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Remove this free and unfair effect

Percival_nxs
Percival_nxs Member Posts: 193
edited June 2023 in Feedback and Suggestions

Made for this is really bad design. I think the 10% endurance is more than fine.

3% can save ur butt in loops and the fact that is litterally free is freaking me out.

Just the fact that you know that a players move 3% faster for no reason really gets me mad.

Post edited by Rizzo on

Comments

  • supersonic853
    supersonic853 Member Posts: 5,548

    Honestly i dont mind it on its own its good as a passive perk. My problem is the stacking of hope blood pact and it to literally be faster than a killer. If they made movement speeds not stack maybe itd be fine. Like even hope and it for 10% is very strong but it requires being injured at end game. You can just go to high with the others. Fix that and i think itd be a fine alternative of the exhaustion meta.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Removing haste effect will just kill this perk. Endurance effect is very situational and bad.

    After Mikaela, this is the first time we got decent survivor perk and everyone are already complaining about it.

  • lifeisstrange
    lifeisstrange Member Posts: 300

    God all these topics about this mere 3%, yes we get the whole worry about oh it works with hope etch but people still aint looking at this that

    A= Yes the perk is gonna be op on 110% if the survivor uses hope however said survivor may not even live to use hope in the end and at the end of the day it be a award to the survivor if they have made for this + hope cause it means that person was playing with 2 other perks

    B= 3% to me I see almost no difference of it at all cause killers like wraith/spirit/nurse/blight/wesky/clown yellow bottles/hillybilly/oni/dull merchant with her speed add ons/onryu with her bloody finger nails.

    C= This perk only maybe strong in swfs who apparently will wanna run speed build, it should be a 0 issue in solo que and my swf have 0 interest in this perk sadly and I dont either lol.

    D= if people is doing a chase build maybe it means less gen rush*(the terms people love to use) like less prove thyselves or gen using perks.

    E= People remember killer have blood lust, noed/devour hope/game afoot/play with your food. Stop acting like yall do not have a perk to counter another survivor perk or something that does the exact same as a survivor perk and thats the main issue with this game. Example nurses/sloppy/shatter hope which totally crushes a totem to stop circle of healing was not enough? Iron grasp/agi was not enough for boil over? sheesh.

    F=Well you know what am glad maybe people will wanna complain on this perk and leave my dear lithe alone so please pick on this perk more lol.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Nobody wants a single perk that warps the entire game around it like Circle did. It's unhealthy.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    It may surprise you but fix might not be simply remove haste effect.

    You can make healing survivors on ground faster and focus on anti-slugging part of the perk.

    Survivors finally got good perk? Well, last good perk killers got is CoB and we know how that went.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Ironically call of brine was not considered very good when it was released. I dunno why people don't remember this. It only got use after the overcharge buff patch.

  • jesterkind
    jesterkind Member Posts: 7,969

    The last good perk killers got, even being really strict about what makes the cut, was Nowhere To Hide from two chapters ago.

  • MDRSan
    MDRSan Member Posts: 298

    The endurance is a nice bonus, but the triggering criteria is highly situational. If you’re facing the full 10 seconds as killer, I suggest you hit the survivor standing directly beside the one that was just healing them - no endurance there. Or just deal with the fact that you aren’t downing the person with endurance for the next 10 seconds. The horror. Having a free health state for 10 seconds max in highly situational circumstances is really not that big of a deal.

    The haste is a nice little boost but it costs being 1 hit away from being downed and they’re still not faster than the killer. There’s a reason everyone doesn’t run no mither. Stacking with hope is irrelevant until exit gates are powered and it’s still not like it teleports you to the inside of a gate. If a player builds around a set of circumstances then it makes sense that when those circumstances occur they are at an advantage. Otherwise, what’s the point of perks?

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    It's fun watching people perform gymnastics to try and pretend like made for this is either weak(?) or has some sort of cost. Seems like a good way to throw out your back or disjoint something.

  • Nebula
    Nebula Member Posts: 1,400

    Made for this is definitely too strong for survivors that already play greedy and loop well. I can’t lie though, it’s super fun to use.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Oh right, CoB was last gen regression perk.

    Nowhere to hide is decent, but it's value also dropped with gen kick perk nerfs.

  • MDRSan
    MDRSan Member Posts: 298

    I don’t think it’s weak, I think it’s Ok. If it were just the endurance it would be weak - why would anyone use that perk?

    Are you suggesting no mither has no cost?

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    No mither disable whole healing even while not in chase.

    This doesn't.

    You can heal, get injured for speed boost and your perk is active as normal. Your cost is paid by killer.

  • Aurelle
    Aurelle Member Posts: 3,611

    Made For This is perfectly fine. 3% is literally nothing. The perk is very situational, even while stacked with Hope, Blood Pact, etc. If it were just the Endurance effect it would be a garbage perk.

    This is a first time in a while that survivors got an actually useful, good perk and everyone is already complaining and calling for nerfs. It's not as OP as it's made out to be.

  • MDRSan
    MDRSan Member Posts: 298

    This perk’s speed boost is only active when the survivor is injured so if they heal up they no longer have the effect. If the complaint is that a survivor is going to run around with added speed for a majority of the match then it’s functionally equivalent. If they heal up, there’s no effect in play that could be argued is overpowered.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    So same as old Dead Hard? Iron Will? Resilience?

    Thing is the requirement is not something you need to play around. You will get injured, that's it, every game this happen.