Made for this
Comments
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NOED is an end game totem that can be cleansed, not a passive ability that works all game as long as you are injured, NOED is more like Hope than MFT.
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One of the many killers that ignore the speed boost....nurse, spirit, blight? No thank you. The thought makes me puke a little bit in my mouth. You know fearmonger causes exhaustion for five seconds, right? It's complements blood echo because it pauses the exhaustion timer but on its own doesn't do anything. And then the problem is that you're not running any game slowdown so you're just gonna lose. Believe it or not I run these builds often on legion and they are bad. You shouldn't have to run a bad build just to counter one busted perk. Also they can just heal up and still get value from their perk when they get injured. It's not no mither.
Old old dead hard was way better than the nu version but the nu one was still a huge problem. Aside from tacitly disabling lunges and ranged killer powers it was just frustrating. That sort of consistent friction simply doesn't belong in games. Feeling like your effort just doesn't matter several times over the course of a match in anything is unhealthy.
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Nurse, Spirit, Blight, Wraith, Huntress, Ghostface, Wesker, Leatherface, Hillbilly, some Myers builds, Trapper and Hag if you're lucky (although they will care if you aren't lucky, in fairness), Twins, Clown...
Or any killer that prioritises stealth and any perks that give bonuses for injured survivors, for that matter.
If it were "run one of this small number of things", it'd be a problem, but as strong as a 3% Haste genuinely is... it's still just Haste. It doesn't stop killer powers, and it doesn't give you extra health states.
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This perk has got to go. It is so awful to play against as killer and the worst part is it's so subtle that you don't even notice it until you're knee deep in a chase with them and haven't caught up when you should have been catching up. Idk what they were thinking adding a completely passive speed boost with the only counterplay being to instantly down them from healthy.
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If you are taking to bloodlust 2 to down a survivor, that means it takes you 50 seconds, in a full chase, not including looking for them. You are gonna lose 3 gens right away, and then another 1 in the second chase, then another 1 in the 3rd, now you lost the game. You mention against "inefficient survivors" therein lies the problem. Survivors who are efficient will destroy you without bloodlust with the way maps are currently designed.
Secondly will PEOPLE PLEASE READ WHAT I WROTE?!
I AGREE WITH YOU THAT BLOODLUST SHOULD BE REMOVED. However the reason bloodlust exists is to bandaid fix the terrible map designs, and an example i gave of that is the ridiculous window in garden of joy. Do you agree that the main building there is busted? I am more than happy with them to remove bloodlust once the map design is fixed.
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Not necessarily a problem, but that makes it more situational.
Take Sprint Burst for example; its great in chase, starting a chase, or just preventing a chase al together. No matter the killer, you are almost always going to find a use for this perk.
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What i've seen this perk do paired with hope in endgame something needs to be done. Even 115 killers are having issues of catching these survivors.
I don't think the haste effects should stack and i really think made for this should lose the endurance effect completely.
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This is assuming a straight line with absolutely no thought about an actual game or the different scenarios they shine in
Also I don't understand how people can gloss over Sprint Bursts main strength as if its nothing. It quite literally allows you to start a chase where normally you would have gone down. That adds WAY more than 7 seconds in 99.99% of cases where the Survivor with Sprint Burst has more than 2 braincells
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Mathing out how strong a perk can be if a bot is behind the controls executing everything perfectly with inhumanly fast and accurate mid-chase decision making might give a signal on how strong a perk might be but without considering how reality plays out it doesn’t prove much.
It’s also important to remember - how fast a survivor can be in a 3-4 second window isn’t how fast they are in a majority of the match. If they’ve prepared for the circumstance they find themselves in during a chase then they’re meant to escape THAT chase. If not, what good are the perks?
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Yes, it allows you to get out of a dead zone, but i'm saying that it has counter play. It's counterplay, is that you can bait it, you can try and cut the survivor off. BECAUSE of what you just said ,that they will rarely be in this "straight line" scenario, it has counterplay. I was merely giving a scenario where sprint burst has no counterplay, because it isn't possible. Now look at made for this, it has 0 counterplay. There is no counterplay to it other than: "immediately down the person with exposed" or, "hope you are running one of the few killers with a way to add exhaustion" or "run an exhaustion perk" exhaustion is very hard to come by and thanks to the many nerfs it has had, killers can rarely apply it for more than a few seconds which is easily removed from walking for a short bit behind a pallet/safe area.
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7% from Hope = completely fine
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