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A problem with Made For This that I see nobody talking about

I'm sure we're all pretty sick of the "MFT is Broken" posts that have periodically sprung up ever since End Transmission released, but I feel like there is one part of the perk that everybody seems to be ignoring, that being the effect it can have on a player's muscle memory

Picture a scenario for me, you are a completely new player to DBD, you've bought End Transmission because Gabriel looked pretty cool, you read his perks and see that Made for This lets you run slightly faster while injured, you put it on and see that it does help quite a bit, it lets you get that little bit of extra distance you might need to reach a window or pallet, and is overall pretty useful

Then, after a couple hours of using it, you try a few other perks, and then you stop using Made For This, and start getting downed a lot more frequently then when you were using MFT, which in turn might lead you to do one of two things

  1. Learn to play without the extra 3% Haste MFT gives you
  2. Put MFT back on

This seems pretty simple, until you remember that BHVR are a bunch of Statistic-Stevens and change perks based on their usage rate, MFT is used a lot and is talked about a lot

So I ask you this, what happens if BHVR decides to nerf MFT by removing the Haste rather then the Endurance?

That extra 3% boost that helped you get to those loops you wouldn't have reached otherwise will no longer be there to save you, and the two options you now have are to either suck it up and keep playing without it, or quit because you're so used to playing with the boost that you can't play without it

Hyperbolic? Maybe, but I have seen it happen a lot before in other games

It reminds me a lot of Pre-Tools of Torment Eruption in a strange way, Killer players can try to deny that Eruption wasn't what was carrying them during it's reign as the unquestionably best slowdown perk in the game, but you can really tell who was good at killer without Eruption and who relied on it to win for the first 3 weeks after it got nerfed, not to say MFT is anywhere close to being as broken as Eruption was, even with abusing the bugged Buckle Up/FTP combo (Yes it is bugged even if BHVR doesn't say it is, FTP and MFT don't work together for granting endurance, neither should Buckle Up, but that's it's own can of worms) it's nowhere near as good as 25 seconds of stopping survivors from doing anything to progress the game-state, but it does raise a very similar point, MFT, if used too much, acts as a crutch for bad players, and when it gets nerfed, and it will, they'll have a far harder time adjusting to playing without it, or they'll whine about it and quit playing

This isn't to say that we shouldn't nerf MFT, it absolutely should be, but it does raise a important point, don't rely on super strong perks too much, nor should you get too comfortable with certain perks, practice the game without them and recognise that they can and will be changed whenever BHVR wants them to be

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Comments

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    My math is wrong in the original comment but the difference is negligible.

    Survivors run at a base of 4.0m/s. To run 60m it takes 15 seconds.

    Survivors with MFT move at 4.12m/s. To run 60m it now takes roughly 14.56 seconds.

    Even in smaller numbers, to run 8m with MFT it'll take 1.94 seconds.

    Of course tiles aren't 60m apart but survivots are still going to loop you the same without the 3% haste.

  • Tsulan
    Tsulan Member Posts: 15,095

    I think i´ve seen more threads with reasons to not nerf MfT than actual threads asking for a nerf...

    If they nerf it, it probably won´t be any time soon. So don´t worry.

  • totallynotamegmain
    totallynotamegmain Member Posts: 658

    The endurance is definitely the big problem, along with stacking speed perks but that’s not a problem with MFT its a problem with core mechanics as a whole

  • HugTechLover
    HugTechLover Member Posts: 2,482

    New players are not going to get value out of MFT, so I don’t really see this being much of an issue.

    MFT is really only strong with veteran players / experienced loopers.

  • Shroompy
    Shroompy Member Posts: 6,674
  • Raccoon
    Raccoon Member Posts: 7,716

    What killers do you think can deal with it easily throughout the course of a match?

  • Ayodam
    Ayodam Member Posts: 3,120

    Can you answer the question he asked? I’m actually curious too.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 573

    As long as MFT is in the environment, it will be left alone for a while because it is not necessary to deal with acceleration cheaters individually.

  • Shroompy
    Shroompy Member Posts: 6,674

    Ok, now answer this

    Out of those killers listed, which ones completely counter all Exhaustion perks?

  • Shroompy
    Shroompy Member Posts: 6,674

    A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk

    Killers like Trickster or Doctor may have a bit of a harder time than the others, but they already struggle with perks like Sprint Burst, Lithe or Dead Hard

  • Shroompy
    Shroompy Member Posts: 6,674

    Thing is they can be used to extend a chase yes, but they can also be used to START a chase that otherwise you would of been downed

  • Kaitsja
    Kaitsja Member Posts: 1,833

    Billy isn't really affected by MFT. I've played against really good Billy players who can curve at a 90 degree angle to get the down.

