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How To Fix Made For This

(In my opinion, of course!)

So, we'll start with getting the pure balance changes out of the way, and then we'll move on to a few other elements I think will push MFT into a much healthier niche than it currently occupies:

  • Remove the Endurance. I think it's relatively uncontroversial to say that, even though it comes into play less frequently, Made For This having the Endurance effect as a secondary element of its design makes things overtuned. It's not necessary for an already strong perk to have this as a secondary effect, so just straight up remove it. Put it on another perk, maybe; I don't think it's strong enough to be a perk all on its own, but pairing it with a weaker primary effect would work.
  • Prevent stacking. Whether this is a survivor-role-wide change to prevent Haste stacking at all, or just a stipulation for Made For This specifically, it should be obvious that pairing MFT with other sources of sustained Haste (most notably Hope, but not exclusively) makes things spiral out of control. If it's the former, MFT should increase your running speed while injured (and not Exhausted) up to 3%, depending on whether you currently have a Haste effect. If what you have is lower than 3% (like Dark Theory), it's raised up to 3%. If it's higher, that higher number applies and MFT doesn't.

Those changes would bring this perk into line, at least in terms of numbers and theory, but I think an additional change should be made to help bring it into line in terms of actual game experience.

  • Give survivors under the effect of MFT a unique running animation. Largely inspired by the (admittedly very brief) visual tell for Dramaturgy, I think that survivors who have MFT equipped (and are affected by it, so this would disable while Exhausted and/or healthy, for instance) should have a visual tell so the killer knows to play around it. Holding their arms differently, or something, I'm not a visual designer.

With that, I think the perk would be healthy. A lot of people would drop it anyway because any nerf is seen as killing a perk (looking at you, Iron Will and Circle of Healing), but even disregarding that it'd make the perk actually healthier.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,115

    MFT: The perk is so powerful that I cannot tell whether the survivor is using it so you need unique running animation.

  • jesterkind
    jesterkind Member Posts: 7,970

    If the only counter being to completely shut the perk off with Exhaustion were even close to true, you may have a point here, but you'll forgive me for not being convinced on that front.

    It is entirely true that the numbers you've been given here for how much longer it takes the killer to catch up are numbers in a vacuum, but you seem to be under the impression the elements that weren't taken into account - loops, where on the map you are, killer powers, other perks in play - would make the numbers worse, and I'm not sure how you came to that conclusion. The only way that would be the case, from what I can see, is if a killer is just following the survivor in a completely straightforward manner with no input beyond holding the W key and turning the mouse where necessary.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,088
    edited October 2023

    If the only counter being to completely shut the perk off with Exhaustion were even close to true

    Please expain the counterplay to me then.


    you seem to be under the impression the elements that weren't taken into account - loops, where on the map you are, killer powers, other perks in play - would make the numbers worse, and I'm not sure how you came to that conclusion.

    Because it's the only logical conclusion:

    • Survivors are smaller and can hug loops tighter than the killer, which is the very reason that looping is even possible. Adding a Haste effect on top of this, makes loops even safer. The only way it wouldn't help is if the survivor is completely atrocious.
    • MFT is not only helpful at loops, it also helps you to reach them and chain them into one another.


    The only way that would be the case, from what I can see, is if a killer is just following the survivor in a completely straightforward manner

    Not all killers have a chase power, and some of them that do, have a bad one.The Shape, Ghostface, Onryō, Pig etc. Which means that at some loops, all you can do is follow in a straight line and turn as needed. Garden of Joy main building for instance. The window is incredibly safe, and generally unmindgameable due to how long the wall is. There's also a god pallet right next to it that survivors have to fall back on if they do happen to mess up.

  • jesterkind
    jesterkind Member Posts: 7,970

    You'd counter MFT in the same way you'd counter any skilled looper. You mindgame, you improve your pathing where possible, you drop chase and ambush later to give them less of a head start, you use your power (not just in a direct chase way; you cite Ghostface, who is capable of shutting down MFT completely with good play), you chase into deadzones where applicable.

    This is generally the context that is missing when people try and talk about MFT in hard numbers. The reality of a trial with skilled players is tossed out the window and only individual chases with all the nuances sanded off are considered.

    I think citing Garden of Joy is putting your thumb on the scale a bit. It's not as though MFT is needed to make that a nightmare for a lot of killers.

  • jesterkind
    jesterkind Member Posts: 7,970

    I'm not sure why it wouldn't be considered a counter, considering it dramatically cuts down the effectiveness of the perk and renders it more than manageable. That sounds like a counter to me!

