fussy
fussy
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@Gandor said:
BNP got nerfed, because it was free 25% progression. You have perk that requires just specific hook for regression. If you relax the rule, then you have to get BNP treatment instead - pick a gen that has 100s to complete instead
So perk needs a nerf, because now it can really be used, and not rely on luck?
You should not waste time on this forum and go develop your stand-up career, for real.
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100% yes. If I sell all the meme addons on killers even for half their cost, I may be able to level up Cage up to 100 prestige instantly.
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MT + Hope is not such a big problem because Hope is already doing all the work. Hope only works in endgame, so I'm ok with that. And I don't think it's necessary to limit on stacking of any perks. It's cool when you can combine perks with each other.
I'm NOT ok with a perk that gives game changing advantage for free, without any conditions and restrictions, during the whole game.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481523#Comment_3481523
My point exactly decisive strikes whole counter is just going for the unhooker instead of the unhooked but killers don’t seem to get that at all
Yeah, but when ds was 5 second all i see is unhooked survivor bodyblocking unhooker even if he is healthy. It was not perk only against tunneling, it was also perk against killer who plays "fair". SWF with 4 ds who just takes hits for each other because they have active ds was a nigthmare.
Current ds is absolutely fine if u r good looper and don't get down in open field. That's why best survivors even on tournament still using it. Because it still buys a lot of time in the right hands if killer tunnels you. The only difference is, you can't abuse him like you used to before, bc it's too risky. And that's great.
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Artist is a 3rd strongest killer in the game, sometimes even stronger than Blight.
But there are 4 and a half really good Artist players in the public matches, so I understand why many people will disagree with me.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483593#Comment_3483593
I think his point is that you can defeat survivors with MFT because most survivor are not good at looping. MFT is strong when survivor is good at looping so statistically, the perk will have an average death and escape ratio. in other words, they won't change it because it is not performing out of expectation. the weaker survivor won't use it. its too hard to use. they'll use lithe because its better value for that level of play. the people that are using it do not use it well. the people that will use it well are top 0.1% of survivors but they don't balance around for killer or survivor.
I'm mediocre survivor and i get a ton of value from this perk. You don't need to be 0,1% top mmr survivor to reach any pallet or window for free.
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@LobbyDodgerLeonidas said:
Wow he got a 3k and he's complaining!!!
Oh, really, how did he forget that one match result is what stop perk from being stupid af
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@Raptorrotas said:
Great lets punish the killer for the ability to choose his target, sounds reasonable. How?
Can we punish survivors for not spreading gen progress on all 7 gens equally? like they all [Insert ridiculously unbalanced punishment] if 1 gen is like 15% higher than the average of all gen progress. Dont worry, because its survivor they get a line on the progress bar to show the average %.
If the killer gotta be restricted in his ability to choose their target, so should survs.
Based
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@mikewelk said:
Solo queue is brought up so much in discussions but developers don't even care enough to help solve the multitude of issues it presents. As long as it inflates kill rates, they won't bother doing much.
What issues solo q have? I only know about two: still no kindred basekit and braindead / newbie teammates. The first is easy to fix, and the second is not fixed by any buffs, I don't want to upset you.
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The only veterans players I know who left the game did it because "there's no more fun here." They were all survivor mains, and in personal conversations with them I realized that all their fun was in the most broken, unbalanced and unfair things that ever existed in the game. They just felt so untouchable and power for 5000 hours, so when a semblance of competition began to appear in the game, and their broken things disappeared, "fun" went with them.
You can still find their montages on yt with stretched resolution, where they press old dh every 10 second, tb and pretend that they are better at this game than the killer.
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@UnavailableName said:
https://us.v-cdn.net/6030815/uploads/DSGWOPTWMNCV/image.png
Now tell me how i'm supposed to do anything ? I would like an answer from the lead game designer, that he explains me how i'm supposed to have fun in those games ?
Of course it was an SWF, 4 gens done in less than 5 minutes.
Pretty much sure ppl will say skill issue :)
I have the same experience almost always, especially at night. That's why I stopped playing for result and trying to have at least some chances with hard tunneling and camping. Only the chase, no matter what the result. U guys want to play m1 simulator? Ok, it's your choice, gl next.
