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No Made for this nerf in the midchapter?
Comments
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What are you even complaining about?
You know how many unbeatable killer insta-down add ons there are?
The game is completely killer sided.
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Are you, by chance, a survivor main?
Also to nerf mft, just disable it in the endgame.
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Myers main.
I clean house every game.
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i do not believe you when you say you're having fun with the game. i believe this because threatening to play in a way you (presumably) figure survivor players would not like was your reaction to a survivor perk not being nerfed, and to me that only makes sense as the reaction of someone who plays a game they dislike out of a misguided sense of obligation.
you are 100% free to do the exact thing i've been doing for the past several months and stop playing the game. for me it was the poor handling of the DDOS situation (once we figure out how players were getting DDOS'ed and how to prevent that i may return but until then no dice). for you a perk that you think is game breaking can be that reason to take a break or even quit entirely
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Oh, ok. It's not really sided as it is that myers has some of the best addon's in the game. For example, for knights insta down addon, his guards have to find a survivor and not hit them 3 or 4 times, when ideally, you want to chase someone while the guard hits another survivor.
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No Tattered Tabard, opinion discarded
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I know BHVR makes some... questionable decisions at the best of times, but you can't say they only listen to survivor mains when they nerfed DH twice, nerfed CoH -and- nerfed DS, all of which were THE strongest survivor perks and are now all far weaker.
AND they heavily nerfed medkits and self-healing in general.
Edit: And they're nerfing Prove Thyself next patch.
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Really that's why it's seen as often as wesker ?
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Dh existed for 5 years before nerf
Pt existed since launch effect moved from leader to pt
Coh still took over 6 months before a proper nerf
Ds took 3 or 4 years for nerf
There removing hook grabs
Over all I'd say patch to patch even but surivor perks stay for way longer than killer perks, looking at undying
3 weeks after launch
Now let's look at how long good killer perks existed before nerfs
Ruin about 4 or 5 years since release
Pop about 2 years after release
Pain rez about 9 months till its nerf
Again hook grabs are going
And undying took 3 weeks
Heck copde grace didn't even make it live without a nerf form 100% to 80%
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I've been one of the ones who want this perk nerf but I honestly need to ask...how do you adapt to a pure 3% haste? I know right now my mindset in a match is Im always 2nd guessing my choices bc I have no clue really if someone is running the perk or not. It is such a subtle thing that you are always left guessing "Are they slightly faster than normal or am I just playing bad?"
I will say before this patch I was doing fairly well in my matches for someone with over 1000 hours. I think out of 10 matches I would win 6 or 7 of them. Now though since the patch drop, I'm lucky to win 3 matches out of 10. The only difference between now and the months I have been playing is MfT is showing up ALOT more. Unless I just magically got worst overnight or my mmr got to the point where Im playing against SwFs every other game. I see at least 2 MfT in every other match every night I play. Those matches where MfT is in the lobby were some of the most unfun matches I have had in months. Btw I don't play high-tier killers. The only one I play really is spirit but I have touched her in over a month. Usually, I be disagreeing with you and others but I am honestly tired of arguing with ppl and just want to know how you and others adapting to this new and unfun meta for m1 killers.
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My reaction to this post.
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Made for this doesn’t need a nerf, it’s easily counterable with anything that causes exhaustion and there’s a lot of perks that do that, the 3% haste isn’t a whole lot, and anyone who says mft with hope is broken hope gives you 7% haste permanently once all gens are powered which is more than twice the bonus mft gives you, the speed with mft on its own is hardly noticeable
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Its always the same. Survivors get a perk thats used somehow situational, instantly its OP. Killer mains are so simple its already sad.
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By a lot of perks you mean 4 perks, two of which involve healing(one of those only works if the survivors are healing in the killer's TR), and one has a min cooldown on it... As for addons not all killers have an addon that causes exhaustion, like plague you force to run Bloodecho bc she doesn't have an addon that causes exhaustion.
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Plague's whole thing is downing survivors with her corrupt purge.
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Not if they refuse to cleanse which has been a counter for her for a while. You get few fountains to use and after that you have to depend on survivors cleansing. If they don't (which most who running MfT won't cleanse) you become a m1 killer who is tall and survivors can easily see you. Mind gaming as plague is already a challenge and MfT in the hands of decent survivors hands make it wrost. Yeah I eventually down them but so much time was wasted while doing so I'll lose multiple generators in just few chases.
