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Are The Made For This Changed Even A Nerf?

Ive seen very mixed opinions on the Made For This changes; many people believe that it got gutted while other people believe that this perk is basically just the same if not stronger than before.

What changes happened to Made For This?

Made For This is having it's 3% Haste effect tied to having Deep Wounds; but the "Does not activate while Exhausted" effect is being removed.

I think Made For This is realistically going to hold the same position it had before, it wasnt uncommon to see people run Made For This with Dead Hard; before the changes, youd have 3% Haste and an extra Health State from the Endurance; after the changes, youd have an extra Health State from the Endurance and 3% Haste after.

I also think that anti-tunnel perks may come back into the meta seeing how tunneling has always been an issue for your average player; Off The Record will be used a bit more and Decisive Strike will be used to reset Deep Wounds for Dead Hard, all while Made For This provides a nice 3% Haste in the background of everything.

Realistically, I dont think Made For This was nerfed, I think it was simply just reworked and/or tweaked, but it's strength will roughly remain the same considering the new synergies added and old synergies removed.

Comments

  • bjorksnas
    bjorksnas Member Posts: 5,754

    Its enough of a change that it doesn't activate through regular gameplay (with the exception of some killer powers and basekit bt) You have to go out of your way to activate it but it has the same overall effect and slightly stronger synergy with exhaustion perks. The main idea is that you now need to commit yourself more to it either play differently to use the perks own endurance or use other endurance sources to get any value from it. Rather than something that activates passively its more of an active perk.

    People will either go all in or will switch to something else which I think is a fair choice because the effect of the perk has a widespread impact on the game due to speed differentials being part of the design of killer powers, consistent haste just for playing the game normally shouldn't happen because it disrupts that so a niche perk for speed is more balanced.

    Is it worse yes, by a ton not really, is it better for the game yes which is the important part.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,471

    I get put into Deep Wounds a decent bit already because Killers often try to tunnel me off the hook; it's just a thing that happens.

    As I mentioned before, you will have to use perks with it to get better value, but the perks that are going to be used are already perks that were used with MFT anyways. Seeing MFT + Dead Hard already insanely common anyways.

  • DredgeyEdgey
    DredgeyEdgey Member Posts: 1,373

    Well whenever I use

    dh

    get tunneled

    heal with mft and take a hit

    Play legion

    play deathslinger

    play skull merchant

    Use soul guard

    So idk any of these they could fair to me

    Much more than the duh I got outplayed so give me free buff

  • lav3
    lav3 Member Posts: 775

    Obvious nerf. Because deep wound is more situational than "injured" state.

    Even with removal of Exhausted condition.

    New MFT haste can only be earned through successful DH/Styptic or other endurance perks.

    But current MFT haste is earned way too easy.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,471

    You use Made For This in a chase; if you are in Deep Wounds, it means you are being chased. Being in Deep Wounds isnt not as much of an issue as people make it out to be since nobody is freaking out about Made For This value while a guy is repairing a Generator, it just isnt realistic.

    Im talking from a build standpoint, the perk on it's own is objectively weaker, but you never saw Made For This by itself anyways; look at the current meta and it's nothing but Made For This + Hope OR Made For This + Dead Hard; I personally think nothing will realistically changed that much and the perk will retain a huge amount of strength when looking at a complete perk build.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,142
    edited November 2023

    Overall, it's a significant (but very deserved) nerf.

    Fwiw, I don't think it will be better with Dead Hard than it was before. Previously you got the full benefit of the 3% for as long as you could until you needed to use DH, after that, you didn't have it anymore for the rest of that chase. Now, the 3% would activate AFTER a successful DH, and you won't get it at all if you fail your DH and get downed.

    I think the only situations where you could say it was situationally buffed would be vs. Legion and Slinger since they can't counter it with killer exhaustion perks anymore. Which is why I'd personally like MFT to activate on Endurance hits specifically and not just all sources of deep wound so those killers are not unfairly punished just for using their power. You can also run it with other exhaustion perks now as survivor (eg. SB + MFT) but I don't think the benefit of that outweighs the nerf it's getting.