Joke is, survivors are crying rivers there because no one play "fair" aka killershouldplaythewayiwant, but every time i play "fair" and loosing match bc of it, i only see astronomic amount of toxicity and bm.
I play a lot for survivors for the same reason now, so I understand perfectly well that in any case it's an ez game every time when everyone in the team is good at chase and knows where the m1 button on the mouse is.
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@Roaroftime said:
Please, I'm so tired of Wesker every round he's gotten so tedious and boring and this suggestion may help with variety? E.g., 100% Bonus for hag or twins?
i won't play Hag or Twins even for +1m% bloodpoints, lol. They need to make / rework another good killer so you can see variety
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@desperadoscres said:
i completly agree, i started playing 2 week ago and i think i spended about 2 hour in the bloodweb just clicking thing
This is how we've been living all this time, welcome :D
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Increase penalty for 15 minutes for every dc. Also if u want to punish killers for doing their objective, i'm glad to hear what will survivors get for doing gens.
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I love how every post about MFT looks like this:
- Author uses arguments, gives examples, explains his position, cites the problems that this perk creates, and tries to compare it with other perks
- Meanwhile survivors in comment: "Oh no it's just fine stop complaining"
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471498#Comment_3471498
Crow and rat are not top tier. Strong, but not top tier.
c21 is most DEFINITELY not top tier lmao.
Adren vile is strong, but again not top tier. You have to be really good with blight to start using that.
C33 and alch ring are the only ones I’ll agree are top tier.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471502#Comment_3471502
What “every blight main” says vial is busted? Lol
Momo, Array. Don't know what Lilith thinks about it.
Speed is absolutely ok, i agree. I say more: Blight need speed to be good at most tiles.
But alc ring, c33 and vial are busted. Vial just need speed to be removed and make recharge slightly slower imo
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471289#Comment_3471289
And? I know Killers have the weird mentality that they deserve a pity Kill in Endgame. But most likely camping Killers will still get a Trade, unless the Survivors are organized AND all of them are alive. And if the Killer did not manage to kill one single Survivor during the Trial, the Survivors can also deserve to escape.
lmao, so when killer literally try to kill one survivor instead of 12 hooks game, he is miserable tunneler. And if he made 8 hooks and try to defend at least one kill, he didn't deserve it either. You perfect killer is afk killer, right? He deserved everything.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471451#Comment_3471451
He has 2 top tier addons lol. 5-6 is a stretch.
Bruh, every Blight main i watch agree that Vial also busted, but not you still. He has 3 "top tier" addons.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471412#Comment_3471412
Me playing Nemmy and Sadako , reading this and smiling.
Sure dude, whatever you say. Guess i am gonna play Nurse more.
And i will still playing Demo and Clown. So? Make a comment just to make a comment?
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471351#Comment_3471351
Isnt that a good thing?
There is a thing. If u wanna killers have a chance in a match against good survivors without camping/tunneling, they need to be mechanically VERY strong in a chace and map control, like Blight level. But if we buff every killer to his level, everyone on this forum will cry about how killers are op, like it already is with Blight.
I'm bored to camp and tunnel to win maybe 700 hours ago, and play mostly for chases now, so i don't bother much about it, but i understand that it's huge killer's nerf since u need to play grab game sometimes to make pressure.
So please don't be surprise if everyone run blight, nurse and wesker after this update, like everyone already does.
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Agree. 0 sense to make it scourge hook, Just give it 10 meters aura to every hook and it still be worse than half info perks.
Also scourge hooks should be 5 by default + 1 for every this type perk.
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Please don't forget to say it again when it leads to another killer buff buddy :)
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All healing should have stayed at 20 seconds, even self-healing with medkits.
With how crazy % give healing perks, you hardly see them in matches, which suggests that healing is too comfortable.
