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Made For This Nerfs
While 3% haste is valuable in chase, MfT maintains value at all times during injury. This is particularly frustrating when stacked with other forms of haste that can prevent chase from starting altogether, which in turn prevents Entity blockers and massively extends loops. The damage dealt by this perk is especially felt by 4.4m/s killers. Here are a few suggestions to keep its high risk high reward playstyle but mitigate it's exploitation.
1: Mft only activates in chase. When not currently in chase move at default speed and healing other Survivors cannot trigger endurance. This keeps its utility in chase and provides a benefit to taking a risk of healing to offer a protection hit without having a more or less "free" effect.
2: Mft activates for a short duration beginning from injury. This limits the potential of the perk by incentivizing healing and only offering its full value when a chase is committed.
3: Mft inflicts the user with exhausted; If suffering from 2 or more afflictions the perk is deactivated. This will prevent stacking mft with further exhaustion perks. The potential for haste and endurance effects make it reward the player for bold plays staying injured, but leaves the risk of shutdown when faced against certain perks or add ons.