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stop asking bhvr to nerf made for this
srs this perk is not that broken as many people call it
and the main problem i saw is called
speed stack, allowing you to move like 4.4 speed but there one thing you need to do, yeah fix all gens
i dont get it why people so mad about move stack? yeah 4.4 is too much for survivor but its only for end game remember that
if you rly hate made for this just because for 3 procent then you must having skill issue while you cant catch 4.12 survivor
made for this is impossible to nerf due to the number of speed boost
1 is for yellow 2 for green and 3 for purple
if you have an idea how to nerf made for this without any speed nerfs then type here
im killer main btw
Comments
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forgot to say blight and nurse dont care about the made for this
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I love the argument of, "It's only 3 percent," like 3 percent is insignificant. If 3 percent is insignificant, why are people using it?
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The fact people genuinely think that a 3% haste isn’t that good baffles me. Movement speed is a huge balance element in the game and tweaking numbers slightly breaks certain structures. It wouldn’t be seen as problematic if that 3% wasn’t handed for free or has some kind of cooldown.
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Years ago a perk came out called Mettle of Man. Top Tier killers at the time could basically ignore it (Nurse, Billy, Huntress) since it only triggered on M1 hits meanwhile the weakest of killers such as Trapper, Wraith, Freddy just had to deal with survivors having an extra health state against them.
Why do I bring this up? Because saying a perk is fine, because if you play only the best killers in the game is just showing that the perk is a problem. The devs aren't trying to make every killer Nurse level strong. A perk existing where the only way to deal with it is to play one of the few things that can deal with it, means that perk needs adjustments.
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because its some times rly saves and and its not helping VS good killer
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im playing as wesker shape wraith trapper hilly billy nurse blight and knight and ghost face and i didnt even saw the made for speed
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bro its only 4.12 and its not rly saves that much its only saves if you vs a killer who miss their lunge attacks
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Ok.....
I try to keep it short and simple because this perk has been discussed a lot here.
1) made for this is hurting the weaker m1 based killers more than the stronger killers. This is very bad for a number of reasons and NOT a skill issue. You can't make a killer start flying. PIGS DON'T FLY.
2) End game is still part of the game. Finishing the gens should not mean, that the survivors just win by default. Most killers already have a terrible early game. Now you want them to lose the end game as well? When is the killer supposed to have a game then?
3) Made for this offers two effects that are strong enough to be separate perks entirely. This is overtuned.
4) you can definitely nerf the haste effect to 0.5, 1, 1.5 % but I think that would do next to nothing, so I would just replace the effect with an action speed bonus on other things like vaulting, chest opening or totem cleansing.
This perk is discussed for a reason. And it's not a skill issue.
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It won't help you against Nurse, Blight or Spirit, but it will absolutely screw over just about everyone else.
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No, it gives you a lot more.
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- pig can do a mind game and use ambush to hit the survivor
- end game is a thing yeah but the game rewards you to be good enough to survive that long (if i know right killers have something like this too but not with movement speed)
- who even using made for this to be not killable for 10 seconds like srs 10 seconds its just like a hook dont hit them until 10 second pass
- how to make made for this worst perk ever:
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And this is precisely the problem. The killers that don't care about it, are the strongest ones. and the killers hurt the most by it, are the worst ones.
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executioner onyro nemesis huntress if having good aim clown spirit cenobite twins trapper (if doing traps right)
cannibal doctor nightmare plague artist dredge:
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executioner onyro nemesis huntress if having good aim clown spirit cenobite twins trapper (if doing traps right)
cannibal doctor nightmare plague artist dredge:
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4.12 is quite significant. It isn't about the absolute movement speed, but the differences in movement speed between the killer and survivor.
The normal 4.6 killer and 4.0 survivor means the killer moves 0.6 m/s closer to the survivor. But with MFT, that becomes 0.48 m/s. That is a 20% decrease. Thus increasing the chase time effectively by 20%.
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It extends chase with Killers by 20%.
It massively impacts M1 immobile Killers, the worst in the game.
It has no downside, it can be combined with some exhaustion perks, and can also be used with Resilience to extend chases by 30+ seconds for simply being injured.
Can be combined with Hope in end game to be 110%, the same speed that Killers like Hag, Huntress, Deathslinger, etc are.
It also has an Endurance effect for some reason, because the Devs didn't bother testing it and somehow thought it wasn't good enough.
Is mathematically better than at least most exhaustion perks.
There is no scenario where this perk is NOT objectively too strong, It needs a duration of 25 seconds twice per match or something, a constant 3% Haste for simply being injured is terrible design.
