How strong is Made for This?
Just trying to get a gauge on what people think.
How strong is Made for This? 86 votes
Comments
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i still don’t get how 3% is strong but keep on complaining
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Think it's too early to tell - but my first instinct is to put it in the same category as Resilience -- and I actually assume the people who can make the most use of either perk will actually run both of them together. Which are those people? - People who are already good; who don't need a health state to get to a safe place and then do the actual state. People who're fine with one health state cause they usually don't give free hits. The extra vaulting plus the minimal extra speed turns some loops effectively into infinites (Dead Dawg Main e.g.)
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Made for this is too strong on good survivors that know how to loop
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I wouldn't say it's exactly strong but I can get the concerns, however it does NOT need to be nerfed into the ground
See here for my suggestion:
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Because 3% means you've reduced the speed difference between you and the killer by 20%, a whole fifth, more than enough to make loops that would have been hits easy greeds and adding 2-4 loops. Sounds a lot worse now doesn't it?
I'm fine with it's power, but not it's trigger.
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out of 85 matches, I've seen it 63 times... I'd say it's a bit too popular
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Keep in mind that it is one of three new perks and it's much easier to use effectively than Scavenger. Best to wait and see how its popularity shifts in the coming months.
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Killer speed advantage is 15%. the 3% gives you an effect 20% longer chase while injured built in. I dont think its meaningful against non m1 killers though.
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It’s actually apart of the meta right now lmao, idk what to tell you but it’s obviously not gonna die down if theres already a unique build meta that revolves around i cant see many other perks thad be better than it
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Way too strong against non-S tiers and a slight inconvenience against S tiers. Honestly one of the worst designed perks in this game's history and the faster it gets nerfed the better.
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Probably the strongest perk in the game right now.
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I don't think it affects my surv matches in meaningful way. I rarely use it now.
If forum killer commity wants it gone be my guest. Another one bites the dust, who even cares anymore.
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I honestly thought that it wouldn't be a problem since I assumed SB would be stronger, but....after using it for a hot minute as surv I've changed my mind. This perk could not stack with dh and not have the endurance part and it would still absolutely rival SB imo, the lack of cooldown of any sort really just makes it so damn strong and constant. On top of that, you can run it with DH which is still VERY strong, and it has a side effect which would be very solid as it's own perk. Genuinely just crazy honestly
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Better nerf anything the majority of ppl are using because popular automatically = OP.
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You can run it with DH but it won’t do you a lot of good once you’ve used it given it can’t be used while exhausted.
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It's still veeery worth it, since even though you won't have the 3% haste after having used dh, at that point you already could've lasted for a long time, and then go on do get big value out of the extra health state dh gives you
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I can definitely understand that, but what I’ve seen others saying is that you can basically use it in a way you could use SB+BL before exhaustion was introduced. MFT will get you more value out of DH but once you obtain that value it becomes useless.
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I might be misinterpreting? Because in a way yeah, you get the value and then it becomes useless, but before coming useless it's been very very useful, like yeah it becomes useless but only having given very good value
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Popularity = Meta
Meta = Usually Op
an example of meta thats not OP is Self Care and windows of opportunity, both mid rang perks that offer wonderful utility but aren’t very OP but are still in the top 3 of survivor perk usage
Made for this however has a build meta you can look online and find hundreds of people using the exact same build including made for this, this shows us that somethings up and when you dig deeper
Made for this X Hope is the reason that its become op, on its own its good, but perk synchronicity is what makes this perk op
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And combining those two perks is a risk. If you make it to endgame you get the high reward, but if you don’t you wasted a perk slot. All endgame perks are risky for survivors because there’s a good chance they’ll never get to be used. Killers, on the other hand, will always get some value out of an endgame perk like Noed. Furthermore, as I’ve said many times, if survivors are able to make it to endgame they deserve the advantage they’ve been given should they choose to run those perks. Killers still have their powers, perks, and endless supply of add-ons to help them overcome it. Most of the people I see running MFT in my games aren’t even making it to the end because by itself it’s really not as strong as everyone says…
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To pretend that a perk isn't OP when combined with another is lazy development 🤷♂️
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I was referring to Hope or any perk that only activates during endgame. I don’t know how you concluded otherwise.
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This is a good take! I think it isnt overpowered and its a really good perk, but maybe (because everyone wants it nerfed) they should make it so you have to do something to activate the perk for the trial. Something simple like cleansing a totem or whatever would honestly be fine.
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Except that those "Infinites" are only because there's a door that can be broken to effectively cut off the loop and force them to leave the tile.
This is situational, and is no different than a killer running NOED. Also, if its a solo person with hope than then are going to die
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Dead Dawg: The other infinite. Not the one upstairs. Sure, you gotta hit the fast vault downstairs and have pretty optimal pathing to get a whole lap in but if you do you can actually lose chase.
And not all infinites come with a breakable door. - Sure, some come with a mind game where a killer can gamble on a surv just running the lap and just going the other way. - But from a certain point on survs do have some understanding of checkpoints; either because they deliberately practise that kinda stuff with tuts and 1v1s and all that jazz or because they've played enough to develop an instinct for where to stop and check. While it's usually a near infinite (you get two laps in, then the killer usually has enough bloodlust to get you sometime during the third) with made for this you can sometimes manage to lose chase.
Personally, I've seen enough of MFT for this and think it needs changes. It's fun, no doubt. But after having played with it equipped as well it does feel somewhat broken. It does need some kind of additional downside. Get haste in chase but hindered/action speed penalty out of chase, have it in chase but have broken status for x time.
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3% running looks not a big deal.
but 20% Speed difference is huge buff.
4.6-4.0=0.6 m/s
4.6-4.12=0.48 m/s
0.48/0.6=0.8
1-0.8=0.2=20%
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