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fulltonon

fulltonon

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fulltonon
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  • Thanks for perfectly explaining how broken this perk is, all your text helped me understand this perk shouldn't exist.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454467#Comment_3454467

    So good survivors can get good value from this perk, let's nerf it?

    Alright, let's nerf Nurse & Blight as well. Because good killers have amazing value from them.

    Statistically they aren't a problem even in high MMR but eh why not? I mean let's be real, it's literally unbelievable they are not yet nerfed to oblivion.

  • @HugTheHag said:

    People really will look at a killer marked "hard to master" and complain within less than 24h of it coming to live servers that they can't use its power consistently well.

    Snarking aside, Singularity doesn't need nerfs or buffs, just time to learn to play and play against it, and some QoL to make it a bit less disorienting.

    For example I'd love for the camera to lock onto the direction of the last pod you surveiled from when coming back to your own body, instead of the first one. That would already help not have to search where those survivors you just saw were when you don't know the map perfectly well.

    You don't need time to evaluate killer strength in DbD, because with PTB and how simple this game is, there was pretty much no time day one killer strength has changed.

    People throw same "this is day one" argument all the time yet literally none has been changed, people really aren't as dumb as those forum guy thinks.

  • Honestly that probably is not "fun" I think...?

  • @Exerlin said:

    It's 3%. Reminder that Blood Pact and Friendship both give 7% and have extremely similar conditions to each other, and I haven't seen that combo around at all. I don't see Made For This actually becoming a problem

    It's just hard to pull off, but everyone knows those perks are ridiculously strong in right hands.

    So yeah 3% for basically everyone regardless of skill level or coordination, is a problem.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453167#Comment_3453167

    Actually Killers do have 2nd chance perks. We literally got one in Machine Learning (lose a gen and get a buff). There's also Fire Up (lose gens, do actions faster). Very strong perks, obviously.

    Don't forget a perk that reduces attack cooldown on missed hit, I forgot the name.

    @jesterkind said:

    When you say "old" Dead Hard, which version do you mean?

    If you're referring to the pre-6.1.0 version of the perk, where you got a dash with i-frames, this is an insane comparison. They're not even slightly close to each other, even if MfT is overtuned it can't possibly be anywhere close to the level of broken that perk used to be. Even setting aside pure strength levels, they work completely differently.

    If you're referring to the pre-nerf current Dead Hard, eh...? I honestly think that comparison makes even less sense so I don't like to assume, but if that's what you mean, I'd again have to point out that they work completely differently and don't provide the same kind of value.

    I-frame was never been a problem, "just bait it out" is more or less always the counter to it, unless people played some specific killers.

    What actually became the reason for nerfs were distance, which MFT DO have.

    I'm not sure how you thought literal subtle speedhack will not be as broken as free distance, but I guess that's different PoV or something.

  • Agreed, at least first DC penalty better be little longer.

    Few minutes are nothing.

  • Honestly even the hug techs are very well counterable, and same goes for this one.

    If a "exploit" is more or less fair and interesting despite being an exploit, I'd rather keep it.

    It's not like certain infinite or double locker or even MFT, which literally can not be countered by any way.

  • @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.

    Luckily you can always get the value of MFT pretty much no matter what, even fearmonger can't help thanks to pity 5 seconds duration that can very well be removed in healthy state.

    We don't need any ridiculous example, made for this is already broken as is, stacking doesn't even matter.

    @jayz666 said:

    Get better I say lmao only a handful of you are complaining

    I can say exact same thing against you though, get better, only a handful of peoples are defending this bullshit.

    People shouldn't be told to understand how broken glorified subtle speed hack is, this is ridiculous to think otherwise.

  • Bonus BP is literally useless, I can have 5 seconds que with killers while having 1 minutes que with survivors, all while having 100% survivor bonus incentives.

    It's broken.

  • @Eelanos said:

    If it makes you feel any better, it also feels terrible to play for me as a survivor. I can't even tell the beginning and the end of some walls. It's hard to even locate the walls of the map at times.

    Also there's small walls that look like vault points but you really can't vault over them, so I constantly bump into walls there lol

    Well that's basically same for RPD, early survivors have problem with it too, except no skills can fix killer issues.

    I wish BHVR to seriously stop making maps at this point, they are actively making game worse.