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only with hope
or its 4.14 i dont remember right
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20%? omg so much totally cant counter this with mind games :sob:
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huntress can get it easily with good aim deathslinger too
hag.. bro its one of lowest killer usage rate
Resilience only makes you faster for 0.100 seconds wdym
endurace doesnt matter since its an chase perk
this perk is already fine because i dont get in trouble for all killers i play
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I already mentioned Spirit. You're so hellbent on defending MFT -- that we know for a fact is getting adjusted -- that I'm not sure you're fully reading responses.
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Just because the numbers seem small doesn't mean they are, if you cannot understand this then there is no reason to even have this discussion at all.
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bro im killer main and i dont have any problems with that perk THATS why i defending it.
if you think im play only nurse and blight let me tell you are wrong
i play ghostface trapper huntress hillybilly mastermind knight oni shape
and i dont have ANY problems with it
yes sometimes i being looped for too long and its because im too lazy to mind game
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That's a yes to not fully reading things, then.
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20% is very significant. And if you are talking about mind games, you must be talking about loops. And in talking about loops, you should know that the survivor hitbox is smaller than the killer one. Basically like this.
Imagine that the black circle is a rock, and the green circle is the path the survivor takes and the red is the path the killer takes. The killer takes a longer distance around the rock because their hitbox is bigger than the survivor. Unfortunately we don't exactly by how much, but against good survivors who can tightly loop, it becomes very apparant.
When we talk about looping around structures like this, the "differences" in movement speed between the survivor and killer are already affected by the longer distance the killer has to travel around the loop. Thus any extra movement speed from the survivor is even more strong when looping.
But 20% in a straight line chase is also significant. I don't think you understand how long a straight line shift+w chase is.
For context on distances, load up a bot game as trapper, and do a max range lunge. You just traveled 6.21 meters.
Some data:
Survivor movement speed: 4.0 m/s
Survivor post hit movement speed duration: 1.8 seconds
Survivor post hit movement speed: 6.0 m/s
Killer movement speed: 4.6 m/s
Killer movement speed while lunging: 6.9 m/s
Killer lunge duration: 0.9 seconds
Killer hitbox extension: 1 meter
Killer movement speed while carrying survivor: 3.68 m/s
Killer Terror Radius: 32 meters
Killer hit cooldown: 2.7 seconds
Killer movement speed during attack cooldown: 0.575 m/s
Killer pick up speed: 3 seconds
Killer hook speed: 1.5 seconds
Generator repair speeds: 90 seconds
Average distance between hooks: 38 meters (~19 meters to a hook from any given position on average)
Average human response time: 273 ms (https://humanbenchmark.com/tests/reactiontime)
Average map size: 9850 square meters (~99.25x99.25 meters for a square)
So, let's assume killers and survivors all spawn at opposite ends of the map. The survivors spend the first 20 seconds looking for a generator and the killer spends the first 20 seconds running to the opposite end of the map. With a killer having a 32 meter terror radius, and taking into account movement speeds and human reaction time. if we take the human reaction time and 6x it to account for figuring out the direction the killer is coming from and making sure you can run the opposite direction, the survivor will spot the killer in 1638 ms. To make math simpler let's round it up to 2 second. during this time the killer gets 9.2 meters closer. So now the killer is 22.8 meters away. During this time the survivor runs in the exact opposite direction of the killer.
Remember, no powers, no pallets, no windows, just a straight line. In order for the killer to catch up to the distance needed to lunge (killer lunge is 6.9 m/s for 0.9 seconds, survivor is moving 4.0 m/s during that time, so to land the hit, the killer must be 3.61 meters from the survivor at the start of the lunge. Let's round that to 3.5 to account for lag). This means the killer needs to close a gap of 19.3 meters, to hit the survivor The difference in movement speed between them is .6, this means the killer closes the 19.3 meter gap in 32.16 seconds. The killer then lands a hit.
The survivor then runs in a straight line and the killer is unable to move much for 2.7 seconds, only moving 1.5525 meters of distance. During 1.8 of those seconds the survivor is moving at 6 m/s and for 4 m/s for .9 seconds. This means the survivor gets 14.4 meters way. The killer now has to close a gap of 9.3 meters for a lunge. It takes the killer 15.5 seconds to catch up to the survivor and land another hit.
The killer now picks the survivor up taking 5.7 seconds (3 seconds for picking up, and 2.7 seconds for attack cooldown), /and they walk to the nearest hook about 19 meters away. This takes 5.16 seconds, lets say 5. the hooking action takes 1.5 seconds.
The time to find this survivor, hit them once, catch up, hit them again, pick them up walk to a hook and hook them took: 32.16 + 15.5 + 5.7 + 5 + 1.5 = 59.86 seconds. Or, about 60 seconds. This would mean the killer would likely lose 2 gens in the first chase. (just barely reaching the 3rd survivor before it finishes).