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Survivors need incentive to cleanse. Unfortunately, bhvr sees the effect of being broken as good enough incentive, and for the average survivor it is. Against more skilled survs, Thana is good, but at only 12% at max it's not enough incentive for survivors who work on gens together.
Plague does have a way of getting her power without survivors cleansing, but then you'd have to run an endgame build.
You are free to interpret this as a "buff plague/buff thana" post.
Post edited by Kaitsja on0 -
Just run play with your food.
You'll go 15% faster and smoke anybody running MFT.
Start running more slowdown perks and put on some insta-down add ons and you're golden.
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Pretty sure Mandy said that they wont change that perk.
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It took them years to nerf Nurse and she's still the strongest killer in the game.
It took them years to finally nerf Spirit's OP addons.
Blight hasn't had his OP addons nerfed at all.
Skull Merchant still exists and can camp 3-gens for hour-long games.
Face-camping is only being properly addressed now and has been in the game since launch.
Tunnelling is still the most effective strategy and is miserable for most survivors.
There's bad stuff on both sides that should be addressed and have been put off for far too long but they've literally made BIG nerfs to survivor as well. At this point you simply can't say the devs are survivor-sided or killer sided when they've made such changes.
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So when are pain res and jolt getting nerfed? I see these perks in 90% of my lobbies, they also have an higher pick rate according to Nightlight. By your logic these should also get nerfed, right? Or does this only extend one way?
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Please, please, please stop comparing MoM pre nerf to MfT, it’s extremely clear you didn’t play when that perk dropped to keep up this analogy multiple times.
Post edited by EQWashu on2 -
Let me bottom line this one for you. If you're going to run that build because of Made For This, you were going to run this same build or something similar anyway. Because winning games is important to you.
If survivors lost all of their perks, you would still run strong builds. Because you want to win.
If survivors started in deep wounds. You would still run strong perks. Because you want to win.
There is nothing wrong with wanting to win. There is usually nothing wrong with running strong stuff and using strong tactics (though during an event like this, I'd argue you should probably loosen up just a bit). I do find it a little obnoxious when someone pretends that the only reason they use strong perks, add-ons, and killers is because of "this perk" or "this offering". It's just not realistic.
Survivor perks get nerfed all the time, and I still run into plenty of strong killers with strong load outs wrecking shop.
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What is old MoM, I've seen it multiple times with people saying it was really good, but what did it do?
Post edited by EQWashu on0 -
You know us so well! 😜
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It literally made it so if you take three hits (no other requirements) you would get endurance the next time you were supposed to go into the dying state. It could activate at any time and this was also when self care was the most popular perk in the game and you could get this perk to proc multiple times per game.
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You have Bamboozle in that build? To keep things spicy? 🔥
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You know how you have to take 3 protection hits and then you get "super endurance" for the next hit with it now, where there's no Deep Wounds but you just glow white and shrug the hit off completely? It was the same, but replace protection hits with just basic attack hits in general. The 4th hit on a survivor in a match would always be shrugged off as long as they had the perk equipped. In other words unless you almost exclusively downed them with instadowns/powers or did something hardcore camping/tunneling related, it would be guaranteed to happen as long as they had the perk.
It's up there in the unholy pantheon of Very Bad Additions along with other strong contenders like the (luckily) extremely short lived change that completely removed all need for timing for pallet/flashlight saves and release Legion in my opinion, and if we include stuff from ancient DBD add stuff like insta-gen BNPs and no-hook moris to that list.
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when they do nerf it i hope its speed is from 3% to maybe 2%
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Not necessarily.
Made For This has very little requirement for huge reward with the 3% movement speed bonus - all you need to do is become injured.
Pain Res is dependant upon RNG and which hooks become Scourge Hooks and you still need to spend all that time chasing, downing and carrying the survivor to the hook. Some games you may only get 1 token of value from it, or none at all.
As for Jolt, it has a radius limitation and you need to down survivors in the radius of progressed generators.