  • Biggest problem here is he really isn't even good at chase even if survivors are infected, it's just not that difficult to counter it simply by using usual looping tools, thanks to "fairness" stun they made.

  • @AetherBytes said:

    He requires a specific mindset to play really. Many people prefer direct chasing, running around at the speed of (b)light, etc. Singularity requires stepping back a bit and seeing the larger picture. Where can I get the best viewpoint? Is it worth putting two cams here to make the setup more resilient to EMPs? Should I chase that survivor, or catch them later with slipstream (or make them waste time on an EMP)?

    Singularity is much more demanding, but is rather rewarding for those willing to take this extra step in the form of unstoppable power in chases. Complement with Enduring and Hubris (Eat a stun, teleport on top of them, instadown), BBQ (Identify far off threats and where to slipstream next), and Terminus (As his biopods make gates a nightmare for survivors, and being forced to stay injured is perilous when at any moment he can teleport on top of you)

    tl;dr: Singularity wants you to be more willing to stop chasing the mouse and start setting up mouse traps.

    Except, he is pretty bad zoning killer too.

    Literally the worst of all roster, too much hoops he has to jump just for a hit, then survivors even have EMPs, wow how "demanding" for practically nonexistent power.

  • I think they should've made it basekit rather than buffing it for a marginal value?

    Like 3 gen is a problem but... do people really use it just for permanent 6% boost?

  • @pseudechis said:

    Its been 1 day of live, do you think there is enough observed experience to make practical changes already?

    I mean initial reaction sure but beyond that... eh.

    Do you seriously thinks this game is deep enough to the point people have to wait few days?

    first impression were pretty much proper evaluation for basically all the times, especially killer power.

    Not to mention we already had a quite lengthy PTB.

  • Dredge is fairly good at anti-loop, has mobility, and has weird mechanics that annoys survivor.

    Singularity has... uh, nothing? he can shoot things I think, and sometime can teleport into a survivor if they don't care about anything.

    Dredge is map dependent but still nowhere near bad as singy.

  • @Chocolate_Cosmos said:

    I am testing this perk a lot and playing Killer too. I don't see much if any difference with this perk.

    It's literally an official subtle speed hack, though.

    You may call it "not so strong"(even though I heavily disagree with it), but can't see much difference? that's just... ridiculous.

  • @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

    Only thing that is reliable out of those is fearmonger, and even then it really only works well with stealth or extremely quick movement killers, calling them "hot garbage" doesn't seems that stretched out tbh.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453446#Comment_3453446

    It has conditions, but i don't see exhaustion perks or add-ons being very popular from Killers, so becomes less of a factor.

    Fearmonger, blood echo and the new perk from singularity look good, and most killers have add-ons that inflict exhaustion.

    Don't know. I just know that this perk counters killers bloodlusting at pallets and laggy hits, two of things i think are the most annoying in chase.

    So yeah, of course i love it. If it is OP, idk. Maybe, but since you can't use it with the best exhaustion perks, i think it's ok.

    I guess we will have to see.

    That's why I said "basically", exhaustion is a condition but there is not much of reliable method to inflict it.

  • Nerf? better to scrap and rebuild.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453183#Comment_3453183

    this is how you know you can just disregard someone's opinion on balance. Anyone who thinks dark theory is a problem should not be taken seriously in any manner regarding dbds balance.

    That perk is straight dumpster fire garbage

    You just don't know what 2% haste can pull off.

    It's effect IS a problem, anyone who thinks survivor haste effect without huge limitation is not problematic shouldn't be taken seriously.

    Depends on tiles it CAN force killers to extinguish it, because without doing so survivor becomes literally uncatchable.

    And no, being problematic and being strong is two different things, dark theory is problematic design but still not strong, MFT is problematic and strong.

  • Stack or not plain basically unconditional 3% haste without any counter is literally a bad designed perk, I wish BHVR to actually hear the feedback and fix the problem.

  • Is it something depressing or is it something feasible? I don't know.

  • This chapter is certainly not a "pretty good one", more like one of the worst because it brought broken survivor perk(s) and a worst killer, and probably a worst map too.

  • @Piruluk said:

    Hard to play and the game is aimed towards casuals

    Not sure if he is harder than trapper tbh.

  • Oh I forgot the best perk he got, he can indefinitely spam shot to survivors/downed survivors/hooked survivors.

