Dead by Daylight

Dead by Daylight

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SigmaSwag4000 Jun 13, 2023 @ 11:59am
2
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3% speed VS machine learning
Why are people complaining about the 3% speed you get from made for this when killers have a lot of speed perks as well.

Forced hesitation makes survs 15%(!) slower for being near a downed survivor.
Machine learning makes the killer 7% faster for 30 seconds after kicking a gen.
Play with your food makes you 5 (up to 15)% faster for leaving a chase.
Game afoot gives you a 5% haste for kicking a pallet while in chase
Noed gives you a 4% movement speed for like idk having not a 4k when the last gen is finished.
Devour hope gives you 5% speed after hooking someone.
There are plenty of add-ons that make the survivors slower or the killers have a speed boost.
And don't forget about bloodlust.

Not only that, there are killer perks that punish survs for throwing pallets (hubris), entering lockers (iron maiden) healing (leverage etc.) and many more examples.

Stunning a killer also gives you a 50/50 chance of still getting hit.
Being on the opposite side of a window also gives you a 50/50 of still being hit.

Why then complain about a perk that:
you cannot be exhausted for
you have to be injured for
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Showing 1-15 of 35 comments
■ Yuri ■ Jun 13, 2023 @ 12:05pm 
110 (especially in the end-game) and 115 killers who do not have a relevant chase power, will depend even more on using perks like bamboozle or spirit fury to be able to do something in the match, whether hook or kill, which will further funnel evem more the high mmr of the game to the same unbalanced top-tier killers.
Last edited by ■ Yuri ■; Jun 13, 2023 @ 12:07pm
Jill ♥ Jun 13, 2023 @ 12:09pm 
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I think all the killer mains are salty cause survivors are faster now xD
Purple Medkit Jun 13, 2023 @ 12:11pm 
Imagine running from the killer... official stand still month coming up!
SigmaSwag4000 Jun 13, 2023 @ 12:11pm 
Originally posted by ■ Yuri ■:
110 (especially in the end-game) and 115 killers who do not have a relevant chase power, will depend even more on using perks like bamboozle or spirit fury to be able to do something in the match, whether hook or kill, which will further funnel evem more the high mmr of the game to the same unbalanced top-tier killers.
I get it, but all the 110% killers have range powers. They don't have to be close for a hit.
State Line Crosser Jun 13, 2023 @ 12:22pm 
Originally posted by FatPanini:
I get it, but all the 110% killers have range powers. They don't have to be close for a hit.
Which is why you run around los blockers which have the added benefit of killing bloodlust in conjunction with the use of killer powers.
Zinthos Jun 13, 2023 @ 12:36pm 
A lot of the killer perks you mentioned are fairly situational:

Forced Hesitation relies on survivors being within 16m of each other, so you won't see it activate that much against good teams.

Machine Learning relies on the generator you completed to be the next one survivors finish, they could just choose to focus other gens. Also, you can't control WHEN that generator is completed for the speed boost.

Play With Your Food forces you to go out of your way to get the speed boost by repeatedly dropping chase with a single survivor. And in your next chase with the perk, you might waste a stack because the survivor was caught out anyway.

On the other hand, Made For This only relies on you being injured, which you will be for a large portion of the game as a survivor, and you have a decent amount of control over WHEN you're injured. And if you're too scared to stay injured, get healed, and next time you're in chase (barring instadowns) the perk will probably reactivate again at some point anyways.

Hope has a larger buff, but it's active for a smaller portion of the game and rewards getting to endgame. Made for This is harder to read from the killer's perspective and activates without much effort from the survivor.
AsianGirlLover Jun 13, 2023 @ 12:45pm 
The perk isn’t even that overpowered. Survivors that relied on exhaustion perks will loop poorly and die early anyway.

Good survivors will be even more threatening, but there’s a simple counter to that problem: ignore them and kill their weaker friends first.

Chances are, the strong survivor will have a full chase build, meaning they’ll be useless with generators.
erandomone (Banned) Jun 13, 2023 @ 12:48pm 
Originally posted by Zinthos:
A lot of the killer perks you mentioned are fairly situational:

Forced Hesitation relies on survivors being within 16m of each other, so you won't see it activate that much against good teams.

Machine Learning relies on the generator you completed to be the next one survivors finish, they could just choose to focus other gens. Also, you can't control WHEN that generator is completed for the speed boost.

Play With Your Food forces you to go out of your way to get the speed boost by repeatedly dropping chase with a single survivor. And in your next chase with the perk, you might waste a stack because the survivor was caught out anyway.

On the other hand, Made For This only relies on you being injured, which you will be for a large portion of the game as a survivor, and you have a decent amount of control over WHEN you're injured. And if you're too scared to stay injured, get healed, and next time you're in chase (barring instadowns) the perk will probably reactivate again at some point anyways.

Hope has a larger buff, but it's active for a smaller portion of the game and rewards getting to endgame. Made for This is harder to read from the killer's perspective and activates without much effort from the survivor.

Came here to point this out, nice summary :D
Also, Machine learning works /once/ and then turns off for the rest of the match.

