I love the new Made for this Perk
I am not even that good at looping, but any perk that removes the frustration of getting hit when you already finished vaulting because of the killer connection is gold for me.
Made for this + Resilience just helps my sanity against laggy killers.
Also feels rewarding since you you give up on an exhaustion perk. I love this perk.
But Haste effects or just effects in general shouldn't stack. Yeah the youtube videos of speed builds are funny, but satcking Haste effects is kinda cursed.
I would be down to remove all possible stacking effects from the game, and it only apllies the one with the biggest value.
Comments
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Stack or not plain basically unconditional 3% haste without any counter is literally a bad designed perk, I wish BHVR to actually hear the feedback and fix the problem.
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It has conditions, but i don't see exhaustion perks or add-ons being very popular from Killers, so becomes less of a factor.
Fearmonger, blood echo and the new perk from singularity look good, and most killers have add-ons that inflict exhaustion.
Don't know. I just know that this perk counters killers bloodlusting at pallets and laggy hits, two of things i think are the most annoying in chase.
So yeah, of course i love it. If it is OP, idk. Maybe, but since you can't use it with the best exhaustion perks, i think it's ok.
I guess we will have to see.
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That's why I said "basically", exhaustion is a condition but there is not much of reliable method to inflict it.
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It's literally not unconditional, also you can counter it with exhaustion perks and add-ons. Even if you think that's not enough, since when do perks need counters ? The ones that do are usually not worth bringing.
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Those anti-exhaustion perk are hot garbage.
Just saying.
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I disagree. Fearmonger is really good against the best Exhaustion Perk SB and combos really well with any stealth build or killer, making it very dificult to recover exhaustion while in chase.
Blood echo is niche, it's only good on hit and run killers or killers like plague and legion that make survivors injured all the time, but since the med-kits nerf i believe it's way better.
The new perk from singularity, the debuff is the most severe, but idk how to exactly combo with anything yet
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They SB 5 sec later....
Not a good perk.
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Only thing that is reliable out of those is fearmonger, and even then it really only works well with stealth or extremely quick movement killers, calling them "hot garbage" doesn't seems that stretched out tbh.
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If you walk around the entire time. If you have it on cooldown holds SB in cooldown for the time it was.
So survivors need to slow themselves to only get the 5 sec, or have their SB cooldown not go down while doing gens.
It doesn't destroy the perk, but it's the best counter to SB because of how the perk works
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Bro I used SB on survivor for a simple reason.
It's brain dead easy to use and it always work.
As a killer main I couldn't believe how easy it was until I tried it.
So yeah, go preach that non-sense to others.
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It needs conditions if effect is too strong.
Old DH didn't have counter and was problematic for it. This perk does really similar thing old (distance) DH did.
Imagine pain resonance but works without limit on any hook. Doesn't seem as balanced perk, right?
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Fearmonger is double-edged sword against SB.
You take away ability to easily leave an area around gen, but you give them an ability to easily 99 SB and easily gain distance during your chase.
It's not really that strong counter to SB. I have tried it on few killers, but it's often waste of perk slot.
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Needing to be injured and not being exhausted are conditions enough in my opinion, as survivor I feel it's nice but not worth an exhaustion perk, so it's only worth running for DH users, and as killer I haven't had any issues against it so far and didn't see it much since a bit after the chapter dropped, so it seems survivors are already switching it back out for SB, Lithe and adrenaline.
I agree strong perks need conditions, restrictions or whatever but I just don't think Made for this is strong enough to require more conditions than it already has. I think it's just a very good perk on very strong survivors, but honestly I don't think that's a problem.
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DH had exactly same condition.
Being injured and not being exhausted. Difference is you can use it all the time, before you use exhaustion perk.
Dead hard or balance landing can work well with Made for this.
I have yet to have game without Made for this and I play only M1 killers so I feel that perk a lot in my games.
Go play Legion for a day and let me know how it went.
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I never said SB wasn't braindead easy to use.
That's why used it, even before the DH nerf. It was so much more easy value and not having to deal with mindgames or Lag, i just run fast and you can't do anything about it.
Fearmonger is really the only perk that counters SB.
And the perk is still good against fearmonger, but you feel way more limited as you can't recharge SB while doing gens.
But, on the other hand, this i will give you. If you have SB stored and go do a gen. Fearmonger makes it super easy to 99 your SB.
Still, it's this or no counter. Because SB does not have counter play, never had.
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Yes, that's why I said Made for this is only worth bringing with DH, which I do think may become a popular combo.
I've only played Singularity & Demo, but although I personnally didn't mind it I understand it probably has to do with my average MMR, I don't encounter many survivors good enough to get value out of MFT, which is also probably why I don't see it a lot.
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Fearmonger DO NOT counter SB, quit that.
the survivor on a gens KNOWS IMMEDIATELY that Fearmonger is in play due to the inflicted status, all they have to do is on TR they pre-walk away sooner and 99 SB away.
its merely a different line of play for them that is strictly beneficial, there is NO trade off for them, the survivor just needs to have more than 2 braincell and be somewhat situationnally aware.
and honestly, that's easier than ever with the new freaking interface that tell survivors EVERYTHING they needed to know.
They wanted to make SoloQ more on par with SWF but nobody stopped to think that killers have been complaining for YEARS about how OP SWF were and now its just every game that feels like that... for god's sake wake up.
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It's literally impossible to NOT get the value of MFT though, unless they brought the sprint burst.
One of the issues with this perk is it literally works no matter what survivors do.
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I get what you mean but 3% is pretty much useless if you can't loop to begin with, sure it extends chase a bit but it's still much shorter than if they had brought SB or Lithe for eg.
I saw someone say than for MFT to give as much value as SB you need your chases to be about 30s long or something, although I have no idea if that's true it's obvious that the survivors I go up against gain much more benefit from one speed boost from an exhaustion perk than they do with MFT, so although they do technically get value it's not nearly as much as they would with an exhaustion perk so it's easier to go against (for me at average MMR)
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I think that 30 second is only for straight line or thinking about pure distance, so that's pretty moot tbh.
So that survivor gaining more from SB would be true if you only matches against those who can't force pallet break or can't utilize windows, but you have to understand this perk give them like 20% additional distance without anything and even more (40% or so) with pallet break, with that amount of distance they can reach lot more windows they otherwise couldn't, and you definitely take more than 30 seconds when they reach a new tile.
there is still a chance you just didn't noticed they got the big value out of those distance, because in my games survivors happily chain everything close-by together and juice a lot from the perk, even bringing dead hard too.
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It's easier to get value from Lithe or SB, because it's burst of movement speed.
MFT is kinda snowball effect. If you know how to loop close to objects, then you get way more value from those 3%, because your hitbox is smaller than killers. Suddenly those rock loops are really strong against 110% killers. They were already pain for Huntress, but it's on next level if you have MFT.
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