    Legion was reworked to where getting a fifth feral frenzy hit downs the survivor. You ideally want to chain your feral frenzy hits to get that fifth hit, and yes it applies through the deep wound effect. Legion, much like Wraith, is less affected by MFT due to Feral Frenzy allowing Legion to bodyblock survivors.

    Dredge stands no chance in a straight line, but at a loop? Dredge wins regardless of MFT. Don't forget that Dredge's remnant provides him with anti-loop.

    Freddy has snares that provide the same amount of hindered as clown's bottles. Yes, survivors have to be in the dream state but the activation requirement for MFT is that survivors have to be injured.

    Knight and Singularity I have no real opinion on as I don't see them often enough to make an accurate assessment.

    Twins aren't really affected with Victor being significantly faster and Charlotte basically being an M1 killer. The few Twins players I do see get their downs with Victor.

    MFT only really shines at loops, and Demo's Shred means Survivors probably aren't going to make that vault or pallet in time.

    So, it's not quite half the killer roster affected by MFT.

  • Shroompy
    Shroompy Member Posts: 6,674

    I mean as you said yourself maps are not a straight line, and all killers will at least have something in their arsenal to be able to catch up a bit faster/get a hit.

    Committing to a chase is what really screws you up and thats not even talking about MfT, thats just in general. Now if you see the Survivor really messed up, take the free down. How ever if they are sentient you're better off harassing the rest of the team and trying to split your pressure evenly to buy yourself more time because thats exactly what you need no matter what killer you're playing, time.

    "If both players are playing well (or perfect if you want to pretend/go to extremes), MFT is always going to extend chases"

    Same as every other exhaustion perk, which again are probably more impactful since you can either avoid a hit al together (making it harder for the killer to snowball) or prevent a down.

  • Juicyman
    Juicyman Member Posts: 141

    An average exhaustion perks guarantees you win one loop when used while MFT gives you an advantage state at all times when activated. A good player knows how to extend that advantage while a less experienced player relies on the exhaustion perk to gain distance. You're moving 20% faster in chase which allows you to capitalise off of the Killer significantly more.

    If the Killer does a mind game, just run to the next loop. If the Killer has to slow themselves down to use an ability, just run to the next loop. If a Killer can barely reach you with their ability in a tight loop normally, MFT nullifies that interaction. A generic exhaustion perk allows you to challenge the Killer and win in these scenarios once per chase, but with MFT you can continuously keep winning these scenarios without the need to challenge. The only downside when comparing MFT to an Exhaustion perk is that MFT cannot get you out of jail for free if you make a mistake that can be rectified with your Exhaustion perk, it's down to the Survivor to maintain their advantage against the majority of Killers.

  • UndeddJester
    UndeddJester Member Posts: 3,346
    edited August 2023

    @Shroompy I'm just curious my dude (as ofc respect thine opinion), did you see the experiment Otz and Hens ran on identifying MFT?

    On average vs. Otz Pig, MFT allowed Hens to extend the chase by about an additional ~75-125% once wounded over not using MFT (we'd see around a minute extra downtime without MFT and about 1m45s/2m15s when using MFT). This was on Garden of Joy, and ofc no 2 runs were the same, so it was spawn reliant, however... it was a noticeable time jump when Hens had it.

    Now ofc this isn't enough data, you'd need way more players of different skill levels, multiple sessions to account for adaption of playstyles, different characters, different maps etc to really get a good data set where you could start drawing some full conclusions...

    However even in this isolated test, this time jump seems pretty disgusting to me as an ignorant layman... the fact a good survivor can use MFT to keep their resources for at least 1 extra loop each time before they have to be thrown seems insane strong to me... Other exhaustion perks give a one time save, but MFT stays in effect for every interaction, and the value just mounts up.

    In fairness... Both Hens and Otz agreed with you and said the 3% wasn't really the issue, it was the uncertainty of it being in effect that's the actual problem... as Killer CAN account for it.... but I'm not sure can agree with this when a really experienced Pig player can take on average an additonal minute to down their first survivor... and if everyone runs MFT... you breaking off for someone else, that isn't gonna help... by the time you burn resources the game is over...

    My concern is, MFTs speed boost will obviously affect M1 killers more... and M1 killers hate this effect, they don't want to deal with it, and everyone is bloody using it, and I guarantee they aren't using it for the pick endurance... Regardless of whether it's truly OP or not, the MFT speed boost is annoying for M1 killers, and the paranoia of it is gonna drive people away from playing M1 killers, even more than them just simply being worse than Nurse, Blight, Spirit etc already does... it really doesn't seem a healthy perk for the game.

