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We'll Make It - Broken or Balanced?

VESSEL
VESSEL Member Posts: 1,068

So I've been using We'll Make It consistently in my build throughout the x2 BP event. From what I've seen it has become the superior Borrowed Time that not a lot of Killers can stop in time (Even Nurses couldn't get to me in time).

I'm making this post to ask one question - Is it Balanced or Broken? From experience, it seems to be an incredibly powerful save perk that makes any basic ######### Killer's day more hell than it already is. Especially if they go against the idea of camping. I'll keep saying, that as long as it remains in its current state, every player should run it

But is it fair for the Killer?

When a Killer faces Borrowed Time they simply just have to keep chasing until the person falls, simple as. But when a Killer without 1-shot potential faces We'll Make It on an average survivor who knows how to loop, then they can be ran for a long time more.

So, is it?
And, for the killers, how do you feel when they come straight off the hook to be insta healed?
Would you camp more if it became a meta perk?

Comments

  • Jack11803
    Jack11803 Member Posts: 3,930

    @MineAntoiya said:
    So I've been using We'll Make It consistently in my build throughout the x2 BP event. From what I've seen it has become the superior Borrowed Time that not a lot of Killers can stop in time (Even Nurses couldn't get to me in time).

    I'm making this post to ask one question - Is it Balanced or Broken? From experience, it seems to be an incredibly powerful save perk that makes any basic ######### Killer's day more hell than it already is. Especially if they go against the idea of camping. I'll keep saying, that as long as it remains in its current state, every player should run it

    But is it fair for the Killer?

    When a Killer faces Borrowed Time they simply just have to keep chasing until the person falls, simple as. But when a Killer without 1-shot potential faces We'll Make It on an average survivor who knows how to loop, then they can be ran for a long time more.

    So, is it?
    And, for the killers, how do you feel when they come straight off the hook to be insta healed?
    Would you camp more if it became a meta perk?

    I think it’s problem is it punishes not camping. But that’s it. The actual effect itself isn’t too strong, MAYBE a bit too long though.

  • ThePloopz
    ThePloopz Member Posts: 1,010
    edited July 2018
    I think the devs put in clown’s coulrophobia perk as the counter because if you’re in the terror radius even with “we’ll make it” healing takes awhile
    Post edited by ThePloopz on
  • RepliCant
    RepliCant Member Posts: 1,436

    Are you seriously asking if We'll Make it is OP...

    No. It isn't. People tunnel and camp so hard these days it's not worth bringing it over Borrowed Time. Speaking from experience, in high ranks this perk is useless these days. Not many people bother leave the radius of the hook to begin with, and by the time you have healed them and the Killer reaches you, you're basically just trading off a hit.

    I used to run this perk like cocaine until the evolution of the game resulted in babysitting the hooks (for the most part) and I've found Borrowed Time way more valuable than We'll Make It as it full-blown counters camping and somewhat tunneling.

    I don't have a problem with camping and tunneling, but we'll make it doesn't help me in those situations whatsoever. Only in SWF will I run We'll Make It.

  • SquirtleSurgeon1
    SquirtleSurgeon1 Member Posts: 70

    We'll make it isn't overpowered or a replacement of Borrowed Time in my opinion because in order for We'll Make It to work, you have to be out of the terror radius, and borrowed is the counter to camping. As well as things like Make Your Choice counter healing at hook even if they have We'll Make It.

  • VESSEL
    VESSEL Member Posts: 1,068

    Your statement contradicts my Rank 1 experience. Also, It is fine to ask questions to get a joint consensus on the state of a perk. I am not many, therefore my opinion may not be of many. Mind blown yet?

  • VESSEL
    VESSEL Member Posts: 1,068

    Aye, that perk will change things in Distressing builds. I look forward to seeing that.

  • VESSEL
    VESSEL Member Posts: 1,068

    I can agree on that. It should be an effect just for the saved person. To rescue someone, heal them, then find someone on the other side of the map a minute later to heal as an insane speed is a bit much.

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  • VESSEL
    VESSEL Member Posts: 1,068

    Aye. I can agree to that. Pallets give me PTSD

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    We'll Make It is underrated and fantastic.

  • VESSEL
    VESSEL Member Posts: 1,068

    Current Build is WMI, WGLF, Vigil and SB. Can't get enough of those sweet sweet saves

  • ShrimpTwiggs
    ShrimpTwiggs Member Posts: 1,181
    edited July 2018

    It's not that big an issue for me when I play killer. Sure they can heal their teammate faster, but if I'm not at the hook when they get them off then they probably would've snuck off and healed up any way. If I am and that person is healed quick, I know that person has that perk and go after them. That usually works out since the perk isn't all that common. If more people ran it, it could be annoying, but I wouldn't hard camp or call it OP. I would patrol more though. I don't think it's as strong as borrowed time since that negates a possible hit and if the exit gates are open, pretty much means you have no chance to catch the survivor. If I were up against a group with WMI, I would slug more since the timer starts only if they get a survivor off a hook. It would also make Make Your Choice a lot stronger. The only thing that gives WMI that edge in power you're worried about are other mechanics of the game, like looping. I don't think it's broken in of itself. As a survivor, I like it because I play altruistically and it promotes that playstyle. But since it promotes that gameplay, it would make camping stronger.

