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Made For This + Ranged Killer + New Map = Unplayable

I main survivor and even I can tell this is just busted, this new map has the worst LOS out of all maps, it's simply unplayable for killers like trickster, huntress, and deathslinger who have 110% speed and rely heavily on their ranged attacks. Now with the addition of made for this, you can easily loop a ranged killer it's so stupid and turn them into an m1 killer. This is a problem on other maps as well but it's broken on this new map.

Comments

  • Ricardo170373
    Ricardo170373 Member Posts: 728

    Knight Chapter - Disappointed, FLOP with a terrible map

    Skull Merchant Chapter - HUGE HATE and HUGE FLOP - terrible changes on map ( they announced already rework on her, guys, she release 3 months ago, come on)

    Singularity Chapter - 3 bad and flop chapters in a row, and the worst map and perks ever.

    They buff dejavu, survivors have a lot of perk to rush gens, overzealous, prove thyself, dejavu, resilience, etc etc, 4 survivors, toolboxes, perk make they more faster in chases.

    I REALLY worry about where BHVR going away. I think they should sit and talking a little about last year, because honestly, something happened after Wesker chapter. My godness, terrible chapters and terrible balanced changes too. "the number say everything to BHVR, and now the game is fine" OK, numbers, but, the experience playing this game today is more awful than the old 6.1.0 meta. A lot of killers needs love today, and soloQ, like always is need

  • Milo
    Milo Member Posts: 7,383

    How much healing speed it should give tho, Cause WGLF exists. Also unless you're already injured, killers would go for the person who was downed, which promotes WGLF usage (although the conditions really hinders the perk)

  • TheTom20
    TheTom20 Member Posts: 492

    Not only can you make distance across the whole map in a straight line with hope an made for this but at jungle gyms an other high wall areas you actually break chase an deny the killer blood lust absolutely crazy

  • not_requested49
    not_requested49 Member Posts: 1,979
  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    not really, WGLF protect others, this protect you.

    Best outcome is having both.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    if they allowed interaction with For The people, that would be fun. But I think they fixed it.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
  • Blinckx
    Blinckx Member Posts: 426

    MfT is just broken beyond any reason

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Sure, that would basically prevent it working with Hope.

  • SpiritsHusk
    SpiritsHusk Member Posts: 169
    edited June 2023

    The bare minimum should be to not allow it to stack with other haste bonuses.

  • not_requested49
    not_requested49 Member Posts: 1,979

    Making it limited would make it virtually useless for such a small amount

    If anything the speed can be nerfed to 2% and buff dark theory to 3%

  • fulltonon
    fulltonon Member Posts: 5,762

    1% or 2% or 3%, it doesn't change the fact how unhealthy it is, honestly the idea of adding haste effect should be scrapped altogether unless it's extremely limited like PWYF or exhaustion perks or all that 7% haste perks.

  • not_requested49
    not_requested49 Member Posts: 1,979

    It kind of does since it's only an issue when it's stacked with hope

    2% and/or making it disable in endgame would be good enough of a nerf without making it completely useless like scavenger

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    Hope was never been a problem despite being 7% which is extremely big, why do you think it will be problematic when adding MfT?

    110% movement speed is ridiculous yes, but so is 107%, "it's only problematic with hope" is plain false because in that situation game is basically over and doesn't really have impact in outcome, and people played almost a game with just 3 perks.

    True problem with this perk is having haste in half of the basically every chase no matter what, 2% or 1% doesn't fix that problem even though it could be weaker.

  • uganda_calm
    uganda_calm Member Posts: 125

    those 3 percent add more than you think.

    Yes, Made for this becomes a problem with hope because with 110% you are faster than 25% of the killers. You can literally just run in a straight line from the killer and get away with it.

    If you think the game is over if all gens are repaired, you really have no idea how the game works. When the exit gates are powered begins the most intense part of the game. The survivors only have two options to go and the killer knows them both. Its the most claustrophobic the survivors can get. And perks like hope are a big power up for survivors in this stage.