    That's my untutored idiot opinion anyway.

  • mizark3
    mizark3 Member Posts: 2,253
    edited August 2023

    I tried for the life of me to find that MfT testing video but I couldn't find anything other than Hens' perspective of some of the 1v1s.

    With that, here were the times for injury then down:

    2:36 / 3:25 | 2:02 / 4:08 | 2:28 / 4:16 | 1:51 / 3:22 in the matches with MfT equipped.

    0:50 / 1:21 | 3:11 / 3:50 in the matches with NO MfT.

    Many people were pointing to the 'chase extension' timer, aka the difference between injury and down. But a lot of people decided to ignore the healthy chase, while MfT wasn't usable and not a factor, yet still adding to the time in chase without MfT.

    Changing the factors to w/MfT and without, we get a different slew of numbers.

    With MfT: 49s, 126s, 108s, 91s --- AVG 93.5s

    Without: 156s, 122s, 148s, 111s, 50s, 31s, 191s, 39s --- AVG 106s

    Now to be fair, this is a small sample size, but this is also including the stat dragging down (against no MfT) 1:21 double hit chase where no other chase even got the first hit that quickly. As a result, I would argue that because of MfT, people play more greedy, and thus make more mistakes.

    All that being said I am 100% on board with removing MfT's Endurance, and adding a perk tooltip when you injure/get injured an MfT/STBFL user, or enter chase with an MfT/STBFL user. I just wouldn't go to the extreme to remove haste stacking. Funnily enough removing haste stacking would nerf M1 Killers more than the top Killers, as Clown and the like are the main beneficiaries of haste effects. Blight speed add-ons change the speed formula instead of giving haste, so he can still 'stack' haste with add-ons and 1 perk.

    Edit: I'd also be fine with swapping the haste values on MfT and Dark Theory, it would be good to see Dark Theory get some use.

  • Shroompy
    Shroompy Member Posts: 6,674

    Im not saying it doesnt make a difference, Im saying the perk is nowhere near as problematic as people are making it out to be.

    If anything its very much like Resilience, its a really nice perk to have and sometimes that little boost of speed is just what you need to reach that window or pallet.

    Much like Resilience as well its probably one of the last perks to actually be the deciding factor between winning or losing a game, unlike say Lithe, Dead Hard, or Sprint Burst

  • totallynotamegmain
    totallynotamegmain Member Posts: 658

    same problem as all other op perks. Strong killers are unaffected and weak killers are left in the dust

  • Devil_hit11
    Devil_hit11 Member Posts: 8,804
    edited August 2023

    i agree with peanits analysis. MFT is not useful for new players because new players struggle with killer looping in general regardless of m/s increase. their understanding pathing and understand of looping is not developed to matter. MFT is strongest on 2,500+ hour survivor that min-max distance and has deep understanding of looping. the strength of the perk is that it brings back an old mechanic that was once existed on every exhaustion perk. that mechanic is exhaustion when running. Rechargeable exhaustion. MFT gives you no cooldown on exhaustion but distance it gives is lower then other exhaustion perks. in theory, you can have infinity reward from the perk even if the infinity reward is theoretically very small. the weaker player will not use the incremental small reward effectively while experienced player can use incremental small reward an infinity amount of times. It is strong perk for 0.1% best loopers. low impact for new players. average power-level for average survivor player. if there is large skill-cap between killer player and survivor player, the perk exaggerates the killer's inability to play m1 killer/use ability effectively. the perk also exaggerates safe loop design in the game but this is just a problem maps and loops more so then the perk.

  • TAG
    TAG Member Posts: 12,871
    edited August 2023

    I think it's hard to argue against the idea that Made for This is way too versatile. I personally do not like how it can effectively heal a downed Survivor to full health when comboed with Made for This while also severely weakening its downside.

  • Kaitsja
    Kaitsja Member Posts: 1,833

    It doesn't screw over 90% of the roster. Your arguments don't even factor in individual player skill, nor do they account for how each killer plays. I'm not going to rattle off how most of your list is just wrong.

  • WilliamSN
    WilliamSN Member Posts: 524

    "Individual player skill" is an irrelevant metric, nobody should have to be a 10k hour "I stream this game for a living" kind of killer just to be able to counter mid mmr survivors with MFT.

    My list is accurate , but feel free to attempt to correct it, You saw the math, MFT actively screws 87.5% of killers and provides a relative soft counter via easier dodges against another 9.3%.

