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Made for this

knifola
knifola Member Posts: 23
edited June 2023 in Feedback and Suggestions

ain't no way yall actually think this perk isn't completely busted

Post edited by Rizzo on
«1

Comments

  • illNicola
    illNicola Member Posts: 482

    It's too early to say if it's broken or it's fine. I think it could be broken in good hands, but it's too early.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,752

    what infinity? no it would not be an infinity. the window block after 3 vaults. I am not exactly sure what bloodlust purpose is. I think it is suppose to buff weak killers in the chase but it does not help them win games against skilled looper's due to the pallets+genrushing. so what is the point?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,752

    i am not defending the window. I am just saying that the window is not an infinity and bloodlust does nothing to help against it. your still just following the survivor 3 times waiting for entity blocker while vaulting the window/going around it.

  • BenSanderson55
    BenSanderson55 Member Posts: 454

    You're talking about a window and huntress lol. Habitually vaulting a window in front of huntress is certain death.

  • Nazzzak
    Nazzzak Member Posts: 5,613

    I've played 5 games with Gabriel's perks and didn't find any of them overly impressive. Not even MFT. Certainly not game changing. I feel like it's gonna be a scapegoat perk every time someone has a bad game.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    It's literally a free uncounterable distance perk that works in every loops, exactly same as the old dead hard which they nerfed for "uncounterable free distance at any loops", honestly I suspect it to be WORSE because it will work on literally ANY loops in a chase unlike dead hard which can only work once per chase.

  • I_CAME
    I_CAME Member Posts: 1,293

    Incredibly overrated. I've already swapped it back out for Adrenaline. Couldn't care less if they nerf it. The only problem it has is the fact that it can be stacked with Hope in the end game. That's definitely a bit too strong. For most uses I really don't think it's as great as people are saying.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092
  • Shroompy
    Shroompy Member Posts: 6,650

    And just like Dead Hard, its limited to only being useful in the middle of a chase.

    To prevent of start a chase how ever? It has none of. Its gonna start fading away within a week once people realize SB is still and always will be the better option

  • fulltonon
    fulltonon Member Posts: 5,762

    Do you seriously thinks "only being useful in the chase" is a problem of some sorts?

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I haven't had any issues with it so far.

    It's not bad per se but not worse then if they would just have a exhaustion perk

  • Devil_hit11
    Devil_hit11 Member Posts: 8,752

    Good observation. That might be why I am having a blast playing with it. I find it funny how the perk buffs borrow time in end game. You move 13% faster. You can just run in a straight line and the killer barely catch-up. I escaped like that today. This is my new favourite perk for survivor.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    Dark theory IS a problem, it's just that people won't properly use it often.

    And at least it can be extinguished unlike MFT which can not be disabled in any way, unless using exhaustion tools which is extremely limited.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,025

    I don't think that this perk is overly busted, unless you're playing Huntress, Trickster and Deathslinger. However, these killers are already bad, so I guess this perk is just being overkill.

  • adam1233467
    adam1233467 Member Posts: 1,106

    People dont use because we dont know how to use it, people dont use it cuz is bad, 2% and 3% are nothing, the value you get from both dark theory and made for this are almost nothing

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    If you seriously thinks those haste is nothing, the only thing I can say is "git gud".

    Because that just means you are literally not understanding how this game works.

  • adam1233467
    adam1233467 Member Posts: 1,106

    I play this game since 2018 lol, how I dont know how the game works? You guys are treating this perk like dead hard with the dash

  • fulltonon
    fulltonon Member Posts: 5,762

    Well if you don't know why you don't know how the game works, there is no way I know it.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,752
    edited June 2023

    to be fair, a survivor that is 32 meter ahead of killer is like a killer taking a chase from one end of midwich elementary school hallway to the other end. it is a bad chase to take. 32 meters ahead of killer is like 100+ meters in total walking time to catch-up. that is like going from one end of mother dwelling to other end. Most maps are not that big so while you are correct, your post is a bit an exaggeration to average dbd situation. I find it funny that some survivor players think the perk is niche while killer players think it is most powerful perk on the game. I wonder if that means the perk is fair. I do not want to sound survivor bias but the perk is fun to use.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    You just don't know what 2% haste can pull off.

    It's effect IS a problem, anyone who thinks survivor haste effect without huge limitation is not problematic shouldn't be taken seriously.

    Depends on tiles it CAN force killers to extinguish it, because without doing so survivor becomes literally uncatchable.

    And no, being problematic and being strong is two different things, dark theory is problematic design but still not strong, MFT is problematic and strong.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Well I used made for this and I’m getting around the same results I would get from any other games I play and from my experience using it with resilience and hope too btw killers are still able to get me just fine especially when noed is played

  • appleas
    appleas Member Posts: 1,126

    This perk also rewards injured survivors picking up slugs with the endurance effect

    It gives too much for one perk

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    So killers are able to get you fine with noed? Seems like your S-tier perk did it's job and got you to the end game.

  • MrMori
    MrMori Member Posts: 1,617

    Noo shot. 3% is significant, especially against 110%.

    The real question is, is it worth running over Exhaustion perks, or even with Exhaustion perks?

    Or is it just straight up mid.

  • jesterkind
    jesterkind Member Posts: 7,797

    The overall balance of the perk aside, the number of people comparing this perk to old Dead Hard is insanity. Amount of distance gained was never the problem with old Dead Hard, it already gave massively less distance than the other Exhaustion perks, it was how quickly it gave the distance, when that distance was given, and how uncounterable that distance was that made it problematic. None of those apply to Made For This; it gives the distance slowly over a long period of time, granting multiple opportunities for the killer to get a hit, and it has multiple counters that are more meaningfully achievable than old Dead Hard's ever were.

    As for the overall balance... I think it's pretty obviously an acceptable perk if taken on its own. It's a noticeable speed boost but only when you're vulnerable, and the killer has more Exhaustion tools than ever to try and deal with it- not to mention that the survivor is dissuaded from using Exhaustion perks themselves, and it's just a speed boost, not a dash with i-frames or Endurance. It won't stop killer powers at all, other than by helping a survivor turn a corner a bit faster.

    I do think Haste stacking is starting to become a problem on the horizon. The question of combining current tools for Haste aside, the devs basically can't add more consistent Haste now without stacking with Made For This becoming a huge problem; some kind of hard limit there would be pretty freeing for the game's long-term design space.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Every exhaustion perk is ass or situational on like two killers(blood echo). I've seen septic touch precisely once ever and it did nothing. Most exhaustion add-ons are also truly terrible or painfully niche so that's not an option either. They took away clown's bottles :(

    Also I'm not even sure which dead hard you're talking about. The community really needs a way to delineate the two for these slapfights

  • jesterkind
    jesterkind Member Posts: 7,797

    Admittedly I forgot about Septic Touch, lol. That one is just bad, but Blood Echo should feasibly become more viable when players are trying to stay injured for their perk value. Either way, plenty of killers have addons and they all have Fearmonger, not to mention bypassing the need entirely by bringing Exposed or stealth or hindered or haste... Or just playing one of the many killers that don't care about this, but that's more of an ask.

    As for Dead Hard, I assumed people meant the pre-6.1.0 version, considering the numbers and language being used. That is an insane comparison. Post-6.1.0 and pre-6.7.0 Dead Hard is... still a bad comparison but less overtly insane, I guess?