    TL;DR: In very specific situations, yes, it will be better than it was before. But overall, it is not nearly as strong as it was.

  • tjt85
    tjt85 Member Posts: 1,038

    Maybe rework is closer to the truth than a full nerf.

    I'm still pretty sad about it though. It was a unique perk in the sense that it's a chase perk that can be used all game that isn't also an exhaustion perk. I don't really think of exhaustion perks as chase perks to be honest, because with the exceptions of Smash Hit and Overcome, they're not really much use "in chase". Instead, they're for getting to a safer area of for stopping a chase before it begins.

    I wish they'd done something a bit more obvious, like making it time limited like Lucky Break and deactivate it in the end game (so no stacking with Hope).

    Now it will be just another anti-tunnelling perk that won't really do anything besides add a few seconds onto the time needed for a Killer to tunnel their target out.

  • DrDucky
    DrDucky Member Posts: 675

    This is objectively a nerf since it will not just work by itself with you being injured you actually need to have synergy or trigger its healing effect now?

  • Melinko
    Melinko Member Posts: 291

    What will happen is that body blocking off the hook will become the new norm. Survivors will run Made For This simply to body block, gain deep wounds and then loop the killer.


    They screwed this up and have created a new problem that will just make people mad in the long run. All they needed to do to the perk was remove the endurance and not allow it to stack with Hope but they've created a new situation that everyone celebrating the demise of the perk haven't thought about.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    It's definitely worse overall, but it's still going to be good in certain situations with the right loadouts. I can't see it being popular with more casual survivors, but veteran players will probably still put it to use.

  • TeleportingTurkey
    TeleportingTurkey Member Posts: 589

    yes they are, period.

  • Venusa
    Venusa Member Posts: 1,491

    Yes, you do see Dead Hard + MFT but now MFT is only going to activate if you pull off a dead hard which you can only attempt up to 2 times max and that's assuming you got hooked 2 times and you actually bait the Killer into hitting your dead hard. That's such a clear and substantial nerf.

    Outside of this if you deliberately hit 10s basekit endurance and chase that survivor down, you're tunneling and maybe you should be punished? Also nobody is walking around with OTR for 80s without doing any conspicuous action if they aren't truly getting tunneled either... I'm not saying MFT is garbage now because we didn't test PTB yet but it's limited and situational now for sure.

  • xEa
    xEa Member Posts: 4,105
    edited November 2023

    I dont run Mft so i am not sure, but cant it be paired with DH? That would make it still a decent perk. A nerf nevertheless.

  • Crowman
    Crowman Member Posts: 9,680

    It's objectively a nerf. Going from being online while injured to only while deep wound significantly reduces the time survivors will moving faster at loops in chase even with the removal of exhaustion limitation.

    It's just people are overreacting to the nerf like they did with the dead hard changes, because ultimately people don't want their strong toys to be toned down.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,856
    edited November 2023

    I really don't understand how it could possibly be a buff.

    It went from:

    Be injured & don't be exhausted, which is an inevitability and requires nothing but the killer simply hitting you.

    To:

    Be in Deep Wound, which can only be achieved through perks, being hit coming off the hook, or through specific killer powers.

  • CodeDB
    CodeDB Member Posts: 299

    So, to get a 3% speed boost, something that was previously given just for being injured, you now need to have a killer either a.) tunnel you off hook, b.) swing in to your Dead Hard (which you also had to bring and had to be previously hooked), c.) happen to guess you're going against Legion/Deathslinger, or d.) use some other perk combination and hope the killer swings at you in the right moment and on top of all of those conditions, the killer then has to actively choose to chase the person in deep wounds for it to even matter.

    And you don't see how this is SLIGHTLY harder to get value from to justify calling this a nerf? Do you think people are justified in saying Pop Goes the Weasel was nerfed even though it can do MORE regression if done at the right time?

  • Tsulan
    Tsulan Member Posts: 15,095

    To me its a nerfbuff. On one side a nerf due to the deep wound and on the other side a buff due to exhaustion being removed. Both change the way MfT can be used. But since it can be used with other exhaustion perks, it will end up stronger than what we have now.