All the killer speed buffs that the OP mentioned require the killer to do something that takes up their time, so they work more as a way to claim that time back rather than a global speed buff.
SigmaSwag4000 Jun 13, 2023 @ 1:09pm 
Originally posted by Zinthos:
A lot of the killer perks you mentioned are fairly situational:

Forced Hesitation relies on survivors being within 16m of each other, so you won't see it activate that much against good teams.

Machine Learning relies on the generator you completed to be the next one survivors finish, they could just choose to focus other gens. Also, you can't control WHEN that generator is completed for the speed boost.

Play With Your Food forces you to go out of your way to get the speed boost by repeatedly dropping chase with a single survivor. And in your next chase with the perk, you might waste a stack because the survivor was caught out anyway.

On the other hand, Made For This only relies on you being injured, which you will be for a large portion of the game as a survivor, and you have a decent amount of control over WHEN you're injured. And if you're too scared to stay injured, get healed, and next time you're in chase (barring instadowns) the perk will probably reactivate again at some point anyways.

Hope has a larger buff, but it's active for a smaller portion of the game and rewards getting to endgame. Made for This is harder to read from the killer's perspective and activates without much effort from the survivor.
Most people play soloQ. We don't have that much control over when we are injured or where we are when someone else goes down.

Still for made for this to work, you have to be injured. Just one hit and you're down. you cannot sprintburst or lithe away, because you have to be not exhausted for this perk to work (which you completely skipped over).Just one hit and you're down.

If you take sprintburst for example and the surv runs away before you are even remotely close to them, it'll take you the same amount of time to down them.

I really don't see why this perk is such a huge problem.
Broccoli & Cheese Jun 13, 2023 @ 1:10pm 
Currently, I don't see that perk is problematic alone. But unbalanced maps (like Garden of Joy) plus this perk is problematic, and so as Hope plus this perk. What they should do is to rework those unbalanced maps, and makes Hope an exhaustion perk.

I don't think Make For This is comparable with Machine Learning. Machine Learning is an awfully designed perk, it requires steps to activate it and it may be used for not more than twice in match which makes this perk very situational. And considering the trade off is losing a gen.
Last edited by Broccoli & Cheese; Jun 13, 2023 @ 1:19pm
Saul Goodman Jun 13, 2023 @ 1:20pm 
Originally posted by FatPanini:
Why are people complaining about the 3% speed you get from made for this when killers have a lot of speed perks as well.

Forced hesitation makes survs 15%(!) slower for being near a downed survivor.
Machine learning makes the killer 7% faster for 30 seconds after kicking a gen.
Play with your food makes you 5 (up to 15)% faster for leaving a chase.
Game afoot gives you a 5% haste for kicking a pallet while in chase
Noed gives you a 4% movement speed for like idk having not a 4k when the last gen is finished.
Devour hope gives you 5% speed after hooking someone.
There are plenty of add-ons that make the survivors slower or the killers have a speed boost.
And don't forget about bloodlust.

Not only that, there are killer perks that punish survs for throwing pallets (hubris), entering lockers (iron maiden) healing (leverage etc.) and many more examples.

Stunning a killer also gives you a 50/50 chance of still getting hit.
Being on the opposite side of a window also gives you a 50/50 of still being hit.

Why then complain about a perk that:
you cannot be exhausted for
you have to be injured for
Those are activated from doing something, made for this is activated from just simply being injured why reward people for getting hit? it just sounds stupid and is stupid that 3% can get you to a window or a extra loop that you could never do without it, it has the exact same issue with old dead hard its going to give survivors that extra loop, now yes i know there some factors like blight and nurse and some other killers but for your basic m1 killers its going to nerf them so if this perk don't get nerf those m1 killers are going to be even more weaker and not include it has even more to it, now the other effect im fine with but it just adds insult to injury just being there
Last edited by Saul Goodman; Jun 13, 2023 @ 1:22pm
I Bring U BP ♡ Jun 13, 2023 @ 1:38pm 
Is this a bug??

SO for the perk "Made For This" after healing another survivor you get a 10 second endurance but I don't see that happening, all I get is a 10 second exhaustion and no endurance...
Truth seeker (Banned) Jun 13, 2023 @ 1:43pm 
Someone explain why the perk is op but a simpler way for you to realise how op the perk is.
ITS A PASSIVE WITH NO DOWNSIDE.
Azelinuu Jun 13, 2023 @ 1:44pm 
Originally posted by FatPanini:
Still for made for this to work, you have to be injured. Just one hit and you're down.
why is this mentioned like its some back breaking max effort requirement that has to be met
erandomone (Banned) Jun 13, 2023 @ 1:46pm 
Originally posted by Broccoli & Cheese:
Currently, I don't see that perk is problematic alone. But unbalanced maps (like Garden of Joy) plus this perk is problematic, and so as Hope plus this perk. What they should do is to rework those unbalanced maps, and makes Hope an exhaustion perk.

I don't think Make For This is comparable with Machine Learning. Machine Learning is an awfully designed perk, it requires steps to activate it and it may be used for not more than twice in match which makes this perk very situational. And considering the trade off is losing a gen.

Machine learning deactivates after you get the first speed boost, you can only benefit from it once
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Date Posted: Jun 13, 2023 @ 11:59am
Posts: 35