My Suggested Change for Made For This
Made For This is a really strong perk at the moment. Being able to give you a near-permanent speed boost when you stayed injured and a crazy endurance effect that allows you to pick up your teammates and body block as an injured survivor.
This haste is small but when you are playing an m1 killer and a survivor knows how to loops they can make all the distance they want just by dropping a pallet and making it to a loop they usually wouldn't reach if they didn't have made for this.
- My suggested change for the haste issue of this perk is
In order to gain the 3% percent you have to be injured and be in chase in order to gain the 3 percent. This would make it so that if you lose chase you can't make huge distances but, the perk will still make clutch speed to pallets and windows at certain loops. This will also make it so that you won't be permanently running at 10% with hope unless the chase starts.
- As for the endurance status effect that is a part of this perk
I think the endurance is a bit strong I'm not very sure what should be done about that. Maybe lower it to a 5 Second endurance or something smaller. Or simply straight out remove the endurance status effect because 3% speed is already enough.
Comments
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I agree with the haste thing, but for the endurance? just remove it lol. It's 2 perks in 1, it's a free perk for a future DLC.
I know this is cliché but I'll also state that I only play survivor right now, and I use Made For This a lot. I'm aware that it's broken and I think it should be changed. However, I don't feel bad for using it in it's broken state cus I know the next time a killer perk like old Eruption comes about killers will abuse it too so abuse OP perks while they exist cus nobody else is gonna hold back xD
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Yeah, I agree the endurance status effect is really strong for this perk. It's like a soul guard but you're already standing up and you get to body block for a teammate as an injured survivor.
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what I would do is remove the endurence status, and do 3% for 60s after the hook, so it's a good anti-tunnel perk
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That would make it useless. Dead hard got the same treatment and now that perk is a distant memory. 3% is not overpowered, the endurance is. For reference, if you run in a straight line with MFT, the killer will catch you faster than if you ran in a straight line with Sprint Burst. The 3% is on par with other exhaustion perks, but its the endurance on top of that which makes the perk ridiculous. 3% for 60 seconds really wouldn't do anything for anti tunnelling, and it would take away any use the perk ever had.
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Deadhard is still seen fairly often, and now it doesn't feel as BS as it used to.
On the topic of MFT, the problem with MFT is that the 3% paired with survivors having smaller hitboxes compared to killers, in loops the "real world" effect is much greater than 3%
After 5 seconds in a straight line you're 0.6m ahead of where you should be, in a loop the "real world value" increases to almost a full meter.
30 seconds of MFT is more than enough for it to provide value. 3.6m of distance in straight line, and closer to 6m in loops.
Overall , MFT and resi both make the injured status much more safe than it should be while also giving survivors a boost to gen repairs.
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