    Post edited by ShrimpTwiggs on
  • Mr_Jay_Stark
    Mr_Jay_Stark Member Posts: 539
    I’m lucky if I’m able to use well make it! You won’t believe how many times I’ve had to waste my time and chase another survivor to heal them! And the killer was never near! 
  • VESSEL
    VESSEL Member Posts: 1,068

    At higher ranks people are a lot less dumb as they can accurately judge how far the killer is. Bit more perceptive of people (Although there can be some...anomalies that get to rank 1 - I'm looking at you 2 goddamn Neahs who REALLY were ######### earlier)

  • Boss
    Boss Member Posts: 13,616

    As Killer, i only admire Survivors for running such an amazing Perk, especially if they replaced Self Care with it.
    You'll just barely ever see it cause it's not a selfish Perk. (Not directly at least.)

  • Mr_Jay_Stark
    Mr_Jay_Stark Member Posts: 539
    edited July 2018

    At higher ranks people are a lot less dumb as they can accurately judge how far the killer is. Bit more perceptive of people (Although there can be some...anomalies that get to rank 1 - I'm looking at you 2 goddamn Neahs who REALLY were ######### earlier)

    Oh the minute they start healing (with self-care) I think to myself “oh I see how it is well I hope the killer has nurses and you’re found” and what do you know they get downed, I save them and then they accept the heals 

    side note: I can’t wait for that self care nerf 
  • VESSEL
    VESSEL Member Posts: 1,068

    Arguably, it is a lot more rewarding than a normal selfish Save. Get the save points, heal points, and the definite Plus 1 to your Emblem. It's so satisfying! And if you have WGLF, it's p a r a d i s e

  • Boss
    Boss Member Posts: 13,616

    @MineAntoiya said:

    Arguably, it is a lot more rewarding than a normal selfish Save. Get the save points, heal points, and the definite Plus 1 to your Emblem. It's so satisfying! And if you have WGLF, it's p a r a d i s e

    Yet lots of Survivors don't run it, simply because the description doesn't scream: "You'll benefit too, btw." :p

  • RepliCant
    RepliCant Member Posts: 1,436

    @MineAntoiya said:

    Your statement contradicts my Rank 1 experience. Also, It is fine to ask questions to get a joint consensus on the state of a perk. I am not many, therefore my opinion may not be of many. Mind blown yet?

    PC Rank 1 is a different story, I'll come to see it's useful some times

    PS4 Rank1 We'll Make it sucks dick

  • VESSEL
    VESSEL Member Posts: 1,068

    How so? Surely they work the same, so would that be due to survivors playing?

  • RepliCant
    RepliCant Member Posts: 1,436

    @MineAntoiya said:

    How so? Surely they work the same, so would that be due to survivors playing?

    Both ends.

    From my experience, when I was on PS4 after being on PC a bit, I noticed the lower you go the more "close" killers stay to the hook and how less competent survivors are. Obviously this isn't 100% the case, but most survivors bolt off regardless of whether they know you have We'll Make it or not. PC isn't as bad

  • Runiver
    Runiver Member Posts: 2,095

    @MineAntoiya said:
    So I've been using We'll Make It consistently in my build throughout the x2 BP event. From what I've seen it has become the superior Borrowed Time that not a lot of Killers can stop in time (Even Nurses couldn't get to me in time).

    I'm making this post to ask one question - Is it Balanced or Broken? From experience, it seems to be an incredibly powerful save perk that makes any basic ######### Killer's day more hell than it already is. Especially if they go against the idea of camping. I'll keep saying, that as long as it remains in its current state, every player should run it

    But is it fair for the Killer?

    When a Killer faces Borrowed Time they simply just have to keep chasing until the person falls, simple as. But when a Killer without 1-shot potential faces We'll Make It on an average survivor who knows how to loop, then they can be ran for a long time more.

    So, is it?
    And, for the killers, how do you feel when they come straight off the hook to be insta healed?
    Would you camp more if it became a meta perk?

    As a killer main, I think We'll make it is rather balanced and a pretty nice addition to the game.

  • Chaemeleon
    Chaemeleon Member Posts: 24

    I use WMI almost exclusively in almost every build at rank 1. It always works out for me, it's fantastic.

  • Grey87
    Grey87 Member Posts: 346

    The perk is fine.