    It does nothing but ehh it is shooting I think.

  • @[Deleted User] said:

    What they’ve done with Deja Vu is the definition of hand holding. The fact BHVR created the 3 Gen problem with Skull Merchant and this is one of their solutions is really quite scary in regards to judging their game sense.

    Well it's officially a band-aid and luckily not exactly super strong, I'm rather scared in what kind of insanity they gonna brought up with yet to seen "long term fix" would be.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453215#Comment_3453215

    Oh yes thank you because the Devs cant Balance there Game and only listening to low Rank Survivor we only should be able to Play 1 specific Killer instead of the ones we love or like to Play thank you for the Tip

    You could also play tombstone piece myer with rancor too.

    @Pulsar said:

    People will never be satisfied.

    Use the new PGTW. Use the better version of PR. Use Corrupt.

    It won't carry you anymore, but that doesn't mean that these perks aren't good. You have to show some good Killer gameplay in order to get value.

    That's a good thing.

    Only if all those perks weren't extremely inconsistent and weirdly limited, huh.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453238#Comment_3453238

    OK I'll try to explain this another way.

    In a SWF you have numerous advantages. It is easier to coordinate gens, it is easier to coordinate saves, it is easier to scout the map and loop the killer, it is easier to track the killer, and it is easier to escape the trial and win the game. You even get the luxury or coordinating your builds for specific team roles with your SWF.

    Would you therefore conclude that playing as a solo survivor without all these benefits is therefore penalising the solo queue player? Both currently get the same rewards, have the same requirements to get those rewards, but one is undeniably harder... no one would disagree with that I hope. I would not call it being penalised, but it's certainly a disadvantage.

    SWF is what the game is balanced for by the devs own admission. Therefore if you're a solo survivor, you are actively handicapping yourself, as you are playing the game in a manner that is not balanced for you.

    If you give solo survivors more points/resources, you're still giving SWFs the rewards the game is balanced for... you're not making it unfair on SWFs, you're giving players playing the harder game mode more resources.

    You can look at it as a "oh no I'm not getting as much in SWF! That is unfair!" if you want... but I would say playing the harder game mode should be rewarded, and getting the standard rewards at the level the game is actively being balanced around in a SWF, is perfectly fair. Asking for more as an SWF when you already have all these advantages to help you score, is being greedy.

    Don't ask me, "we won't give any advantage to solo or give any disadvantage to SWF because people shouldn't be penalized for playing with friends" was exactly what dev said in the past, I think it's stupid but that's it.

  • @Devil_hit11 said:

    @fulltonon why does the perk take no skill to use? Is the skill not looping itself?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453248#Comment_3453248

    I would not say its exactly DH level exhaustion. The aspect to talk about with exhaustion is that exhaustion is a guaranteed bail out in a specific situation. Like Sprint burst for example is a near guaranteed bail out when used in deadzone with no pallets or windows. MFT does not bail you out of situations, it makes those situations less likely to occur and strengthen situations where your in the advantage as survivor. its little bit like pre-nerf old Iron will. similar characteristics.

    Looping skill is not related to perk at all, no matter what you do you will get benefit all the time.

    Those who bad at looping can be slightly less bad, those who decent will be even more decenter, and those who good at it will be really good at it, regardless of situation or skill level, it will always work exactly same.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453231#Comment_3453231

    A bonus for playing solo... is a punishment for playing withvfriends...

    Do you want another take on that my guy?

    It...is.

    The benefit you can only get with solo, is equivalent of disadvantage for playing with friends.

    Give an advantage to solo or give an disadvantage to SWF, end result is same, playing with friends will be penalized.

  • That's more or less equivalent of punishing people for playing with friends, I doubt it gonna happen.

  • Sure, see you in 2 years later.

  • @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.

    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.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453211#Comment_3453211

    I play this game since 2018 lol, how I dont know how the game works? You guys are treating this perk like dead hard with the dash

    Well if you don't know why you don't know how the game works, there is no way I know it.

  • I mean, can't you just take rancor and bubba? I don't think it's that hard.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453183#Comment_3453183

    People dont use because we dont know how to use it, people dont use it cuz is bad, 2% and 3% are nothing, the value you get from both dark theory and made for this are almost nothing

    If you seriously thinks those haste is nothing, the only thing I can say is "git gud".