So, without using pallets, windows, anything at all. you are taking about 60 seconds to hit twice, down, pick up, and hook a survivor. Gens are 90 seconds. This means that you WILL lose 2-3 gens by the time you find the next survivor, and that is assuming just pure straight line hold w chases. Now when you factor in MFT making that second hit take almost 24.5 seconds instead of 15.5, now you are talking about 70 seconds.
Now get 12 hooks... Its impossible for killers who aren't nurse blight or spirit to keep up AS IT IS and that is not even factoring in perks like MFT.
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It takes alone 20% longer until you come at a point that you can mindgame. 20% means the survivor can make it to the next loop. 20% longer to catch the survivor even when he just press W.
That 20% is alot shoulndt be so hard to understand.
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im saying that because im tired of all thats circus of "pls nerf mft i cant mind game"
im iridescent 1 killer main and i dont had any problems with that perk + hope
all you need to learn how to mind game and how to use your lunge attack to get an hit
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I don't mean to alarm anybody, but this guy defending MFT thinks that Pig has a viable anti-chase power.
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xeno huntress blight master mind legion wraith are most used and these killer are hard to loop
i played alot of killers and i didnt had any problems with them
im iridescent 1
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Oh, i didn't know that.
Would you be willing to upload some footage of you playing some matches to youtube? Would love to see how you are handling MFT so we can all learn from it. If you need to record game footage, you can download OBS for free (same software streamers use). You don't actually have to stream to use it, it has a record option, and from there you can upload the video straight to youtube.
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I almost most hit someone with a dash once, seems like viable anti-chase power. Probably needs a nerf /s
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Is your defense on the hag part really just "no one plays hag"?
Come on... do better.
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lets talk about the killer perks and abilities
it depends on what killer
the straight path is impossible in maps because killers can turn left or right depends where survivor going and then he will get closer to him faster, oni knight clown xeno and master mind artist cenobite doesnt care about it if the killers are good enough
now lets talk about pallets, there alot of anit loop build like spirit fury
+ the save the best for last and xeno perk which make you 5% faster on a hit makes the survivor speed boost almost pointless
the game is fully based on maps sometimes
if the killer good enough to do mind games in loops then its pretty much nothing
and again about straight line is impossible in the game because if killer smart enough he gonna try to make it shorter
addons exists too
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nah bro like srs no one playing hag tho + its same as trapper give them 2 gens and trap all loops
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People like this are incapable of that
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i can do that tommorrow prob but the good question is..
as what killer tho
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nah bro like srs no one playing hag tho + its same as trapper give them 2 gens and trap all loops
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im iridescent 1
What is that suppost to mean? That not very attached to skill^^ All players in DBD can be (if they play enoth) in iridescent 1. Since you only loose pips and not Ranks.
Yes the most played killer, are killer who dont have a high disadvantage from Movespeed changes or dont need to play loops. Thats why people play em. They can ignore a major part of the skill of the survivor.
Thats why Nurse is called the strongest killer, if you are a good nurse it doesnt matter how good a survivor is, since she basicly ignores the skill of the survivor.
But i mean really, 20% is a huge amount how can we even talk about that?
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Your solution to MFT is a perk that disables Bloodlust?
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1 mistake = death
worthing to disable bloodlust for that
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bro if i would get vs strong people then i would be so happy because i can finally test my truly skill
and i killed party not 1 time
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you already mentioned that nurse and blight don't care about MFT, so how about anything but those 2.
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For strong people you have to play against SWF or just luck based. There is only a very loose MMR system, I think there are 2 MMR areas below average and only one above average.
So as soon as you play better as 50% of the players (whats not very hard) you might play against people with 4000hrs or against people with 150hrs.
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When someone needs to mention "im iridescent 1"... two times... ;)
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Because latency is BS. And survivors get tired when they make it to a vault, pallet, yet still get hit on the other side of it. And with this vault nerf, im sure survivors are pretty pissed off that chasing is being more nerfed on them.
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Delightfully non sequitur, thank you.
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You are very clearly unknowledgeable of the game to say that. A 0.12 m/s difference adds up significantly overtime. Running a loop for 10 seconds saves 1.2 meters of difference from having the perk, and that very much determines the difference between reaching a pallet or window or being able to run around the loop an extra time or two.
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No, I won't.
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I'm just going to leave this here if you like to read the Twitter thread. Hens does a great job explaining way MfT is overturned and why it's a problem. Also, I think Hens a lot more knowledgeable about dbd than you or I. This is why I trust ppl like Hens and Otz on their opinions on balance in dbd. Anyway, have a great day. ^^
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Nurse and Blight can deal with it. Therefore MFT is fine. ~ legion228
That is some low quality bait, chief.
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If you can’t last in chases without the perk then you shouldn’t have it.
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