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Carefully attempting to counter arguments for "Made for This" being fine

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Comments

  • Pulsar
    Pulsar Member Posts: 20,904

    Only Assassin is designed to injure Survivors and he does get turned pretty useless by Made for This.

    Carnifex is your pallet shredder and time waster. He'll still lock on and chase them, forcing them to waste time.

    Jailer is your patroller/chase buddy. He'll look on and be a good chase buddy, forcing Survivor to juggle two threats.


    Prior to his changes, none of his Guards would ever hit Survivors but they aren't supposed to guarantee hits.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    No. The point is that the only time it will be the almighty, uncounterable perk that everyone claims it to be would be if you’re already going up against someone who is far beyond your skill level. Anything other than that and it’s doing what a perk should do... Giving you a slight advantage. Technically, that’s what it’s doing for those more-skilled survivors as well but the problem is if they’re already looping masters and far beyond the killer players skill level then it’s just giving an advantage on top of that. It works both ways though. If the killer player’s skill level exceeds the survivors then they won’t be phased much by this perk because they’ll know how to mindgame and counterloop. Even if it were a crutch perk as you say…. What would you call Noed? At this point in the game survivors have completed their objectives but if they haven’t cleansed all 5 totems you get a 4% speed boost and one-hit downs which isn’t revealed until you down someone. If you’re already a very skillful killer player then using Noed is going to give you a much greater advantage than the average player. We go into a game not knowing what perks anyone is bringing so we have to choose a build blindly… do we just go for a good setup or try to bring something that could potentially counter something else? When choosing a killer you don’t know if a survivor might have something that could help them counter your power and when a survivor chooses their build they don’t know to choose a perk that could benefit them against a certain killer or their build. There are powers and builds that can easily counter a 3% haste when injured. You just don’t know if you’ll need to counter it until you play which is part of the fun.

  • mustdogen
    mustdogen Member Posts: 373

    If you come about killer ability,then it's another issue,it will be more harder to make example due to every killer has multiple play style and every of them will be affected by MFT in different ways and different levels.

    But besides that,a single perk that can't break the m1 chasing mechanic i think is already too OP.

  • Pulsar
    Pulsar Member Posts: 20,904

    The fact of the matter is that most Killers have built in ways to deal with it.

    The Killers that don't are already bad and need help

  • MDRSan
    MDRSan Member Posts: 298

    If this comes down to an argument about which side has the most control over the other side’s fun, killer mains should probably just avoid that conversation. I’ve had matches of killer where everyone could loop really well, tea-bagging after every pallet, flashlight clicking, and were being smug jerks about everything. It’s can be frustrating and annoying.

    A match I had just a bit ago for example - a group were spam EMPing every pod I placed and tea-bag/flashlight clicking every chance they got. What did I do? I stopped bothering with my power, slugged all 4, and watched them bleed out. Survivors can frustrate with BM, but killers have far more control of how the game goes if they just stop caring whether they’re being dicks.

  • appleas
    appleas Member Posts: 1,129

    If MFT is really not that busted as some people put it, usage rate should die off after a while since the Singularity patch is still fresh.

    If multiple people still continue to run it over exhaustion perks in a few months, then people will have to find a new narrative to explain this phenomenon.

    I just thought of a possible loadout and playstyle that counters some aspects of this perk and will test it out. Most people probably won’t like it, but it is what it is.

  • nars
    nars Member Posts: 1,124

    I think that the perk itself is balanced enough, though from a game design standpoint its not great. it only hurts those in need of buffs, but why should we nerf a perk instead of buffing those killers? i see it as more of a wake up call to finally give trapper and sadako etc some love.

    but if its just easier to kill the perk im all for it, anything that keeps dead hard out of the meta. anything.

  • Sava18
    Sava18 Member Posts: 2,439

    uh yeah it did. Rpd with no bl and def made it to a pallet way further than I should have.

    So weird.

  • DredgeyEdgey
    DredgeyEdgey Member Posts: 1,373
    edited June 2023

    Don't get me wrong your right but most of the killers bennifit form.you being injured, most is key word

    + Wraith,Myers,ghost,onrero pig ambushes you quick down

    +Trapper run into traps faster

    +Billy /Bubba best counter is to insta down them

    =Nurse dosent care

    -Huntress just needs to try a Lil bit harder also just use power at windows

    - Freedy/clown it makes their power less effective but still prevents fast vaults

    -Hag that speed sometimes prevents a tp hit

    - Doc slows himself down lost distancen

    = Deathslinger just waits for a window vault

    +oni being injured gives u power

    =Blight pinball

    -pyrmid head slows too much on a miss

    =Pinhead just gotta predict speed dosent work when chained

    = Nemisis gotta hit at vaults

    =artist cross maps you

    Twins... twins

    -Trickster can get to Los quicker

    +- dredge better w player whose in anti loop

    =Wesker better weskers will just dash you and hindered

    -Knight run guards better

    =Dull merchant she speeds herself up with stealth capabilities

    -hux the speed on tp let's you get further

    I may of forgotten a few killers I can't rember all 37ish of them

    Overall it's a 50 50 it affects some killer more than others

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,712

    Added a response to people bringing up Bloodlust... because a perk and a baseline catch up mechanic are somehow comparable apparently.

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,712

    What do I call NOED? A hex that can be disabled. Also a perk that works in endgame, not the entire game.

  • DavidHypnos
    DavidHypnos Member Posts: 730

    Its effects are also much stronger than Made for This hence why it’s a more situational perk. You can go without a single hook all game and Noed can catch you off-guard and potentially mean a game over. That’s at least as fair as injured survivors getting a tiny speed boost.