Obligatory "Made for This is overtuned" post.

Vespergaea
Vespergaea Member Posts: 13
edited July 2023 in Feedback and Suggestions

Seems like the best place to throw another hat in the ring.

I'm sure anyone reading this has heard it a hundred times, so I'll keep it short.

Affects weak killers more than strong ones, since weak killers don't have the means to counter it (wesker dashes, nurse blinks, blight dashes, etc). Many of the killers that do still get dumped on pretty bad, since it's easier to break line of sight against Huntress, Deathslinger, and Trickster. Haven't seen a single Doctor, or Pig, or Legion, or Knight, or Sadako since this thing was added, and it's easy to see why (not that I was seeing much of them before, but still).

As far as survival rates go... I mean, of course people with Made For This are gonna be more likely to die. They wanna get chased to get value, and because they know they'll last longer than their teammates who don't have it. The thing is, when it takes 45 extra seconds to down someone, everyone else is able to do gens and cleanse totems and open gates. Looking at whole team survival rates might provide a more accurate picture of how good this thing is. Or at least an additional perspective to form a fuller picture.

My suggestions, from someone who plays about 60/40 killer/survivor, would be to remove the endurance (put it on a different perk in the future, maybe, since it's a fun idea), and add some tell that you're chasing someone who's 3% faster. I have a couple hundred hours, and I'm not nearly experienced enough to notice a 3% difference in the moment, especially with the speed burst that precedes it. Louder grunts of pain, maybe, or even some whooshy motion lines if we're feeling a little goofy. Granted, these suggestions come from a single player who really doesn't understand this game's ins and outs, so, grain of salt and all that.

That's all. I just miss seeing Ghostface, and Clown, and the other killers who are hiding while the slightly faster Gabriels are out to play.

Comments

  • Annso_x
    Annso_x Member Posts: 1,611

    There's been a hundred discussions about this so I'm just going to address this point:

    I'm not nearly experienced enough to notice a 3% difference

    Genuine question, why does it matter if you do? I've seen claims that killer feel "gaslit" by the perk because they think it's a cheater and getting used to a popular perk is apparently not something they're able to do, but I'm not sure how not noticing it is a problem ? if anything it just sounds like it means it's not that big of a deal. However, there's at least one killer perks that appears on survivor HUD in chase to warn them about it, so I wouldn't mind if the same was done for killers.

    Affects weak killers more than strong ones

    Also I don't disagree with this point at all, but it's an argument I see a lot and it's quite sad how we all agree it's a good point while everytime someting is OP against solo q the general consensus is "but killers need it against swf so nerf them first! we shouldn't balance around mid/low MMR anyways"

  • Gandor
    Gandor Member Posts: 4,258

    It's absolutely not uncommon to not even notice the perk at all. It's so strong, people can't even tell it's in use. And I am talking about people with couple thousand hours in the game. Not couple hundreds (but TBF, there are people that can see the difference - but they usually have more then 5K hrs).

    One thing I do agree with - maybe keep the perk speed boost only if it's so controversial. Remove endurance part and slap it on say no mither (we all know the perk can use a lot of buffs)