Abusing "Made for This" before it gets NERFED! | Dead by Daylight



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9 thoughts on “Abusing "Made for This" before it gets NERFED! | Dead by Daylight”

  1. What’s a good brain dead legion build? Like, it’s still decent, but you don’t have to think about any of the perks? All passive stuff.

    Also, sketch and list is the most fun to play add on combo out there. Can’t tell me otherwise

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  2. Made For This should just deactivate if a survivor;
    – Touches a generator
    – Touches a dull/Hex totem
    – Begins to heal another survivor
    – Picking a pallet back up

    Virtually just give it the same rules as DS but with its current effect. That way it is still extremely useful in chase if injured, and can always proc when becoming injured, but progressing the game in any way besides prolonging chases should deactivate it. It gives it a trade off exactly like DS. Like, have a strong advantage to offer a more secure chase while injured, but don't allow them to use it in unnecessary circumstances that would otherwise prolong a survivor's total chase time per match.

    Having endurance and a permanent 5% speed boost is already significantly strong, especially against mid-low tier killers, but its the fact that its permanent without clause for dismissal that makes it strong. Healing to the healthy state isn't a proper clause for dismissal because that is an action survivors would normally perform, otherwise, and is, itself, an advantage for survivors. The only downside of the perk is that it requires being injured, however, some of the stronger survivor perks in the game such as dead hard and resilience also require being injured, and their point is to massively buff being injured. Specifically, and especially in chases. Being injured in order to use it is not a penalty. It's barely an obstacle, if it isn't even a greater opportunity for compounding perks.

    There needs to be a trade-off. One where there currently isn't. I think having very strong perks is a fun and engaging idea, but there always needs to be a significant risk in using them, and one that feels fair. I think Devour Hope is the perfect example. It creates a consistent sequential series of killer buffs specifically tied to rewarding the core, and healthiest feature of the game; hooking survivors, but at the risk of survivors finding and cleansing the totem. A risk, by the way, which exists in a constant state. However, the ultimate reward for accomplishing these goals is the ability to mori survivors after putting them into the dying state.

    Flashbang is also a great perk. It requires a specific amount of time spent allowing yourself to be vulnerable in order to build the charges and craft a flashbang. A flashbang, which, if given proper survivor skill in timing can be unavoidable for the killer and doesn't require excessive survivor skill in aiming. Its requirement of performing the primary objective, one which may already be completed extremely quickly, is a little dubious, however, the charges are built up relative to a totality in charges, instead of per gen progress. That means, the perk balances itself per match by significantly limiting the opportunities to abuse it, and also by forcing the survivor to make a choice which may have an extremely rewarding outcome or a moderately punishing one; and, once used, the flashbang requires a full charge once again.

    These two perks offer a unique opportunity to the player, based on rewarding their effectiveness and efficiencies in completing their primary objectives, which still requires their competent and skillful application in order to appraise actual value. Furthermore, each perk creates massive vulnerabilities for either side while being committed to. In the end the reward is substantial due to player effectiveness.

    Made For This rewards players for being at a disadvantage (injured), with an advantage that is far more significant than the very status they are disadvantaged from in the first place. It is exceedingly more valuable to be injured with MFT than it is to be healthy without it (in a significant array of circumstances). Furthermore, the reward doesn't necessarily require effective application of the survivor as one who simply holds W may utilize it just as impactfully as one who loops between and through loops. Yet further still, the perk has no penalty of vulnerability besides the status of being injured, however, as previously mentioned, other perks significantly increase the effectiveness of simply the status of being injured to offer rewards uniquely exclusive from being healthy. Therefore, there is theoretically no penalty for using MFT. To go even further, the perk offers a secondary effect, which itself in uncommon circumstances, offers the endurance effect which acts as an unofficial third health state.

    To summarize;
    MFT:
    – Rewards mistakes
    – Never wavers
    – Has no realistic penalty of being vulnerable
    – Grants significant passive application to a range of skill levels
    – Offers a pseudo third health state in certain circumstances
    – Cannot be exploited by opponent for usage

    MFT is not only a frustrating perk because it isn't relatively fair in its design, but because it doesn't even try to offer the illusion of being balanced if it didn't actually have to be to be acceptable for either side. MFT is not only a mistake in its design, it's poor game design full-stop. To create an instance of comparison, or perhaps multiple;
    – Devour Hope but the totem only becomes cleansable after at least one survivor has been mori'd
    – NOED but the killer's speed is increased by a minor percentage per generator completed before the exit gates become openable and everyone is exposed
    – Save the Best for Last except the only way to lose tokens would be to get stunned
    – Surge except it procs on every basic attack

    Some of these concepts are a little absurd, but you understand my point. Rewarding, what is essentially, poor playing with a buff that is permanent and offers an excessive advantage with very little to no exploitable vulnerability/counterplay harms the game and the experience of every player. I say 'every' player because in a live-service competitive context, strategy is reactive. That's why and how metas form. Survivors complain about killer strategies, perks, addons, powers, etc., but realistically in the majority of circumstances (given a margin for outliers), they have no one else to blame but themselves for utilizing strategies, items, perks, maps, etc., that incentivize playing to and for every advantage possible; and in this particular game, that means playing in such ways that provide a miserable experience for the opponent. Instead of rock, paper, scissors, perk designs like MFT and killer power designs like Skull Merchant and The Knight make this game more like childish playground games where anytime a kid is taken off-guard they come up with an impenetrable defense on the spot with no possible basis for playing the actual game.

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  3. You can't even blame survs for running this BS. At this point, if something is powerful, people are just gonna use it. If you gave killers a perk that gave them a flat buff to their speed, without an actual stipulation, they'd use it too. Just a shame that most of the "no downside/no requirement" perks seem to be on survs.

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