  • xltechno
    xltechno Member Posts: 1,026

    In the first place, why do you think "dramatically cuts down the effectiveness of the perk" so much in response to the topic owner's proposal? Could you please provide your rationale?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,115
    edited October 2023

    the counter-play to any strong perk is not another perk. it is letting user use the perk and downing the survivor despite the perk being active.

    i do not see them removing haste stacking because it invalids using perk synergy together. Hope is end game perk design increase escape rates in the end game. it is very similar adrenaline in the sense that if you chase survivors with hope, survivor can waste so much time that they can heal in end game then bodyblock for person who has Hope. A perk that does that exact effect is Adrenaline and it is arguably more annoying to play against then Hope because that exact situation happens way quicker.

    I have theory to why perk has endurance. for some reason, the dev wanted the perk to have an endurance trigger condition to synergize 3% haste on-hit SB effect. the idea is that when you hit a healthy survivor, MFT makes take longer to catch-up like a reverse rapid brutality perk. either way, I don't really encounter this effect very often in my killer games. the killer that do complain about the perk exclusively talk about haste effect like @OnryosTapeRentals and nothing else. removing secondary effect will not change complaints of said perk. killer dislike this perk for same reason they dislike original DH and Decisive strike. It is strong anti-tunnel perk that can make you lose the match if you over-chase that scales on survivor's skill-level in chase. I do not think there is any solution to the problem. survivors want a competitive perk that empowers their skill-level in chases so they can 1vs1 the killer but killer dislike the perk because of extend chases for what @OnryosTapeRentals is describing. survivors direct interest is to survive. killer's interest is obviously to kill.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 940

    It's a worse overcome then, pointless, if I was the devs I'd delete endurance and nerf speed boost to 2% like dark theory, but you all will still cry about it even at 1 or 0.5% speed so it doesn't really matter, it's unfixable until it's gutted, and then you will find some other perks to blame

  • jesterkind
    jesterkind Member Posts: 7,970
    edited October 2023

    This is going to come as a shock to you, so I'd suggest bracing yourself, but sometimes... people actually just have different opinions to you. They're not trying to "hide" something, they don't secretly agree with you but hold the opposite position for some nefarious purpose, they just straight up don't agree with you.

  • Blinckx
    Blinckx Member Posts: 426

    ok so you truly believe that the endurace part of MFT is the issue with the perk and not the permanent 3% speed boost ?

    Oki

  • jesterkind
    jesterkind Member Posts: 7,970

    You have literally no reason to believe otherwise considering I've said as much in multiple threads including this one.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,022

    I think if we’re at the point we’re considering adding a unique running animation to a Haste effect just to counterbalance it, something is wrong with that effect. While it would make its use more obvious to killers, it doesn’t change how powerful MFT actually is.

    Fwiw, I agree that the Endurance should be removed - it’s overkill, and I’d even go as far as saying Haste stacking should be completely removed for both sides, not just survivors. But MFT’s run speed can’t be fixed just by giving it an obvious tell. While it has counterplay in some situations, there are also a lot of situations where it really doesn’t, or simply provides far too much value even if the killer gets the down eventually. The problem with MFT is that the perk is simply way too easy to activate. Being injured and not exhausted is not nearly restrictive enough for how powerful its effect is. It either needs a more restrictive limit on its use, or it needs to have a time limit, or something. It also should not synergize with Dead Hard as well as it does right now, that basically defeats the point of not being able to use it while exhausted.

  • jesterkind
    jesterkind Member Posts: 7,970

    It's not to counterbalance it, it's to give it a tell. A lot of perks would be difficult to track the effect of with no indication, and a lot of those perks give a little popup in the corner of the screen. I think that would work for MFT, though it'd be a bit annoying to remember who has it, but a different running animation would be both cooler and make things a little smoother to track, so I'd prefer to see that.

    I have no reason to believe that the 3% Haste, on its own, is actually too strong. It seems, on paper and in practice (from what I've seen), to be balanced enough to not be a problem.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,897

    If gaining 3% haste for losing half a chase is overpowered...

    Then play with your food would be the most broken perk this game has ever seen. 3% stacking up to 9%? That's gotta be an instant win button if you believe even a tenth of some of these ridiculous MfT posts.

  • UndeddJester
    UndeddJester Member Posts: 3,497

    Not really wading in on your guys debate, but: -

    • PWYF requires messing about dropping chase repeatedly against a specific survivor.
    • Is lost when you injure a survivor by any means.
    • Haste in general is more valuable on survivors than the killer.

    Killer strength: Faster than survivors.

    Survivor strength: There are 4 of you.