    Thats well over 90% of killers being negatively impacted by MFT's existance, you cannot defend the perk, MFT needs to be gutted ,as soon as yesterday.

  • Killing_Time
    Killing_Time Member Posts: 894

    But see this is one of my problems with you guys that's always IGNORED. When it comes to killers... You nerf top down. You take the experience of the LITERALLY best players of the game and nerf accordingly. I have almost 1K hours split between PC, ps4 & ps5 and still can't solo blaze everyone with Nurse. Her nerf was because of the god nurses.


    When it comes to survivors, it's buff bottom up. MFT is clearly a problem for players that have been playing your game long enough to understand it. (I've been here since Myers. I bought the game because of Myers.) MFT is still destructive for newer players when it's new player vs new player. Experienced players, especially swf can easily take this "harmless" perk and abuse it.


    That is the point being made. Eruption, OG POP, etc weren't destroying new players left and what, but what happened? It was destroyed because the top level players could use it to prevent gen rush in a sense. MFT is just as destructive as METTLE OF MAN was. It would've never been in the game. You don't think it's a PROBLEM 4 or 5 of your 30+ killers can reliably mitigate this?


    5 of 30 @Peanits


    I also do not intend any disrespect to you or your game. I'm not here to attack you. I'm simply stating, the lifeblood of your game understand the issue.

  • Chewy102
    Chewy102 Member Posts: 613


    And what does that have to do with MFT? No one is running Sprint Burst, Lithe, or Balanced Landing with MFT. So the counters against those is worthless for MFT as the only "counter" for those is to bait them out. Most mainly use MFT with Dead Hard and the only "counters" for Dead Hard is to force a Survivor to be exhausted or bait it out. But there's not that many of perk/addons that apply exhausted or else Dead Hard wouldn't have been such a problem in the first place. And baiting/waiting out DH also isn't an option with MFT as MFT counter that counter as it forces a Killer to lunge more and lunge hits are easily tanked with Dead Hard.

    Player skill certainly effects balance. But that's a 2 way street. If you account for Killer skill, then you also account for Survivor skill. And the balance when accounting for player skill changes EVERYTHING! We could legit spend a year in debate going over on how skill effects just 1 Killer doing a constant back and forward of "what if"s between that 1 Killer, their power, their addons, their perks, what map it is, what the tile layout is, how many Survivors are alive/downed/hooked, how many gens remain, and more. Then go through ALL of that again comparing it to the other side of the coin for Survivor's skill, items/addons, perks, and so on. And repeat it all over again for each and every Killer.

    Player skill is important. But it's impossible to account for without hard data we simply do not have and that the devs refuse or are unable to share. So we just gotta work with what we have. And that's a more general understanding of the game as a whole and it's fundamentals. And those fundamentals are being screwed by MFT due to those fundamentals being M1 Killer gamplay making up the vast majority of DbD outside of a select number of Killers with powers that aren't situational and a select few of those having powers that are actually dominate or vastly alter their gameplay with how different it is.

  • Shroompy
    Shroompy Member Posts: 6,674

    Because MfT is what would replace SB, Lithe or Balanced Landing in a build and they have the potential of getting you out way more sticky situations than MfT ever will. You want to know a downside to this perk? Not being able to run any of these meaning you better hope you're at least close to a whole set of loops for basically the entirety of the game or else you're going to be going to the lobby faster than if you had just equipped one of the mentioned perks.

    That being said its more along the lines of Resilience where its a nice bonus to have, but its not game breaking and surely wont be the sole reason why you lost in 99.99% of your games

  • Kaitsja
    Kaitsja Member Posts: 1,833

    Player skill is a very relevant metric. If it wasn't, a baby survivor could loop M1 Killers for days.

    It doesn't provide "easier dodges" and to say you need to be a 10k hour streamer to counter mid mmr survivors with MFT is disingeneous.

    The list of killers adversely affected by MFT is actually pretty short. Myers, Trapper, Hag, Pig, Doctor, Sadako, and Nemesis. That's 7 killers.

    Freddy and Clown both apply the same 15% hindered to survivors. Freddy via Dream Snares, and Clown via his purple gas.

    Plague only has to be right up your butt, fully infect you and then insta-down you.

    Ghostie can expose you. Also has two exhaustion add-ons.

    Billy has an insta-down, and really good Billy players can curve short loops on a 90° angle.

    Bubba has an insta-down. Moves at 5.29m/s during a chainsaw sweep. Not screwed by MFT.Z

    Dredge's anti-loop forces survivors to either leave the loop, where they're most likely to go down or get downed at the loop via the remnant. If they leave the loop, you're close enough that MFT doesn't get value. This isn't Sprint Burst.