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I hope they will. 20% free distance without any downside even more stupid than old dh. Staking with hope isn't the problem, problem is, again, it's whole match 20% of free distance.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586
what are you guys monitoring exactly? a significant drop in kill rates in matches with mft? is that what it takes to show the perk is busted and unfun to verse like dh?
dh was clearly a horribly designed perk yet it took 6 years to get nerfed do we really need to do this again?
how does pwyf get so many restrictions to it's usage ( obsession related , token based and whiffs get rid of it) plus dark theory (a small radius, only 2%, and can be deactivated by the killer) but mft is just get hit to get permanent speed boost? (not to mention that it has a strong secondary effect as well).
Seems like logic is not welcome here
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Survivors is easy as hell, that's why i started play them way more about a year ago. Killers definately more interesting for me, but every time i press "play killer" i just "nah, not in the mood to sweat my ⚽️ out today" and go to play survivors.
Yeah, soloq of course often is a mess, not because it's hard, but because majority of players have poor skills at this game and can't stand even 20 seconds in chase and didn't hear about gens either. When all 3 teammates are good in chase and productive on gens, my solo games almost the same as sfw.
Another reason leading to this experience – mmr is a joke. Yesterday i had a match with teammate who had 220 hours, he just sat on the edge of the map whole game and used self-care. And we were against 6600 hours Wesker. After that, I went to play for killers and on my main Artist I was against a comp team with a total of 25,000 hours and I had only 2 hooks. It was the most well-coordinated team that I have seen in all 3 years that I have been in the game. If my teammates were half as good as these guys, I swear I would win 90% of my solo games.
At the same time, it is impossible not to notice that it has become much easier to play for the killers in recent years and this is good one. At least until they released MFT, seems like we need another 2 years to waiting out they nerf another stupidly unfair perk.
Outcome: I don't like to say that some side is easier, because everything in this game requires experience, skill, knowledge and the ability to navigate in different situations. But if we take the survivors and the killer with an equal amount of experience in the game, survivors will be MUCH easier. Mirror this, if you play Nurse or Scam Merchant.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466359#Comment_3466359
This whole 20% extra distance thing is such bs. Math doesn’t translate to actual gameplay. People were freaking out over scavenger because of the “math” when in reality the perk was extremely situational and rng based.
Not saying made for this is bad but people are overreacting wayyy too much
All I can answer you is here
@fussy said:
After 10 days of playing, I can say with confidence that MFT even more broken than the old dh for distance.
If old DH forgave you 1 mistake for a chase, this piece of prettygoodjob can easily forgive even 5. You make it to any palette, into any window, hard greed without any punishment, make infinite from any texture.
I'm pretty mediocre survivor, but this perk turns me into Ayrun for free, why shouldn't I run it in every game?
It's ok if some of you don't notice much difference with this perk, but please don't insist that you're a good player along with this. It even sounds funny "I'm a good player and I can't notice how I gain 20% more distance"
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466463#Comment_3466463
"Fun to use" is just a dogwhistle for strong perks that people can't actually defend.
Yeah, dh was "fun to use and 100% not broken, very well balanced perk" for 5 years according to people from this forum
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@Hawk81584 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466441#Comment_3466441
care to show us the breakdown?
Survivor base speed – 4.0
Killer base speed (mostly) - 4.6
Survivor with MFT - 4.12
0.12 is 1/5 or 20% from 0.6
or 33% with 4.4 killer
definately not broken
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@Hawk81584 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466359#Comment_3466359
20 percent more with a 3 percent increase eh.....lol
Did you hear something about a math?
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466359#Comment_3466359
Can you link me to a video? I haven't seen any well-known survivor main streamer say that it's broken. I barely even see any survivors running it because it really barely does anything against a killer that knows how to run tiles, knows when to break chase, and can use their powers effectively to negate any advantage that MFT might produce.
Yeah, it's not like Ayrun, JRM, Sweh, Swarm, Skermz and others run this perk literally every game. Not even gonna waste my time on it, you're saying ridiculous and ludicrous things.
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466293#Comment_3466293
Made for This doesn't need to be changed. I don't even notice it in my killer matches. My chases aren't taking any noticeable amount of time longer to end.
If you don't notice how survivor making 20% more distance, it's only your problem. Even every survivor main streamer already said it's broken af.