  • VESSEL
    VESSEL Member Posts: 1,068

    But WHY do YOU think it's fine?

  • Grey87
    Grey87 Member Posts: 346

    @MineAntoiya said:

    But WHY do YOU think it's fine?

    Because it is.
    No one complained about it.

  • Peanits
    Peanits Dev Posts: 7,555

    It's pretty balanced. Even more so now that Caulrophobia exists and pretty much hard counters it, so if you do particularly hate people healing at the hook, you can just run that and catch them part way through. It really just punishes tunneling more than anything, making it harder to chase the same person each time (since they'll take two hits to down again).

    I really don't ever camp, and I've never had a problem with We'll Make It. It's a decent use of a perk slot for something relatively situational (you have to get the unhook and it has to be safe to heal), and there's plenty of much more powerful stuff they could be using.

  • SovererignKing
    SovererignKing Member Posts: 1,273
    I think @TheXenoborg said it best. 
  • VESSEL
    VESSEL Member Posts: 1,068

    Fairs. But I would argue that even if the Killer comes back the heal will still get done. Even if they're a Billy without direct line of sight. Whether this is fair I'll think about. However I do think that 2 min healing boost might be a bit too much considering its a heal perk for the person being saved.

  • Master
    Master Member Posts: 10,200

    We will make it is fine, maybe the active time after the unhook is a bit big, but other that that I believe its fine.
    The killer however will realize that you use it and will most likely stay closer to the hook next time, think about that before you procede with the usual "camping noob" insults^^

  • VESSEL
    VESSEL Member Posts: 1,068

    Why would I? lol. I'm a killer main

  • SquirtleSurgeon1
    SquirtleSurgeon1 Member Posts: 70

    @TheXenoborg said:

    @SquirtleSurgeon1 said:
    We'll make it isn't overpowered or a replacement of Borrowed Time in my opinion because in order for We'll Make It to work, you have to be out of the terror radius, and borrowed is the counter to camping. As well as things like Make Your Choice counter healing at hook even if they have We'll Make It.

    We'll Make It does not require you to be out of the killer's terror radius.

    To answer OP's question, no it is not broken. I find it quite balanced. It's the same as two survivors rescuing a single survivor off a hook by healing the survivor on the spot, so I don't see much of a problem with that.

    Yes, it can be a challenge but it's a support perk and it does its job quite well.

    Your problem is not with the perk. Your problem is with LOOPING. Looping is unacceptable bEhaviour.

    If looping was fixed by the devs, we wouldn't have this thread over here. Focus on the real root of all killer problems. Looping. Looping is what makes most survivor perks 'broken', but the perks themselves are great.

    So yes, the perk is great and is working well. It's not broken. Looping is your issue.

    What I meant was for you to finish the heal with we'll make it you have to be out of terror radius otherwise the killer will make it to you anyways

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  • Lily0
    Lily0 Member Posts: 128

    What is up with people using random colors on their texts to get attention?

  • Delfador
    Delfador Member Posts: 2,552

    We'll make it and borrowed time are fundamentally two different perks that should not even be compared to each other. Two different perks for two different situations.

    We'll make it can be used for early and mid game while borrowed time is generally an end game perk.

    You don't want killer to be around when you are using we'll make it because it will still jeopardize the survivor's life. Killer should be away from the hook and this generally happens when the killer patrols the gennies. It is for the cases when killer immediately comes back to tunnel the easy injured person. You will have enough time to heal them and killer will have to chase a healthy survivor.

    Activating borrowed time requires the killer to be around the area and in the early or mid game it will steal upmost 25 seconds from the killer and then the person who has been hooked will fall down. So you need to use borrowed time when the killer is around so that you will grant the person the immunity that she/he needs. It is an end game perk because while you can almost do nothing against a killer in the beginning of the match with a bleed out timer, after the exit gates are opened, it will ensure your escape in the end game.

    So I prefer to be rescued by a survivor who has we'll make it at the start of the trial, but it would be better to be rescued by someone who has borrowed time if the exit gates are opened.

  • Someissues
    Someissues Member Posts: 1,604
    edited July 2018

    It needs buff in my opinion, still too weak compared to BBQ

    Killers have make your choice which counters it anyway

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  • Someissues
    Someissues Member Posts: 1,604
    edited July 2018

    @TheXenoborg said:
    MYC is not a decent counter to We'll Make It. If a survivor is downed due to MYC, it means the survivor was clumsy enough to even BE in the killer's terror radius while exposed. It doesn't take a genius to just stay away from the killer for 60 seconds.

    100% speed increase on healing after saving someone from hook up to 90 seconds that only works on healing others honestly doesn't sound that great of a perk, I would never sacrifice DS, Sprintburst, Urban, Spine Chill/ Self-care for it. It sounds more like a SWF perk but that's an SWF issue

    Besides one-hit kill killers can still get them in no time

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