    And if hope then gets combined with MfT, the killer just becomes laughable in this part of the game. Combined withe the boost you get when you get hit, the killer becomes no longer a threat in the endgame.

    In my opinion, such a big speed boost as hope should not be stackable with other speed boosts.

  • uganda_calm
    uganda_calm Member Posts: 125

    My personal problem with Made for This is that it is just to versatile and has no drawback at all. It is good against every killer and only gets stronger with different maps. There is no reason to not take it. It makes already strong loops, unplayable for killers. Obstacles that are already almost impossible to work around as a killer get unbeatable for real. And this all just because the survivor is injured. They suffer no drawback at all and can even clear gens faster indirectly because they can get faster from gen to gen.

    And this is only talking about the Haste it gives, not even mentioning the fact you become invincible for 10 seconds when healing some one.


    My idea for a rework for Made for This:

    Activates when injured.

    -haste of 5% (maybe even 7%)

    -10 seconds of endurance after healing another survivor

    -Made for This causes exhaustion and can not activate when exhausted


    With those changes you get a permanent haste when injured but got the drawback of not being able to use exhaustion perks like lithe or sprint burst


    Exhaustion changes:

    this also ties nicely into this topic but maybe is a little controversial.

    But i think you should not get haste from anything if you are exhausted. Why can you run 7% faster with hope or break out when you are exhausted but not run 3% faster with made for this? It just makes no sense. Either all of them work when exhausted or non of them.

    Just an example: If you run Made for This and hope and get unhooked with guardian, you are faster than every killer for 8 seconds (movement speed of 117%) and can still use sprint burst or lithe after this.

    This is just dumb.

  • MrPenguin
    MrPenguin Member Posts: 2,426

    Removing half the perk and replacing it sounds like a rework to me which is what they said lol.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    I know the strength of 3%, I've complained about it countless times, just that hope is already really big deal and makes them uncatchable as long as they are in tiles so there isn't much difference, and then it only activates on end game which forces survivors to play with 3 perks, the fact no one ever complained about it pretty much tells no one really cared when survivors becoming almost uncatchable in endgame, and so do I.

    I'm not stating hope is not strong, nor MfT is not strong, I'm just telling them hope is already EXTREMELY strong as is, to the point MfT is the redundant at that point of stage, and saying "MfT is only problematic with hope" is plain false because actually MfT alone is ridiculously overpowered and extremely problematic.

  • uganda_calm
    uganda_calm Member Posts: 125

    i agree, MfT is also very strong when used alone.

    But my point is that there is a really big difference between being ALMOST as fast as the killer and BEING as fast as the killer.

    I think the thing about hope is that it not comes to use very often and so it was not really on peoples radar. But by adding new haste perks, the devs shine more light on other haste perks. So a lot of people just now realize what an impact hope and other perks like it can have if they come to use. And by adding new stack-able haste perks, hope gets buffed, indirectly.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    That could be true in normal games, but in endgame if you managed to survive till gates get opened, it's pretty much guaranteed escape because with 107% speed any windows are god windows, and also you can run killers from corner of the map into another corner of maps just from those distance, making being as fast or almost as fast not so different.

    I can see hope being in the radar and people gonna say something about it and nerfing it because it IS strong, but I don't think it's necessary or actually fix the MfT problem.

    and ultimately I just don't want to see BHVR saying "hey we nerfed haste perks to not be stackable so MfT is fine, thanks and have fun" or something like that, that'll be a nightmare.

  • uganda_calm
    uganda_calm Member Posts: 125

    i dont think a nerf is necessary, hope and MfT take up 2 perk slots, thats not a small price for more speed, while injured, while in the endgame.

    Overall i dont think Hope or MfT will make a big impact in a long term.

    But i still think that there is a enormous difference between 107% and 110%, just mentally. Seeing survivors run from you, in a straight line and you are not getting closer to them could be a big breaking point for the game and the killer.

    So i think MfT should have some sort of limitation.