    Huntress forces you to drop the pallet, hits you with the hatchet. Only screwed by tall loops and would be screwed all the same due to requiring bloodlust just to catch a survivor at a loop. Not screwed by MFT any more than she's screwed by being a 110 killer. Also has an add-on that causes Exhaustion.

    Deathslinger has the same problem as Huntress. Screwed by tall loops, but screwed all the same without MFT in play.

    Oni also isn't screwed by MFT. Oni's Demon Dash is faster than the survivors. Same deal as Billy. I've played against some really good Oni players who understand how to curve to get even seemingly impossible downs.

    Wesker's Dash Hitbox is very forgiving, and being fully infected afflicts you with hindered. Not screwed by MFT.

    I don't think I need to explain how Blight's lethal rush works, and how Blight is the least impacted by MFT, second only to Nurse in that regard.

    Spirit - If you're playing her like an M1 Killer, that's on you. Her phase walk allows her to move at 176% movement speed. You aren't escaping Spirit with MFT unless you're at an extremely safe loop, at which point she'd be screwed all the same. Not screwed by MFT.

    Knight only has to sandwich the survivor between himself and his guard or put them in the same position as Dredge in order to secure the down. Not screwed by MFT. Also has an exhaustion add-on.

    Skull Merchant doesn't even need to play the game. Set up a three gen from the start of the match and watch the survivors get bored after 10 minutes and voluntarily let themselves get killed. Chase-wise, Skull Merchant's haste from her drones makes it so you may as well not be running MFT, ontop of the drones exposing survivors who linger in their zone for too long. Not screwed by MFT. Also has an exhaustion add-on.

    Singularity's teleport invalidates pallets when timed correctly, resulting in an insta-break. Soma Family Photo haste gives Singularity the advantage over MFT, especially when paired with Kid's Ball Glove to mitigate the duration penalty.

    Artist - Anti-loop forces survivors to leave the loop. Also has an add-on that causes exhaustion. Not screwed by MFT.

    Cenobite - Survivors have to break three chains to get away and are forced to slow vault while still chained. Three chains brings them down to 1.13m/s, and even a single chain brings them down to 2.26m/s. That's almost a 50% movement speed reduction with just one chain. Definitely not screwed by MFT.

    Legion doesn't care about MFT. Legion only has to get 4 Feral Frenzy hits and then the fifth hit downs the survivor regardless of their deep wound state.

    Pyramid Head's ranged attack invalidates pallets. You throw the pallet, you get hit. You greed the loop, you get hit. No more disadvantaged by MFT than he would be if the perk didn't exist.

    Trickster has enough knives to spam that it doesn't matter if you dodge a few. Trickster simply doesn't care about MFT, and isn't as affected by it as you think.

    Twins - Victor moves at 6.0m/s. A survivor with MFT doesn't have enough momentum to dodge Victor like it's the NFL. It's entirely a skill issue if you miss your pounce.

    Wraith has an extended lunge upon uncloaking, moves at 150% speed while cloaked, and can body block survivors while cloaked. Not screwed by MFT.

    Demo's Shred works in a similar fashion to Wesker's Dash, albeit far more restrictive. Pretty easy to hit survivors as they approach a loop, pallet or vault.

    But sure, bud, the majority of killers are screwed by MFT and are forced to sulk in the corner and do nothing. I'll defend MFT until someone comes up with an argument that isn't just "Won't someone please think of the poor M1 killers?"

    The perk currently does a little too much, but instead of nerfing it into oblivion and paving the way for the inevitable return of exhaustion perks, I suggest that every killer receive an add-on that causes exhaustion on a successful basic attack. A strong perk remains strong, and the "Poor M1 Killers" get a counter to MFT, Exhaustion Perks, Iron Will, Head On and any other perks that cannot be used while Exhausted.

    With the amount of perks currently in the game, it's only going to be harder to come up with perks that are strong, useful or worth running. Taking the nerf bat to things is the simple approach, but it's not always the best approach. I don't particularly desire to see another meta shake-up.

  • Kaitsja
    Kaitsja Member Posts: 1,833

    Player Skill is relevant in that you assume a degree of competency instead of observing things in a vacuum. A baby survivor is going to get zero value out of MFT, while a more experienced survivor who understands how to run loops but still makes mistakes is going to get some value out of MFT.

    Rarely do you see MFT causing the problems at the average skill level that people say it does. The perk is a massive problem at high MMR, but what isn't? The game just isn't balanced for high MMR.