    We have basekit BT and a lot of survivors like to tank hits/body block after getting unhooked. There are also perks that trigger the endurance status. Which is the reason why i don´t think the deep wound status will have a perk killing impact how so many people claim.

    I don´t even get why some people claim that since it requires other perks to shine, its bad. I mean, right now MfT builds require other perks to shine. So whats changing?

  • CatnipLove
    CatnipLove Member Posts: 1,006

    Honestly, if BHVR wanted to completely rework the perk to make it into an anti-tunnel perk, I would have preferred that. Something like 60 seconds of 5% haste that disables in end game blah blah. I'd take that over the original.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,354
    edited November 2023

    many survivors used MFT by itself. the perk in general was good because it had 100% uptime when it could be activated. it worked in every chase. the new iteration of the perk does nothing for chase 1, only works if killer tunnels you off hook and you must use another perk to activate the perk(DH) otherwise MFT is blank perk slot. your going from 100% uptime to only 20% uptime where you can only use it at the end of chases.

  • XshyguyX
    XshyguyX Applicant Posts: 107

    Mft and DH are it. As of now. It can't be used while exhausted. So mft wasn't combined with other OP perks.

    It was mostly used with end game builds like hope. Which to me was fine bc the games basically over with anyway. That's where MFT shined when combining it.

    Now it has to be used with other perks or be situational

  • Hermit
    Hermit Member Posts: 396

    It definately got its well deserved nerf, can't call it anything else as it was the strongest survivor perk out there.

    But the perk is far from unusable. This nerf reminds me of the dead hard nerf; in the hands of an experienced survivor both are still very good but your average Joe will no longer enjoy that free 3% speed boost just for getting hit.

    Also, according to this forum or any other online platform, like 99% of all killers tunnel off hook, so getting into deep wound should not be a problem xD

  • drsoontm
    drsoontm Member Posts: 4,903
    edited November 2023

    All that mattered with MFT was that the 3% boost wasn't permanent. Anything else was secondary IMHO.

    I feel the announced change is mission accomplished. PTB should tell us more though.

    (edit: so, yes, technically it's a nerf)

  • crogers271
    crogers271 Member Posts: 2,038

    Massive nerf. Probably deserved, but a huge nerf.

    Right now, you could slot MFT into the first perk slot and 3 random perks and still get a lot of value out of it. The perk now requires other perks to work.

    The only viable perk it works with is DH. That means you lose the value of MFT before being hooked, you lose the value of MFT if you mess up/the killer baits out the DH, you lose the value of MFT if you successfully DH and the killer drops chase and you mend.

    I also think that anti-tunnel perks may come back into the meta seeing how tunneling has always been an issue for your average player; Off The Record will be used a bit more and Decisive Strike will be used to reset Deep Wounds for Dead Hard, all while Made For This provides a nice 3% Haste in the background of everything.

    You can run that build right now and it be considerably stronger than it would be with the proposed MFT changes.

    Right now, you get MFT before being hooked, you DON"T with the new design.

    Right now, you get MFT immediately after the new hook, you DON"T with the new design.

    Right now, you get MFT after the OTR, you now do with the new design, no change.

    Right now, you get MFT after the DS, you DON"T with the new design.

    Right now, you DON'T get MFT after the DH, you do with the new design.

    That is three scenarios where you lose MFT to gaining one. That would be a nerf right there, but its so much bigger than even this shows. You lose MFT on the first chase, which is the most important chase of the game. Big nerf. With this build, you can only pull DH off a maximum of 1 time per game (the one after the DS), so the build design is weakening this perk.

    And if the killer decides to tunnel any of the other survivors, your whole build has zero value.

    If you are not hard tunneled (which OTR makes harder for the killer to do), the killer expects the DS, or you manage to loop them for more than 60 seconds, the build loses most of its values.

    People wanted MFT nerfed into the ground. BHVR agreed. Take the win.

  • XshyguyX
    XshyguyX Applicant Posts: 107

    Shoot me for saying this I guess.....


    But leave it be. Its not that bad. Yeah you feel it against m1 killers but it's not that bad...