    MFT directly reduces a core strength of the killer... and can be used by 4 players. The comparison of PWYF to MFT is not really a fair comparison, as PWYF doesn't directly affect the core strength of survivors.

    Tombstone Piece directly affects the core strength of survivors... so that is a more accurate thing to compare MFT to.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,897

    And yet, if MfT is truly a problem, then a 3% speed boost directly and completely counters it.

    In fact, bloodlust is free and more than counters the 3% bonus. So do a large number of killer powers.

    I'm just convinced at this point that there are an insane number of killers who have no idea how to use the killer base kit at all and the only 'skill' is bitching for nerfs on the forums.

    The sad part is the bitching works to nerf a ton of stuff, and the sadder part is that it never solves the skill issue so the goal post moves every time to the next 'hUgE IsSuE' and the cycle continues.

  • xltechno
    xltechno Member Posts: 1,026

    Do you know how long it takes for bloodlust to take effect? You are promised to be detained for a long time because it will be released by hitting the survivor or doing certain actions.

    I can't bear to see the comments of killer unplayed players.

  • caipt
    caipt Unconfirmed, Member Posts: 696

    this is mostly unrelated, but if all haste stacking was removed would pwyf need to be recoded? right now I think it functions off +5% per token, not +10% for 2 and 15% for 3 if you know what I mean.

  • caipt
    caipt Unconfirmed, Member Posts: 696

    Bloodlust: 5%, takes around 16s per stack, goes away on hit, goes away on kicking pallets, goes away on using power.

    MFT: 3% permanently no wind up no deactivation just be injured and chase 20% longer

    Im just convinced at this point there are an insane number of survivor players who have no idea how the game functions on a fundamental level and that just because bloodlust is 5% haste doesnt automatically make mft balanced in any way.

    There are only 4 or 5 killer powers that counter mft. I'd say nurse, blight, spirit, clown and skull merchant. Nurse blinks dont care how fast you're moving, but mft does double your distance gain. A good blight can use his power anywhere and get a hit. Spirit as well. Clown hinders and hastes making mft relatively irrelevant. SM has built in haste/hinder. Literally anyone else in the roster has nothing. Every killer but the top 3 has areas where their power wont get value from using it, so you dont. Therefore in those scenarios they function as an M1 killer and deal with mft as such.

    it baffles me the logical leaps you'll make to call mft balanced.

  • jesterkind
    jesterkind Member Posts: 7,970

    Most killer powers have something to deal with MFT, as long as you look at the entire game and not the most boiled-down, nuanceless single chase example you can think of.

    For example: Wraith is a stealth killer, on top of having his post-uncloak lunge. These are tools to deal with strong loopers who stay injured, and their respective perks- including MFT.

    Ghostface is a stealth killer who has an instadown. A good Ghostface doesn't have to care about MFT; if they stay injured, they get ambushed. If they heal, they get Marked.

    Almost all the 110 killers have some kind of range, which means the distance gain on MFT is dramatically less useful. The ones who don't, Hag and Spirit, care about MFT even less.

    Killers like Nemesis, Xenomorph, and to a lesser extent Pyramid Head shut down map resources in such a way that reaching them slightly faster doesn't really help in most cases.

    So on, and so forth. This list isn't exhaustive, they're just examples.

    This on top of the fact that even regular M1 chasing is 100% completely viable with the right decisionmaking and skill expression, so even the very few killers who don't have a direct tool to use have options.

    It's a little irritating to see people keep taking extremely specific in-a-vacuum scenarios and act like they represent the entire game. More things happen than already being partway through a single chase.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,897

    Bloodlust 1 takes 15 seconds, and gives 5% move speed.

    For reference, the difference that MfT makes in 15 seconds is 1.8m. That's well within lunge range compared to 'base kit', and then you completely overpower MfT speed boost with bloodlust.

  • glennlathom
    glennlathom Member Posts: 1

    Im just convinced at this point there are an insane number of survivor players who have no idea how the game functions on a fundamental level and that just because bloodlust is 5% haste doesnt automatically make mft balanced in any way.

  • vol4r
    vol4r Member Posts: 304

    Well, if you're good enough MFT is not a problem, really.

    My killrate from before mft didnt change at all, almost every game is 4k.


    Crying over 3% is actually stupid XD

  • jesterkind
    jesterkind Member Posts: 7,970

    You'll notice none of my suggested fixes actually pertain to the 3% Haste, though, so I'm not sure why this is a relevant comment. Unless I'm missing something, of course?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,022

    Yeah I see what you mean, idk which way it’s coded but maybe