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Until all the killers are as good at everything as Wesker (+ it's also fun to throw survivors in objects), you will continue to see only him. BHVR literally made the most balanced and interesting killer in the game, so I perfectly understand his popularity.
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Pyramid Head. You never know what is proper way to play against him until second chase. I still panic only against him. Kinda same against good Slinger.
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Yeah, agree, that's why I never understand why some people put him in A tier, because he is literally Bubba with additional complications to use his ability. You drop a pallet, then you run to another one, then you drop it again and so on until they run out next to you.
And that's why i don't understand debuff on Family Photo. Like #########? Just let this addon be strong without need to pair it with another addon.
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@whyrurunning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462546#Comment_3462546
So you want to hear about how worthless you are? Or that you're a disappointment bc you fall or didn't get -4?
I read in postgame chat almost every game that I'm bad, no matter did I win or lose, I just know that this is a way to vent their frustration and weak personality. And I don't care at all.
And you allow yourself to be upset by a preloaded phrase, which, as you know, is played by a trigger. Just take it easy, it's not even a real person talking to you.
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So imagine this situation: you try to have fun in the game, but killer hits you.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462102#Comment_3462102
You can combine it with Iron Will, then killer can't even tell you left if loop is tall enough.
Iron Will can do it without MFT, but MFT helps a lot with it, yeah
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3rd - nerf it to 50% altruism healing as it should be
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@Annso_x said:
No, being injured is not your merit, this is your fault. The killer played better than you and you were injured. Imagine being rewarded for it.
It's not like killers have a basekit mechanic that rewards them with a speed boost when they can't catch a survivor in 15 seconds, or that the longer the survivor beats them the more haste the killer gains...
I am not a big fun of bloodlust, but it only helps to the weakest killers. I don't even remember i have bloodlust in my games, because every killer i play (besides Oni) need to use his power, so no bloodlust.
Even with the weakest killers u just drop good pallet to cancel killer's bloodlust, it's not hard. So even bloodlust have conditions and limits.
If they will buff all killers at least to Demo / Slinger / Pinhead level and make all maps balanced, you can remove bloodlust, i won't even notice it. Unless window into pallet into window into pallet into another pallet into window exist, it's not even a question. Indirectly speaking, bloodblust is the recognition of developers in their own inexperience.
And yeah "one stupid thing exists, so other stupid things must exists too" isn't a good argument.
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@egg_ said:
Curve billy is unplayable against any survivor with half a brain, not sure how that's supposed to be a valid point against MFT
Like, if you load into a game as "curve billy" with the intention of winning and not getting 3 staged 1k in endgame i think you should reconsider the killer you're playing
Kinda agree, but i watch some Billy mains, they are doing pretty well in 90% of their game. But the reason is because 70% of survivors are bad in looping and mmr doesn't work.
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@Eelanos said:
"While MFT gives it for free and permanent."
If it was permanent, people would have the effect either from the start of the game or from the moment they got hit and never lose it, but the effect deactivates as soon as you stop running around while wounded. It doesn't even help you walk faster.
"No, being injured is not your merit, this is your fault. The killer played better than you and you were injured. Imagine being rewarded for it."
Let's see. Ahem.
Machine Learning: While Machine Learning is active, the next Generator you damage becomes compromised, highlighting its aura to you in yellow, until it is completed.
Upon its completion, you are granted the following effects for 20/25/30 seconds, after which Machine Learning deactivates:
- Undetectable Status Effect.
- +10 % Haste Status Effect.
I don't see you up in arms because this perk activates when the killer loses a gen, actively rewarding them for letting gens be done.
I would not say that it is correct to compare chase and generators. The chase depends on both sides, when the generators are the objective of survivors. And there are quite a lot perks in the game that depend on generators, because the killer's goal is not to protect generators, but to kill survivors.
Btw, Machine Learning is another great example killer's perk where u need to collect all stars together in one line to get little value, while survivor's perk is "Here is your value for killer hits you. Limits, condition? Nah, it's only for killer's perks"
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@GrimReaperJr1232 said:
Wait, why Victor? Little guy moves at 6m/s
In some short textures you can run him almost indefinitely, with this perk it's even easier. Yes, he moves 6.0, but to hit he needs to charge power, and that's where this perk shines. Your speed is enough to run behind texture, same with Demo's shred.
