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A perfect nerf to MFT
Made for this is the new dead hard of dbd people have been complaining about it a lot and I’m sick of it so BHVR here’s a nerf to make the perk weaker but still strong
Made for this
Made for this activates for 20/25/30 seconds when in the injured state.
- You run 3% faster
When the time runs out you gain the exhaustion status effect for 40 seconds. Made for this cannot be used while exhausted.
I removed the endurance part cause we already have buckle up and so many endurance perks so I just cleaned it up. I made it so now the haste only lasts 30 seconds so it can’t be used permanently.
Comments
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I really hope BHVR doesn't cave and nerf MfT other than taking away the endurance. I don't use it personally but I don't want to set the precedent that anytime survivors get a new meta perk it gets nerfed. Like if we look at the survivor meta we have mostly perks that have been in the game since 2016. Plot Twist and Dramaturgy may have a place in the meta it's unclear at this time but before MfT you have to go all the way back to Mikaela for a meta perk that is now nerfed and not that useful anymore which means you have to go all the way back to Felix with built to last to find a meta perk and it's one of the more uncommon ones.
This means survivor now at this point has hasn't gotten a survivor meta perk that wasn't touched in nearly 3 years before MfT released. I don't think MfT is so strong is warrants complaints on the level old DH used to get not by a long shot. But I also don't want it nerfed because when the next meta killer perks comes along the precedent is set for survivors to call for nerfs nonstop and it actually might because BHVR will nerf something if people complain enough.
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Removing the endurance is a good idea because currently the perk is really 2 perks in one.
Not sure I'd put a timer on the 3%, but I would make it so it cannot stack with perks such as Hope. I'd make it so that if someone has MFT and Hope, then if all gens are done, Hope overrides MFT for the time it's active, then MFT activates if the survivor is still in the trial after Hope ends.
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you know that is overcome but worse right?
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Make the activation require being injured and in chase.
The survivor gets value since the 30 seconds is not counting against them outside of chase. They can no longer use the speed boost outside of chase to shave off travel time.
Otherwise, if they don't heal up, they constantly switch between exhausted for 40s and 3% faster for 30s, exhausted for 40s and 3% faster for 30s, regardless of where the killer is or who they're chasing.
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That a perfect way to kill the perk.
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How it’s still strong and gives the value of extending chase
i literally played a game as knight to where I couldn’t ######### catch this Ada who had MFT and I didn’t even chase her that much and when I finally got her they got the last gen done.
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Made for this was soppose to be an alternative option to running a exhaustion perk. Now it just flat out cause exhaustion? The fax that it now cause exhaustion will eliminate any variety builds with perks like iron will & DH which is completely unnecessary. I'm all for the endurance being remove and it not stacking with hope in someway tho. The short timer will just make it unreliable on the survivor side as u force into exhaustion while potentially not even in chase (your perk useless now if the killer pull back up). It not uncommon for a killer to hit u, pressure another area, and come back. Personally i would just change made for this completely. To many killers slow down momentarily to use their power like trickster, doc, etc making the 3% speed very noticeable. If you lower the speed it probably won't get use but 3% is kinda a problem.
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It's the permamanent haste effect specifically screwing over m1 killers that you get for free that I'm not a fan of.
If we're putting a timer on it in this form, this becomes a weaker version of Overcome.
I fully support a rework of Made for This, I don't want to nuke it from orbit, but it's weak vs. Strong killers and strong vs. Weak killers place right now really sucks. However it depends really on what it's identity should be.
- Is it an anti-slug perk?
- A looping perk?
- A healing safety perk?
- A duo team killer trolling perk?
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30 seconds is too little, 60-90 seconds is a bit more reasonable.
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Doesn't need a nerf.
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People are still comparing this perk to Dead Hard?
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Yeah, I think it's a fair comparison. Sure, it's not as busted but it still does too much for too little input.
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I'd make it where for every Bloodlust Tier the Killer gains, you gain 0.2 m/s Haste up to a max of 0.6 m/s.
Remove the Endurance, remove the Exhaustion part and make it work on injured and healthy.
Direct counter to Bloodlust.
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Why is every suggested MFT nerf something that completely obliterates the perk?
Do you want Sprint Burst and Lithe to be the only Exhaustion perks you ever see?
- Make MFT a true Exhaustion perk. While injured you're exhausted, so you can no longer combo MFT into another Exhaustion perk.