    Because that just means you are literally not understanding how this game works.


  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453200#Comment_3453200

    Oh boy, Made for this stronger than old DH. Now thats a take.

    My last line is basically the same thing that happens ALL THE TIME in this forum. There is the ritual that one Survivor-Perk is OP and this ritual needs to be done every chapter. This time the Perk is at least decent, I have seen worse OP-Perk contenders.

    But I am very sure that after a week or so the pickrate will drop. Because the only Exhaustion-Perk where you will really be able to use Made for This is Dead Hard. And I dont think that it is better to use two Perks together than just using the two strongest Exhaustion Perks (Sprint Burst and Lithe) on their own.

    (Yes, you can also use Lithe with Made for This. But most of the time the Survivor will be healthy when using Lithe... Which will result in Made for This being a dead Perk most of the time when paired with other Exhaustion Perks than DH)

    And yet you don't seems to be explaining how you thinks a perk that gives free distance pretty much no matter what and also works in any loops unlike dead hard isn't strong?

    I don't care how you "understand" this forum, I'm just asking why you thought it isn't strong, and I'm not asking for perk combination, I'm asking for this perk alone.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453167#Comment_3453167

    Bloodlust. And yes Killers use Bloodlust (which does not even require a Perk Slot) for way more than "Infinites".

    @topic:

    Comparing it to old DH is really a stretch. It is nowhere near that strong.

    But I guess it is the next "OP"-Perk which is now the topic for a few weeks until nobody is running it.

    You say "it is nowhere near that strong" because...?

    It is not limited to once unlike old dead hard, it doesn't takes any skill to make it work, and ultimately can work with exhaustion perks too, It actually does seems to be stronger and consistent than dead hard if we think what it does.

    And last line of your comment is entirely your assumption with nothing to back it up, what's the point of that?

  • @adam1233467 said:

    I played killer the intire day and this perk is not a problem, you guys are just over reacting, this is the same drama when dark theory was realesed

    Dark theory IS a problem, it's just that people won't properly use it often.

    And at least it can be extinguished unlike MFT which can not be disabled in any way, unless using exhaustion tools which is extremely limited.

  • Who wanna play glorified no power killer with extremely clunky mechanics?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453058#Comment_3453058

    And just like Dead Hard, its limited to only being useful in the middle of a chase.

    To prevent of start a chase how ever? It has none of. Its gonna start fading away within a week once people realize SB is still and always will be the better option

    Do you seriously thinks "only being useful in the chase" is a problem of some sorts?

  • @YOURFRIEND said:

    It's not free apparently because it requires you to be injured.

    Because being injured is a difficult thing to come by, you see.

    I'm not saying it's a free advantage(at least not this time), I'm just stating it is a "free" (as in being basically not require anything unique, like window/high ground/"SPRINT"/hitting killer/etc...) distance perk which allows survivors to reach pallet they otherwise can't, exactly like old dead hard.

  • @GolbezGarlandGabrant said:

    3% from MFT = busted

    4% from Noed = completely fine

    I can't believe it's not a bait.

  • At least clown power is consistent, lmao.

  • He isn't even good at 3 genning, just take EMP and he is literally a M1 killer especially at 3gen.

  • It's literally a free uncounterable distance perk that works in every loops, exactly same as the old dead hard which they nerfed for "uncounterable free distance at any loops", honestly I suspect it to be WORSE because it will work on literally ANY loops in a chase unlike dead hard which can only work once per chase.

  • This is exact example of "uncounterable free distance at any loop" which was the reasoning of DH nerf, I'm quite interested how this perk made it to live without any tweaks at all.

    they just want money, I guess.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452978#Comment_3452978

    If you're tapping the heal as soon as the killer approaches, what's the point of bringing the build? It's a chase build, Made for This is literally doing nothing if you play like that and the benefit of Resilience isn't unique either.

    ...because you WILL get the value just by getting a hit? why are you asking the "point" of it when it works perfectly fine?

    Like, if you are unsure then just heal up, if you are sure you can run away into a loop or two then just stay 99'd, there is a choice but there is not a risk, I don't think it's that hard to understand.

  • It's laughable how they made an addon like "hitting 18m long shot will expose the survivor" when literally no situation that shot can achieve an actual hit, like they never tested or thought about maps at all.

    I wish BHVR to be little more competent when they design maps, really.

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