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@SirCracken said:
https://us.v-cdn.net/6030815/uploads/WEC3I72162EA/made-for-this-description-png.png
Made For This is the most broken survivor perk released in recent years. And I will be going into detail explaining why. Including some rebuttals I have to people defending the perk. Let's begin.
Why Made For This is Unbalanced
1 - The speed boost is too accessible
Being injured is far too lenient a requirement for a near-permanent 3% speed boost. Despite having the 2nd lowest Haste effect of all Haste perks, Made For This manages to be the most powerful because of how easy the extra speed is to access. Every single other Haste perk requires at least some effort to either obtain or maintain the speed.
- Hope - Requires all 5 generators to be repaired
- Bloodpact & Teamwork: Power of Two - Requires another survivor to be healed and forces them to remain close to you
- Boon: Dark Theory - Requires lighting a boon and staying within 24 meters of it
The reason why Made For This is a problem but other haste perks aren't is that it requires so little effort to activate. Getting a speed boost of any kind is huge because it can make the difference between getting hit or reaching a pallet in time. There's a reason why most killers move only 15% than survivors. Tweaking the movement speed too much for either side will quickly lead to unbalanced games.
This is easily noticeable since Made For This is very commonly used now. And effectively grants whoever uses it a permanent 3% speed boost just by being injured. Survivors should not have access to something as powerful as Haste so easily.
2 - It can be used with certain Exhaustion Perks
The only other requirement that Made For This has to be activated besides being injured is to not be Exhausted. This is supposed to make it so you have to choose between the constant 3% Haste of Made For This and the 150% Haste of traditional Exhaustion perks. The problem is that you can still benefit from both.
Lithe, Dead Hard, Balanced Landing and Smash Hit, can all be activated at will when their conditions are met. Which means people who use Made For This can select their Exhaustion perk of choice and run for as long as possible before activating it. Getting maximum value from the 3% Haste from Made For This before getting the 150% Haste or Endurance from the aforementioned 4 perks when the killer is close to hitting them.
You get to have your cake and eat it too. The synergy that Made For This has with Exhaustion perks is far too great.
3 - It also gives you Endurance
There is no reason why a perk that can already massively extend the duration of chases should also allow you to get Endurance of any kind. Being rewarded with a constant 3% Haste while injured and being able to tank a hit after performing a heal is absurd. This is pure perk-bloat.
On it's own, (Or on a more fitting perk), this effect would be fine. It's the fact that it's packaged with an already powerful perk is what makes it unnecessary. Imagine if Sprint Burst also granted you extra unhooking speed. It simply doesn't need to be any more powerful.
Arguments against nerfing Made For This
"Getting 3% extra movement speed isn't that strong"
This argument shows a blatant lack of understanding of DbD's mechanics.
Moving 3% faster at all times is incredibly powerful. Since survivors have smaller collision boxes than killers they can circle around objects faster. Any extra movement speed they get will multiple the distance they can move around loops considerably. To the point that 110% movement speed killers simply cannot catch survivors at certain loops if the survivor is moving too fast.
A perk being able to give players that extra speed so easily is simply not balanced or fair to go against.
"Just exhaust survivors and you can easily disable the perk"
This argument ignores how powerful the perk is and relies on all killers being able to easily exhaust survivors for it to make sense. This is not the case.
Aside from the few killers that can apply exhaustion directly to survivors with their add-ons, Such as Huntress, most killers cannot exhaust survivors with running certain perks. And all of them are conditional. There's no way to guarantee that a survivor will be exhausted when you chase them.
And even if there was, you shouldn't be forced to run perks or add-ons just to counter a single perk. DbD is sorely lacking in viable build diversity and forcing already struggling killers that can't apply exhaustion with their power to all run Fearmonger will only make this problem worse.
"Made For This is only a problem when combined with other Haste perks like Hope. By itself, the perk is fine"
While it is certainly true that being able to run at 110% total movement speed once you reach the end-game is completely busted, that doesn't mean the perk by itself is fine.
