, this is a great idea

  • @devotedDBDenjoyer said:

    another doomposting thread about a perk that's barely been tested yet so we don't know how strong or how used it'll actually be. dbd forums never ceases to amaze me

    To be fair, you can found some clips abusing the ######### out of killers with this combination i mentioned on ptb thats one of the reasons i created this post https://youtu.be/1MuVgpBkJvM

    Also PTB are for tests, we can already know how things performing, thats why they change things before they go live...your argument just soundy

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445980#Comment_3445980

    So you would be happy if the requirement was to heal someone first before you can activate it, while keeping everything else the same, you will be happy? Because that's how I would think it should be tbh

    yea thats sounds a bit better

  • @fulltonon said:

    It's ridiculous how people defend permanent semi-bloodlust for survivors, this perk is plain bad design and should be scrapped altogether.

    BHVR really shouldn't mess with survivor haste from the start.

    yeah i agree

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445993#Comment_3445993

    Crazy how this can already happen with hope & other haste perks but it doesn't and no one is worried about it, for the reasons I've already mentioned.

    We're just going in circles now, so I'll just say you're chasing ghosts and getting worried for no reason, but on the off chance you're right and everyone starts running hope & made for this, it'll be nerfed anyway.

    Yeah maybe im worried a bit too much, i take a step back and wait. Thankyou for your and everyone elses arguments, it helped

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445993#Comment_3445993

    Crazy how this can already happen with hope & other haste perks but it doesn't and no one is worried about it, for the reasons I've already mentioned.

    We're just going in circles now, so I'll just say you're chasing ghosts and getting worried for no reason, but on the off chance you're right and everyone starts running hope & made for this, it'll be nerfed anyway.

    Yeah maybe im worried a bit too much, i take a step back and wait. thank you for your and everyone elses arguments it helped.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445829#Comment_3445829

    There's no such thing as a "free escape after 5gens" lol, if a survivor completed their objectives and stayed alive until endgame with only 3 perks active they were probably gonna escape anyway and 3% isn't going to make a difference. On top of that I'm pretty sure you can do the things you mentioned with hope alone, which no one complains about bc it's only active when the game is basically over (and that isn't gonna change with made for this).

    Regarding your suggestion, even if you take out the injured and no-exhaustion conditions 3% is still much less than the speed boost from smash hit, and the large majority of survivors would last much less time in chase with it than with the distance gained from smash hit or other exhaustion perks.

    In any case, I don't think anyone who doesn't already use hope is going to become a fervent user with Made for this and I think most survivors aren't good enough to get any value out of 3%, so I genuinely would be surprised if made for this has a high pick rates after two weeks live, but we'll just have to wait and see.

    what if the killer bringing an endgame build without noed? and all survivors bring made for this and hope for endgame, they are all run 10% faster, how will an m1 killer get one or two extra kill there? or even a down.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445829#Comment_3445829

    And endgame is when the game is pretty much over

    If it was so OP as you claim, then dark theory + blood pact + power of two would be meta because it literally makes you faster than a 4.6 m/s killer when combined with hope

    Yet it's not used and more of a gimmick build than anything

    If you have a problem with this perk, why don't you have a problem with those?

    beacuse you need to do something to get that haste, setup a boon, heal someone, and they are not consant like made for this. And it will be easy to combine with other haste perks and get a way too strong result.

    do you know thers some endgame builds for killers? the game not nesecesry over there wth

  • @Annso_x said:

    "it's unhealthy for the game" it's literally not in the game yet let's not get ahead of ourselves

    Your suggestion is literally smash hit, except the speed boost is only 3% and you need to be injured to get it. No one uses smash hit, so I can let you imagine how many people would run a way worse version of it (none)

    And bringing up Hope is useless, there's already a bunch of stackable haste perks yet no one uses them with hope and no one has a problem with them. If you think 3% is too much why do you think people would use half their builds to a buff that already gives 7% ?

    The perk was fine in the PTB and will most likely be fine live, and even if I'm wrong there's no reason to claim it's unhealthy or whatever until we actually see how it performs live

    if you use made for this and hope in endgame, you can loop killers on long wall windows and certain main buildings without even chase starting, idk hows that useless lmao, thats what i call free escape after 5gens.

    on the other hand i didnt mention that you need to be injured in my suggestion, you got it even if you healty after the stun, and looping for 60sec with 3%haste is not something you should roll on, its extra 2-3 loops around tiles.

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