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prepare for made for this
looping is gonna be such a pain. help me god
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gonna be fun figuring out wether the guy has made for this or just game himself 5% using cheats.
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im ready to collect 999 iridescent hatch for huntress with lethal pursuer and heart locket offering
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Blood echo: cant because i have to hook a survivor that means i have to injure = made for this activated
fearmonger: they get on the gen but mostly they are already in chase and exhaustion is by that time gone
genetic limits: cant because they have to heal
septic touch: heal
so now i have to play killers that i dont find fun to play to use exhaustion addons?
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no only ghostface, artist, knight, skull merchant, huntress, pig, cenobite and dredge. you talking about noed and play with your food? i guess ill play clown its the only killer i think that can slow it down
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Heavens forbid Survivor gets a new meta perk for once.
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i dont know there is maybe skull merchant perk i forgot its name but its never worth running it and machine learning from singularity but thats only when the gen is completed and it wont last forever
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Bloodlust is still a thing
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Subtle cheaters are going to have a field day with this perk I'm telling you.
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Only if you play killer.
I've got a radical solution for this problem.
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The latest perk that killers overreact to. I remember everyone going on about hyperfocus and now only 1% of survivors even use it.
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Cause they certainly havent gotten any of them in the past did they? they nearly got 2 in this patch alone, both being OP, at least they nerfed one of them, the other still needs a hit
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Of the last four chapters, only Reassurance is even remotely relevant.
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Do we need to bring up COH? That perk when launched broke the game with insta heals. Also killers haven’t gotten any op perks in a bit last one I can think of COB over a year ago. Didn’t survivors get a bunch of buddy perks last chapter?
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no where to hide
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So you have to go back 6 chapters to a perk that's been nerfed at least 3 times, and the most recent nerf removed it from being meta entirely?
If we're going back that far and using obsolete nerfed perks as a benchmark, then the buffs to Eruption and Overcharge in 6.1 and the addition of nowhere to hide with the knight, and call of brine with onryo (you know, the gen kick meta) were all more recent than that.
Since we're apparently counting things that have since been nerfed into oblivion.
Edit: worded it weirdly, call of brine was added with Sadako chapter, not buffed in 6.1 like it originally sounded.
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CoH was added in 5.3.0 in October of 2021. That's almost 2 years ago, let it go. Med-kits broke CoH, even the 100% healing others was just good, not broken. Med-kits and their add-ons were always a problem, CoH just made it worse. Since then, both med-kits and CoH have been nuked into irrelevance for self-healing. Buddy? Do you mean the teamwork perks? They suck, they're terrible.
Post edited by Gcarrara on5 -
My original point was that this is the first strong survivor perk in 3-4 chapters.
Leave it alone, buff stuff elsewhere.
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no the skull mechsant perk but its rlly bad
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whats the point in cheating if you can get the exact same effect from a perk???
Also the perk isnt going to be used nearly as much as youd think. This perk is a good competitor to Dead Hard since it helps extend a chase rather than making unsafe areas safer. This makes its basically useless in deadzones, especially against stealth killers.
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Meta does not need to be broken though.
Would 100% agree if the devs would actually do that. We all know they don't nor ever will. So all broken things need fixed (Nurse/Blight for instance).
I do think this is all overreaction though. I just don't like piss poor reasons not to nerf/buff things.
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Reminder that if Bloodlust activates, alot of the killers time has just been wasted and the survivors are winning
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Bloodlust activates after 15 seconds, I’d hardly say that’s a lot of time.
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hyperfocus fogwise wiretap. background player also has its uses.
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Didnt know that a Chapter from 2021 was released in the last 4 Chapters. BHVR is really slowing down with Chapters, man.
I have read this multiple times, but I dont really get it. If they are cheating (aka being faster while not using the Perk) you will notice. And if they use the Perk, they are not cheating.
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And you would be wrong because in that 15 seconds the survivors ran away from gens and teammates and now found a pallet which if broken resets the bloodlust timer. Restart the entire process. The killer is alone so anything they do that isn't killing is a waste.
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I'm going to enjoy the week or so of no sprint burst untill MfT disapears into the void of "OP" perks
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I would say the same.
I guess it will be used a lot, especially because Killers are hyping it up as an "OP"-Perk. And people will soon realize that Sprint Burst or Lithe are simply better and will go back to those Perks.
The only people who will use Made for this will be those who did not run Exhaustion Perks in the first place.
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I genuinly think it will fade into obscurity not because its bad but because the average player is incredibly bad, same case as hyperfocus, a good player with made for this can absolutelly make life hell in a good loop setup, and they can pair it with dh so when the speedboost is not enough you dh and reset bloodlust and then continue looping with normal speed.
However the average survivor will equip hyperfocus because content creators say its good, will force a hit to try the perk, go down in less than 40 seconds somehow and then reach the conclusion of made for this is a bad perk.
It will pile up with lucky break and hyperfocus as amazing perks that are strong af, but since people are not enough to use it they are deemed awful.
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My thoughts exactly. I permarun No Mither these days with no exhaustion MFT is really an ideal perk for me, but a lot of players will likely realize that they're better off with SB or Lithe.
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Has its uses =! strong/meta defining.
There is nothing wrong with Survivors getting a new meta perk, and it doesn't need to be nerfed just because its strong.
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I think you wrote Hyperfocus two times when you meant Made for This.