To reiterate, what makes Made For This unbalanced compared to other exhaustion perks is the ease of use. All you have to do is just be injured and you get the haste.
If you were to run Bloodpact and Hope together you would be able to run 14% faster. 4% faster than Made For This and Hope. But only after you reach the end-game, heal the obsession or vice versa, and remain close to them. There's sufficient conditions to activate the haste to balance out how powerful it is.
Made For This only has 2 conditions to work. Both of which are incredibly easy to meet at all times. That is why it is unbalanced;
Made For This provides too much power for how easy that power is to access.
How to fix Made For This
Although I would like the perk to be nerfed, I also don't want it to be rendered useless. I believe it is possible to fix the problems the perk has whilst still keeping it useful.
- Remove the Endurance gained on finished healing. And move it to Buckle Up. There's no reason for the perk to grant Endurance given how much the 3% Haste already does. Buckle Up, on the other hand, is a perk that doesn't do enough. And being able to tank a hit while injured after you pick someone up would play to the perk's strengths and give it a much needed buff.
- After being in a chase for 20/25/30 seconds while injured, Made For This causes Exhaustion for 30 seconds. This change would allow the perk to remain useful during a chase whilst making it no longer overbearing. The 30 second exhaustion timer would allow players to choose to either run for as much distance as possible in hopes of losing the killer, or to use a 2nd exhaustion perk before the timer is up to gain more distance during a chase in exchange for a much longer exhaustion timer. Since both the Exhaustion of Made For This and other exhaustion perks would stack.
POV: players understand game's mechanics better then devs
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@robrob909 said:
Most of the people don’t even play killer that are arguing this fact. They are desperately trying to math out the numbers instead of actually you know playing the game and seeing the perk in actual real world scenarios. It’s a massive boost and I’ll be playing survivor with this perk and the fact the new killer is pretty weak in his current state.
Yeaaah, this situation reminds me very much of dh discussions with survivor mains before its nerf.
"Oh no, this perk is absolutely fine, and not op at all, and 90% of the survivors run it just because it's fun."
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@i_dont_care223 said:
EMps need a big nerf make it 3 seconds to pick it up so its not that easy to pick it up mid chase
he should be able to mark survivors easier
EMPs in general are way too op
Btw, watch D3AD_Plays and OnePumpWillie if u wanna learn something new about this killer. This is generally good advice for the future – to see how stronger players play on the new killer before running to the forum with some conclusions on the first day of release.
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He is ok. Definately not trash, probably B tier.
Biopods placement requires some skills and spacial thinking, he 100% will not be easy for beginners.
But EMPs need a hard nerf, not that one we saw after PTB. They need fully remove automatically printing and make manual printing ~15 seconds. Now they are too free and have no punishment for it, giving in return the opportunity to leave the killer without his ability and hard prolong the chase. Not to mention that they are broken in the swf.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450955#Comment_3450955
By most creators, who are you specifically referring to? Cause I don't know any that share this sentiment of 'the game is the most balanced its ever been'. It very clearly isn't, lol.
Being burned out is one thing but leaving or taking a break b/c of game balance is a very real reason as well.
It very clearly is. Game is the most balanced it has ever been. A lot of unhealthy things are in the past and dh is the first on this list.
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@adsads123123123123 said:
Almost all of my games are so easy now. It seems most survivors don't know how to loop well at all and this whole time it was just Dead Hard extending their chases.
1000% yes. There was no thing in the game that promoted the lack of any understanding of how to loop more. People didn't even try to look at the killer while chasing, because they always had an extra chance on button (as they thought).
Btw these players have not disappeared, for the most part they have become Lithe users.
I DON'T CARE WHERE KILLER IS JUST GIVE ME THIS WINDOW
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@HugTheHag said:
Hopefully the finisher mori doesn't make a return either.
I very much like Devour and Rancor having their moris, and the way it was implemented prevented giving hatch, slug races, all kinds of fun that are arguably some of the best things the game has in term of player interaction.
Just make yellow mori basekit, give survivors an instant bleedout key once they've been slugged for more than 30s, and call it a day.
Can't agree more!