  • SpiritsHusk
    SpiritsHusk Member Posts: 169
  • uganda_calm
    uganda_calm Member Posts: 125

    bro, i made a joke. When it causes exhaustion right away but cant activate when you are exhausted, you cant use it

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Again MFT alone without other haste perks stacking is only op against bad killers if you’re able to predict survivors and counter loops then the perk wouldn’t be an issue especially bloodlust being basekit and ya I agree that the new map is too strong for survivors

  • uganda_calm
    uganda_calm Member Posts: 125

    "the perk is not strong when used alone" is not an argument, it is not used alone.


    • Escaping is easy when the gates are open.
    • Getting 4 kills is easy when all survivors are downed.
    • Looping is easy when you know how its done.
  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    I never said the perk isn’t strong alone but just because a perk is strong doesn’t make it op and again I just feel haste perks in general just shouldn’t stack is all and everyone on here is complaining about how the perk is the new dead hard ffs this perk is nothing like old dead hard and how broken it was a 3% haste doesn’t always guarantee you will make it to a loop or not unlike how old dh was

  • uganda_calm
    uganda_calm Member Posts: 125

    i agree with your point about stacking haste

    and i also never called MfT op, i only think it is unreasonable strong for the little you have to do for it. Which is nothing. You just equip it and instantly have a better match-up against every M1 killer or every slow killer, you dont have to do anything.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249
    edited June 2023

    Um not the perk is not unconditional and calling the perk “unreasonable strong” is the same thing as op

    being injured as survivor makes you one shot by like 99% of attacks and being easier to spot as for the whole combining MFT with exhaust perks you generally need to revolve a build around it and even that doesn’t make you invulnerable if the killers out plays you then there’s nothing much MFT can do and dh isn’t as guaranteed either now

  • uganda_calm
    uganda_calm Member Posts: 125

    i think you dont understood what i wanted to express

    Um not the perk is not unconditional

    it, objectively is. You will get injured in every chase against 95% of killers, getting your perk-value. You as survivor dont need to do anything other than being chased. You just equip it and get the value.


    calling the perk “unreasonable strong” is the same thing as op

    no its not the same, unreasonably strong means it is strong but dont has a reason to be. I dont think its game breaking or op in any way. I just think the price you get for doing nothing except putting it on is a bit to high.


    being injured as survivor makes you one shot by like 99% of attacks and being easier to spot

    this is not my point, my point is that you make chases longer just by equipping this perk. Of course, if you stay injured all the time its a high risk perk but you dont have to play it as such.


    as for the whole combining MFT with exhaust perks you generally need to revolve a build around it

    you have to make a build around everything if you want to do it properly, be it gens, healing or looping.


    if the killers out plays you then there’s nothing much MFT can do 

    This is true but only to a certain point, because those 3% will help you over the edge, making things work you would not get to work without it. It helps to polish the mistakes you make during a chase. Washing away minor misplays that would normally give the upper hand to the killer over a long term.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Well again being injured as survivor is terrible on its own and the perk doesn’t work when healthy so if a killer has a insta down then MFT doesn’t help a lot also in order to get the max value from MFT relies on

    1. map rng cause if there’s nothing around to loop then that 3% won’t do ######### if you can’t make it to a loop granted does the haste help sure but it doesn’t guarantee safety and
    2. Skill cause 3% haste won’t make someone a better player

    so it does have conditions

  • uganda_calm
    uganda_calm Member Posts: 125

    map rng cause if there’s nothing around to loop then that 3% won’t do ######### 

    did you look at the math from the other post? 20% longer chase just by holding W.


    does the haste help sure but it doesn’t guarantee safety 

    thats just what i already said, it is not op. It is not a instant win. but it polishes out little mistakes that would normally break your neck.


    so it does have conditions

    And again, the survivor... does nothing... but equipping the perk. The only condition is to be hit, what again, happens in 95% of chases against 90% of killers.

  • not_requested49
    not_requested49 Member Posts: 1,979