Does made for this should get nerfed or no?
Answers
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How could it be nerfed ?
I think it would sooner get a rework with a different effect then a nerf. Less than 1% increase for each tier or further conditions would make the perk Dark Theory-bad.
It was bold of them to try, that's for sure.
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You cant nerf it by changing numbers because it would be pointless.
My idea was that it cant stack with other speed perks but I guess bhvr doesnt like it, since they would change everything rather than make COH and botany not stack with medkits. Even nerfing medkits lol
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I think it's fine.
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Nerf? better to scrap and rebuild.
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Don't forget that, this perk can't be combined with other exhaustion perks, or, if it does, the perks deactivate by himself..
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The endurance part of the perk is unnecessary
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it can, specific exhaustion perk only.
I always combine with lithe, after getting injured, loop until killer gonna catch up (which should be easy with this perk active), then use lithe to get more distance. This take a lot of time for killer to down me.
Cons: this build heavy counter by Fearmonger. You wasted 2 perk if killer bring Fearmonger.
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I am testing this perk a lot and playing Killer too. I don't see much if any difference with this perk.
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Personnaly, I find Fearmonger weak..
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It's literally an official subtle speed hack, though.
You may call it "not so strong"(even though I heavily disagree with it), but can't see much difference? that's just... ridiculous.
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No
Just another case of people fearmongering
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Having used it a ton and having played against it I think every single game, yes it is absolutely broken and needs changes.
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No.
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Should at least have a requirement other than "be injured".
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Like not being exhausted?
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No. Or at least, not drastically.
Just make it not stack with other speed increases.
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In any sane world, this perk would have never been made.
Unfortunately, we live in the pretty good job world.
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Depends on how far bhvr wanna work on it. The problem isnt the perk as its only 3%. Its the stacking with other perks that makes it effective.
Either the devs can work harder and prevent haste from stacking and take the higher value haste perk. Or they can just make made for this a certain couple of seconds when being injured(40 seconds idk). But knowing them, i can see them going for the latter because it will take alot of coding to prevent haste stacking up than just nerfing one perk on its own.
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Thats barely even a requirement.
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This for sure. They already did it with monitor and abuse, just do it with this too
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But it means it can’t readily stack with any other survivor speed perks (maybe Dark Theory? Not sure).
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Don’t let it stack with hope and it should be fine it already can’t be paired with exhaustion other than dead hard but even then pairing it with dead hard means first chase you won’t have an exhaustion perk made for this is a fine fun perk to use and different it doesn’t need any nerfs really
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After a bit of study, I came to the conclusion that this perk should be strong with blood pact and hope, even too strong. With hope, made for this can make the end game almost impossible for killers. It can possibly turn every loop in an infinite. Survivors shouldn't be rewarded for being injured.
The only rework I will do, besides reworking completely the perk, is to make Made for this to not stack with perks like blood pact and hope, and in general to make Haste a not stackable effect.
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Just delete it
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no Fearmonger doesnt couter this perk at all. The only way for fearmonger to counter this perk would be 20 seconds not 5
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No nerf REWORK!!!!!!!!!!!!
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A decent survivor perk? NERF NOW
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It's 3%. Reminder that Blood Pact gives 7% and Teamwork: Power of Two gives 5%, they both have extremely similar conditions to each other, and I haven't seen that combo around at all. I don't see Made For This actually becoming a problem
Post edited by Exerlin on2 -
For starters, I don't think it needs a numbers nerf. Mindgaming will still work even with 3% faster speed. People are mainly using it for when they want to hold forward and run for that little amount of extra stalling.
Make it not able to stack, and that should be fine. That way, it can't be combined with Hope.
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No i5s completely fine. I do think that if youa re using MFT, it should cap your speed at 105% (EXCLUDING HOPE). Being able to stack a mft, bdt, AND bloodpact etc just isnt fair. Most haste perks are either bad or niche, so its normally fine that they stack but since MFT is a consistently valuable tool theres a bit of an issue with it.
So basically, unless the speed boost comes from hope, your speed bonus cant go above 5% extra.
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Yes it is?
Not being able to synergize with Exhaustion perks is HUGE
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Still works with DH.
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People don't have any idea about how much an indefinite 3% increase really is.
The killer catches up 20% slower to a survivor with MFT compared to one without.
Simply running in a straight line makes a killer catch up 6-7 seconds slower with just the after hit speed boost.
At tiles with survivors having smaller hitboxes MFT makes it even harder to catch up.
The perk still works with an exhaustion perk, DH, you get the full effects of both.
Every single other speed perk in the game has a bigger requirement than MFT and some of them even have lower values. Dark theory has the boon, blight serum costs a medkit and has a 20s limit, Hope requires endgame, PWYF requires finding and leaving the obsession, NOED requires the gates to be powered, Devour requires two safe unhooks. This is completely riskless free distance.
MFT shouldn't exist and is fundamentally bad design, its one of the most poorly designed perks BHVR has ever released, its an extremely strong effect tied to the survivor messing up and getting hit. Truthfully with no insult meant, the only reason I can see for defending a perk like this is the fact that you either
a.) Don't know how to play
b.) want to abuse a broken perk.
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wowie what a strong perk to have synergy with, not at all nearly the worst one
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Why not just use DH at that point? Or just MFT? You could get so much more value from other perks
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It's just hard to pull off, but everyone knows those perks are ridiculously strong in right hands.
So yeah 3% for basically everyone regardless of skill level or coordination, is a problem.
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Blood Pact has a number of harsh limits on it though.
1, it requires the user to NOT be the obsession and that the obsession to be healed or doing the heal. This already limits it to just 2 possible Survivors gaining the speed.
2, requires both Survivors to be within 16m of each other and the effect stops if they ever get further than 16m. This is means it's VERY map dependent as outside of Midwich or The Game both Survivors need to be right next to each other. Running with another Survivor in a chase is sandbag central with both Survivors blocking each other constantly. Survivors grouping up is also a bad idea in general for several reasons.
"Friendship"? There is no Survivor perk by that name. Did you mean Hope? If so then Hope also has it's own limits for self balance. It doesn't work till all gens are powered. That means it's a wasted perk slot for 80-90% of any given game. The main use anyone gets out of Hope is end game trolling or a final hook save. Often knowing you have a free escape out a 99% or open gate.
The reason you don't see that many builds with those perks is that they simply aren't worth using outside of gimmicks. MFT on the other hand is always of use each and every single game when ever you're wounded.
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Eh, i play bubba. Chainsaw go brrr to both health states.
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If only there was an already strong general killer perk that heavily counters this and exhaustion perks.
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made for this is strong! i can only imagine what type perks Nicolas Cage gonna get lol
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dh, smash hit, head on, whatever the other one that gives you a sprint burst when someones picked and in occasions lithe. There's still plenty of exhaustion perks that work with it. The only ones you can't pair it with is sprint burst and overcome which are the strongest exhaustion. Overall exhaustion as a mechanic breaks dbd similar to nurse. Enabling W is just very unhealthy and each anti loop killer with no mobility that comes out just enforces that even more.
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I wish such perk did exists, really.
Sadly there is no such things.
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Give it a timer like Lucky Break, the numbers for such a timer are what would balance it in my humble opinion. I think it being totally free right now is just absurd, imagine if killers had a 5% boost to movement speed that doesn't wear off and all they had to do was get stunned by a pallet, it's just crazy.
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Simple made for this lasts 30s when injured sprinting gives you a 4%haste effect after the 30s you are exuasted for 60/50/40s
Healing a surivor grants endurance for 10s
needing to mend or being exuasted deactivates Made for this
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