And I would agree, it is not a weak Perk at all. It grants Movement Speed, after all, but I think the restrictions are fine, especially because it cannot be paired with most Exhaustion Perks (yes, can be paired with DH, but I dont think that the Combination of MFT and DH is better than Sprint Burst, which would also only take 1 Perk Slot).
But in general, Exhaustion Perks are stronger and easier to use than MFT.
I also dont use Exhaustion Perks. Used Balanced Landing back in the day, but it got nerfed. Switched to DH but at some point I was so frustrated of it that I did not use it anymore (this was before they fixed it) and I did not re-equip it when they fixed it. So playing without Exhaustion Perks for a long time and I was quite excited for Made for This.
It would be nice to have a decent Perk which rewards you for not using the strongest category of Survivor Perks.
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What do you want lmao?? Killers can’t have it all, they act like the 10 seconds of added gen time was nothing but act like 15 seconds to activate bloodlust is half the game. Let’s not act like a 30-45 second chase is super long. That’s enough time to activate bloodlust twice.
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tbf getting a "meta defining" perk sounds scary to me because the last one was coh as many mentioned above, and the dreaded eruption buff on the killer side. don't get me wrong, as an exhaustion perks disliker this perk is going to be basekit for me and as killer we got pgtw back so i'm happy. but those perks i named aren't irrelevant at all.
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I agree with the overreaction. I would like to say though 15 seconds of the killers time is a full minute of survivor time. People seem to forget this aspect of DBD. 30-45 seconds of chase is big if all four survivors do that + are on gens. One 40 second chase is 120 seconds of gen time (40 seconds x 3 survivors). Time matters much much more on the killer side. If you have to rely on bloodlust to get downs there is an issue. Hate when BL is brought up as it already means the survivors are doing well.
The issue comes from teammates going down in 10 seconds which to this day I can't understand how this happens or how they are even in lobbies with 4000 hour players.
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I’m not even saying it’s broken or op. It’s more annoying than anything. Especially on Killers walking 110% or even Nurse considering people forget she moves slower than survivors. I Just Hope this doesn’t set a trend of movement speed perks.
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You can increase your speed by more than the perk gives you, so when you get called out on it you would just say it was the perk.
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You can increase your speed by more than the perk gives you, so when you get called out on it you would just say it was the perk.
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NWTH isn’t broken. And look how they massacre the gen kicking meta just like they killed the DH meta. I went back far because personally the last year we haven’t really gotten super op perks. Yeah there was the shake up but how long did that last? Like maybe 6 months before everything settled into metas again?
I was mainly pointing out that survivors did get op perks before and we need to be careful about heading back into that direction again. Like how I believe we should be wary of the killers gen kicking and slowdown perks. Balance is key and sadly it’s constantly thrown out of whack by the introduction of perks that are new or better than most.
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I mean I understand that, but its not like subtle cheaters didnt exist before hand.
Also it could just be because I have thousands of hours of experience, but these "subtle cheaters" aren't so subtle. A speed increase is something that's very much noticeable, and if you see some one go from a 3% increase to a 10% increase, its obvious there's something up
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110 killers have the advantage of being able to down you from long range, in Trickster/Huntress' case you get like 3 chances to do so or more. I don't see what's wrong with perks that emphasize their tradeoffs such as lower MS.
This perk is really strong, but its strong in a healthy way imo, not super obvious and promotes chase/pickups which is cool.
Nerf gen perks instead of chase perks is the way to make the game fun imo.
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Pff please, we all know with all this whining on day ONE, they're both going to get nerfed into the ground, and then it's people like you going back to whining about Adrenaline, WoO and Hope.
And then wonder why the same 5 perks become meta over and over again.
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I think you're overestimating how good this perk is. It's very weak and situational in most scenarios.
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But now they have an excuse as to why they seem so fast. What's there to not understand about this? Also if you think subtle cheaters give themself a 10% boost then that's just silly and not subtle.
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Yeah, I never see those perks.
Ever
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Yeah and reassurance is still very powerful despite it only being ables to activate once per survivor.
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Just hyperfocus here could be considered strong, and only because of the stake-out + commodius combo.
Fogwise is a decent aura perk at best.
Wiretap is extremely situational and map dependant, it is more for the fun factor than real advantage.
And Background Player must be one of the worst exhaustion perk in the game, only beaten by Smash Hit and Head on.
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OMG this!!! You know when a survivor comes on and complains about something and they are told to just play Killler? 🤣
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Not broken no, but it was meta.
I see now that the beginning of the conversation was describing the 'meta' perks, and you were trying to talk about op perks specifically. Broken isn't necessarily meta, and meta isn't necessarily broken.
Like pre 6.1 borrowed time was meta because it was a band aid fix for camping and being downed immediately on unhook, not because it was op, and arguably something like boil over can be broken even though it isn't a meta perk.
Although I would argue that the 6.1 Eruption was 100% broken with the incapacitated status.
I don't disagree with the idea of being careful with perks and perk design. But at some point they will need to make a decision about how perks stack across the board. They already have newer conditions like 'can't be used while exhausted' to try and combat stacking perk effects, but it likely won't solve the problems long term.
I'm not even opposed to the idea that players should only get the largest single value amongst all perks, so that something like movement speed is better controlled. It adds some anti synergy that would prevent edge cases. But I think this also needs to be applied globally in the game for both killers and survivor perks.
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Its also not meta considering its not consistent due to relying on certain playstyles.
Its OP in competitive I'll give you that.
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