- Make MFT only trigger during chase. So that you can't gain distance with it before you trigger a chase and you will shave off a little distance from pre-running. This also gives killers a work around besides Bloodlust, drop chase. This predominantly helps stealth killers who are all M1 killers.
- Drop the value from 3% down to 2% haste. Instead of extending any given chase by 20%, you'll extend it by 13%, far more manageable but still useful in the hands of a skilled looper. (while you're at it, buff Dark Theory to 3% in return)
Any two of these would be a fair nerf, while still maintaining MFT as a new meta perk. All three might be a bit too much.
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Yes. I can actually see why it’s colored. my game as knight yesterday made me want to put my privates in a vice grip
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Tbh, even just points 2 and 3 would probably be enough... really good suggestion.
+ yeah, totally agree a lot of attempts to nerf MFT go WAAAAY overboard. The point is to balance the perk, not throw it off the scales.
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Still kind of unpleasant, but much better than it's current imbalanced state. Hope devs are taking notes, nice idea man.
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Dark Theory could be 5% haste and people still wouldn't use it. I don't know why anyone thinks buffing Dark Theory would result in people running it.
The 2% haste isn't what makes it bad, it's that you have to find a totem (Time spent not on a gen), take the time to set up a boon (Time spent not on a gen), then to get any value from it you have to be chased within the boon's radius, and as the match progresses you either have to continually lead the killer back to the zone or move the boon.
That's a lot of effort that could be better spent working on a generator.
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I'll pass. Making perks unable to work with others is such terrible balancing unless its a genuinely broken combo like FTP + Buckle Up.
Just be patient and they'll gut the perk and then you can go back to complaining about Resilience and Adrenaline losing you your matches again.
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This is the biggest issue I have with it. It's like old Balanced Landing, where you had the actual exhaustion part of it but you could also use it in tall loops because of the permanent stagger reduction.
Knowing that though, I have no idea how this perk made it past the brainstorm stage. I think the devs are, for the most part, making good changes for the health of the game, but sometimes it really does feel like we're moving backwards.
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What if we just make it disabled in end game? That way we make it less of a problem while not completely destroying MFT.
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Shouldn't it be 5% or 7% faster if time limited?
Mabye then they can buff dark theory already to 3% since it's outclassed by this and clearly 3% isn't game breaking and only is when it doesn't have any requirements
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I mean, I probably would just for giggles and custom game shenanigans
But there are also people saying buffing it's haste would be too OP and rn it's in a good spot (i don't see how being worst boon in the game is a "good" spot)
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he is right. buffing % is like buffing machine learning from 7% to 10%. the problem of the perk is consistency. boon perks are not consistent because 24 meter radius. boon lack consistency to be effective perks.
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It feels as though they had a decent idea with the 3% speed boost, but then overthought it and added an unnecessary additional effect, which could easily have been a perk on its own, then forgot about it stacking.
In short, they overcooked a perfectly good piece of steak and now people have gotten indigestion from it.
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That’s actually not a bad change it nerfs the hope combo but keeps it strong
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Great analogy!
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I know, I think we both agree dark theory could be buffed to 5% or 7% and would still be pretty bad, but there are others that say it would be too OP and is fine as is
Made for this is only a problem for some because it works everywhere and for unlimited duration with no prerequisites except not being exhausted
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It's still a Boon. It can deserve a buff without the expectation that buff will make it meta. No one is expecting boons to be meta right now.
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What if boon dark theory made you 3.5% faster when in the boon range but when you leave you run 7% faster for 2/3/4 seconds.
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Hard to say. It's currently designed to span a couple of loops. If it could be positioned so that your loop has you dipping in and out of the radius, then you could get an almost constant 7%.
Then all you need to do is chain two loops together that border the boon radius while also running MfT and you have an infinite. Yes the killer can break it, but that means dropping chase. So either way it's a free escape.
I think a situational MfT is better than a situational Hope tbh.
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The only change this perk needs is to not stack with HOPE. That's it. Bloodlust exists for a reason. You're still faster than the survivor. It simply makes it slightly longer for you to catch up to them. This is nothing but blaming your own poor gameplay on a new popular perk.
I've played countless killer games since MFT was introduced and apart from end game, it doesn't really create any major issues from the killer perspective. I bet half of the survivors you're suspecting of using MFT doesn't probably even run the perk...
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