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New survivor perk: Made for this. Problem
This perk is problematic as it can be combine with other haste perks to increase the survivor speed at a point that any 4.4 m/s killers cannot catch you. Another point to add, there is no effort to activate this perk, you just have to play bad or let the killer hit you. In general, no skill perk
Comments
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You have to be running to gain its effect which triggers bloodlust when in a chase and not have exhaustion. The only point it's at 110 is with blood pact (situational) and hope (gates need to be powered).
Killers have:
-Play with your food up to 15 percent extra MS
-Game Afoot, 5 percent basically a bloodlust for breaking a pallet
-Devours hook reward movement speed
-Bloodlust (baseline)
-Powers.
-NOED
with PWYF + Game Afoot you can get 20 percent extra speed not including bloodlust if we had to be picky.
You have the tools to counter it if it's a huge issue for you.
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You know they will complain about everything survivors have even though they have it too or better lol.
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This is not really how an asymmetric game works. Those perks have more stringent activation requirements than something that's going to happen regardless in every match(getting injured). Additionally all things being equal, if killers and survivors had the same base movement speed killers would never catch survivors. Survivors have much smaller hotboxes than killers and can hug loops more tightly. The perk is hugely problematic.
Honestly I'd say the perks that cause exhaustion are a better counter than the move speed ones that you never see for a reason. Except those are extremely conditional as well.
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The raw numbers on those perks are deceptive because they have more onerous activation requirements than simply "get hit once". Additionally move speed on survivors is more impactful than move speed on killers due to their smaller hitboxes and the fact that there are four of them. If every survivor is using this perk (likely) and they successfully use it to extend chase by say - 10s apiece that's 40 extra seconds to reset or work on an objective. It's oppressive. You have to think about these things in context instead of just saying "number bigger".
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That is how an assymetric game works, it's a very select scenario which requires a specific set up. it's already possible to get to said speeds on survivor side with dark theory and teamwork power of two and blood pact already, and just like made for this they have requirements. Just talking nonsense doesn't change the fact that its not been on live and had time to test the waters yet. PTB its easier to get set up because everyone is fooling around.
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I don't understand what the selective setup is. Is bringing the single perk, Made For This a selective setup? The perk itself is my issue not bringing a series of goofy perks that make you run fast. The other ones all have activation requirements that make them fair. Made For This has effectively no requirement just like old dead hard.
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It's not a single perk which achieves "Killer movement speed", it's a combination of them. Sprint burst makes you move at 150 percent on a 40(32 with vigil) second cd and that's the alternative to this. People will stick to their exhaustion. This has another activation, fearmonger among many other perks and addons inflict exhaustion (blood echo as well). If it's such a huuuuge issue as you put it, there is plenty counter play available to you.
Iron will is another perk with this requirement, and no one brings this despite how much value it can have in losing a killer, why? Because exhaustion perks achieve more. It's just a nice alternative to it, nothing more.
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Bloodlust is base kit for literally every killer without even taking a perk slot. Bloodlust 1 is 5% move speed, which is more than enough to overcome the 3% from MfT and then some.
Either this perk isn't even active for 15 seconds, and you won't notice it... Or you gain BL 1 and the perk automatically counters itself.
This is 100% a non issue.
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You can run it with exhaustion perks. It pairs well with dead hard(greed the pallet an extra time or two then dead hard). It pairs with lithe and balanced as well. Made For This does not preclude exhaustion perks. It compliments and extends them.
Again: I am not talking about a combination of perks. Survivor movespeed perks are as of right now, absolutely fair because they all have actual stuff you have to do to make them work. People don't bring iron will because it's bad. You can still easily be Heard through obstacles with it. Fearmonger is a five second exhaustion effect. It's nothing by itself. No one uses blood echo because it has onerous and inconsistent activation requirements and there's only a couple of killers that can take advantage of it. It has a cool down, for god's sake.
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I totally agree here.
It never fails to amaze me how people think it's not a big deal to add "drawbacks" clauses to things unless you WANT the pick rate to plummet on purpose (think the DH nerf, that needed to be put down!)
Unless your goal is to kill a perk, don't create a massive floor where it could possibly do nothing for you! Think of hexes and boons... it's a gambler's wet dream but a competitive player's nightmare.
Adjusts values, if possible... but generally it's ill advised to pick something that could turn against you unless you have a very solid grasp on the situation at hand (experienced players kind of stuff).
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