Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
MFT needs another Rework.
Let's be real, this perk is still problematic. It's useless 90% of the time and then it just randomly gives a huge advantage against certain killers and otherwise is really only usable with Dead Hard. However, I believe I have come up with a decent solution that gives it a real identity and solves this issue.
Activates after you heal another Survivor or complete 100% worth of a Generator while injured this doesn't mean finish a generator it would function like Blast Mine or Flashbang except have double the cost, this way it wouldn't have such a niche specific activation requirement while forcing you to be injured to gain progress either way makes it far riskier to use. When activated you gain Endurance until either fully healed or until you get hit, when you get hit you become Broken for 120/110/100 seconds. The long Broken duration is fair since the Endurance effect itself would have no duration, it would be permanent after activating until you get fully healed or hit. If you get fully healed while it's activated the perk would deactivate entirely, wasting all the progress you made to activate it. You would then gain 5% Haste while in the Deep Wound status but ONLY after the perk itself is activated. So killers like Legion or Slinger wouldn't be randomly punished just for playing their character, and the effect itself would be stronger while also bring harder to activate and make you broken for a long time, making it a high risk high reward perk.
In its current state the perk is boring and doesn't work with any build, even with Dead Hard the 3% effect maximum twice per game is just not worth using.
Comments
-
given decisive strike long list of ups and downs, Made for this might get changed in the future. at least i hope it does. I'd like to see come back as exhaustion perk but have more severe drawbacks like -1 hook state.
0 -
No need for it.
Something like that doesn't need to see the light of day.1 -
I like Made For This with WGLF.
It's like the non scummy version of FTP + Buckle Up. You don't get it to come off often... but when you do 😘👌
Also works nicely with We'll Make It, and will be kinda coated with Iron Will for those sneaky slug saves.
1