So whilst in your experience you may see Pain Res and Jolt in almost every game, there is much more effort required and many more limitations and restrictions with these perks that make them much more balanced perks in comparison to the infinite 3% movement speed bonus from MfT just for being injured.
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If they 'listened to feedback' from this forum, we'd be seeing nerfs to freaking WGLF and Autodidact.
Killer mains whine, and they're not always right.
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I’m simply basing my argument off yours. Your argument insinuated that MfT needs to be nerfed due to pick rate.
The devs don’t favor one side or the other, if MfT was truly as OP as people on this forum try to make it, it would have been nerfed before it even released on live. Yes, it’s a strong perk. Yes, it has little requirement. Is it overpowered? Clearly not, they would have butchered it already if it was.
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Gaz
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me when
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i dont agree with this personally. like your such a surv main, its so obvious
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Its always the same. Survivors get a perk thats used somehow situational, instantly its OP. Killer mains are so simple its already sad.
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I believe Otz said it best, "Made For This is very, very, very, strong but you won't get much value out of it running in a straight line. You really feel it as killer when running tight loops due to the survivor's smaller hitbox." Or something along those lines anyway.
I get where people are coming from with the comparison to old DH, but at the same time that was used in situations to guarantee that you make the pallet/vault. Made For This allows you to make the pallet/vault you would've made anyway if the killer didn't have bloodlust. There have been innumerable times where I would've made a pallet or vault, but didn't because the killer had that 5% haste. At BL1, the difference is 2% which means that the distance at which you would usually lunge, you'll come up just short.
Made For This is the kind of perk where if you nerf the haste bonus, then it becomes useless. Likewise, if you slap a cooldown on it, it becomes useless. The only nerf to it that could work is removing the endurance aspect of it, which would be fine.
I think that it would be for the best if the endurance aspect were removed from it, and a downside were added to it that incentivises survivors to heal. As an example, Made for This activates and you benefit from the following effects:
- Gain a 1/2/3 % Haste Status Effect while running.
- You suffer from a 5%/10%/15% penalty to Repairing while injured.
Alternatively, a token system would also work where for every x amount of seconds spent injured while not in chase, lose a token. Once all tokens are gone, the perk deactivates for the remainder of the trial.
Post edited by Kaitsja on0 -
The perk is fine and easy to counter. You aren't going to see it as much once Dramaturgy drops.
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The Problem i see is, that in the past, the devs also didn´t see a problem with other perks like OoO or DS. Just because their stats didn´t show an overwhelming high escape rate for survivors that used those perks. While ignoring, that those perks increased the escape rate of everyone else.
But we´ll see.
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So, what you're saying here is that MFT is increasing the escape rate of survivors not running MFT because you're over-committing to a chase. Is that correct?
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Not over-commiting. But being able to reach a pallet or window, with the extra speed. Can prolong the chase considerably. Which in return gives the teammates more time to repair gens = higher escape rate.
Also, with 3-4 survivors using the perk, where does the normal chase for a down end and where does over-commiting really start?
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But if you know that only one out of four survivors has MFT, would it not make sense to ignore the one with MFT and target the ones without?
If all four are running it, then there is no distinction to be made between a normal chase and a chase in which you've over-committed.
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How would you know this?
You can´t know this until you have chased and injured all survivors.
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Then how do you know that MFT is resulting in survivors who aren't running the perk having a higher escape rate? You don't.
You established that if one person is running it, then by virtue of it extending chases the survivors not running it are escaping more frequently, which brings us back around to over-committing to a chase.
If you already know there's only one MFT in the lobby, then you target the ones without it. If you haven't managed to determine that yet, the feasibility of doing so is another matter entirely.
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Okay, we are talking about 2 different things here. One is, YOU as the killer knowing the survivor has MFT and in the best case scenario break the chase to avoid prolonged chases. Because you can´t know the other survivors have it, until you chase and injure them all. A killer can´t know what perks survivors have equipped in the lobby.
The other thing is the stats of the devs on which they base their buff/nerf decisions on. According to them, MFT is fine. So no nerf incoming. It can take years until they change their mind. See DS or OoO.
You established, that a killer should break the chase of a survivor having MFT instead of over-commiting. But the killer won´t know if switching targets is the best choice until further in the game, when he managed to hit the other survivors.
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