MFT rework idea

MFT = Made For This, a perk from Gabriel Soma

I would make it so that this perk allows you to recover exhaustion while running while in chase. (maybe the "while in chase" part could be omitted too). It would reward a survivor's ability to loop well. Right now, MFT rewards a survivor for "failure" (losing a health state).

Another neat idea that I heard from a streamer was that MFT would give you haste when the killer chasing you gains bloodlust. You get the same amount of haste as them for each bloodlust level. That way again, you are rewarded for looping well.

Comments

  • caipt
    caipt Unconfirmed, Member Posts: 742

    I say we go all out on its supportive aspect. the 10s endurance is great for clutch potential but not strong enough to be its own perk, especially with current buckle up. remove 3% and give it some other minor supportive effect.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 848

    Wouldn’t this also be problematic when synergized with vigil?

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,290

    Good point! They could potentially make it not work with Vigil, or keep Vigil active only while not running.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 848

    I think rework MFT could probably only work while running but once you stop running it disables cause vigil recovers your exhaustion when you’re not running or better solution I say just don’t make reworked MFT and Vigil stack on eachother

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    recover while running has been asked many times for Vigil perk. MFT does not reward survivor for failure. it empowered them when they're injured. being injured is by product of playing the game. I highly doubt the perk's nature will ever change. if MFT ever does get nerfed, it will likely be some condition that makes less consistent/more situational.

  • SolidRazo
    SolidRazo Member Posts: 123

    But then it’d be op when paired with vigil you wouldn’t be able to catch up to a survivor who has sprint burst or lithe and the second idea kills the point of bloodlust

    I think a more balanced way to go about nerfing it is to first off remove the endurance effect a chase perk affecting movement speed doesn’t need anti-slug capabilities on top of it,

    but to the 3% movement speed, the issue with it is that it lasts forever and when stacked with hope it becomes such a incredibly overpowered combo there’s 2 ways I personally would go with nerfing the combo and the perk itself without taking away what makes it fun to use

    1: MFT works like Lucky break, gain 3% movement speed for 60 seconds while injured and you can recharge it by healing other survivors

    OR

    2: MFT activates when you’re healthy and deactivates while injured