Made For This is making dead hard popular again, and it's awful
Made For This is making dead hard popular again, and it's awful. Made For This should cause exhaustion when it's successfully triggered, so that it can't combo into exhaustion perks.
Seeing dead hard in almost every game is awful. I thought we had two meta shakeups that were supposed to have gotten rid of this perk? So now we get to deal with dead hard AND made for this on the same survivor? So they get full use from Made For This, then get their free health state with dead hard?
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oh dear here we go again... with DH complaints.
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Dead hard is unironically healthier today, made for this isn't though.
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You can literally use dead hard TWICE per match, no matter if you succeed or not.
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And before, you could use it 3 times, whether you succeed or not.
Killers would only rarely hit your DH and leave you with deep wound without chasing you more.
Now, with the MFT + Hope + DH combo, the killer can barely catch up. When they do, they will want to swing (since its already taken them 66% longer to catch up with you). Its basically a free DH proc if you're near a window or pallet.
Honestly, MFT and Hope combos just end with Bloodlust 1-2 minimum. Even as a 115% Killer, you just cant make up for that ridiculous loss of 10% speed the survivor now has.
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You could use it infinetly before. Killers did in fact drop chase a lot after DH, same as they do now if they hit your OTR. If you just keep following the same surv to the next strong loop again and again no wonder you think these perks are busted. No one forces you to chase the same surv for 10min if they are in an area with strong loops and pallets.
These pure calculations of how much longer it takes to catch up are complete BS because the killer can follow in a way more efficient line than the surv runs ahead, you can take shortcuts and you can mindgame. If you keep following the survivor in the exact line he runs away from you than you're just inefficient with you chase.
And yes, commiting your entire perk build to chase perks makes chases take longer, thats the entire point of those perks, crazy concept right? Thats like saying Enduring, Spirit Fury and Hurbis is broken because they get so much better when used together.
And stop this hope cope, you gotta reach endgame first, like with rancor or noed, endgame perks are stronger because they're NOT ACTIVE for 90% of the match.
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”And yes, commuting your entire perk build to gen defense perks makes chases take longer, thats the entire point of those perks”
”Thats like saying Call of Brine, Eruption, and Overcharge is broken because they get so much better when used together”
Do you see the double standard? Gen defense perks got nerfed, even though they defended gens… which was the entire point of those perks.
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Dead Hard barely does anything anymore, so seeing it every match is hardly problematic. In fact, that's a good thing, because it means survivors aren't bringing Exhaustion perks that'll actually do something for them more than once a match.
As for your first suggestion- how do you mean, when MfT successfully triggers? It triggers when you're injured, wouldn't that make the perk just not do anything?
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The effect would be something like “If the survivor is injured and not exhausted, then MfT activates, and remains active as long as the survivor stays injured. MfT causes exhaustion when activated, and MfT cannot activate if the survivor is already exhausted. The exhaustion timer does not count down when MfT is active.
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Oh, I see, you mean changing the entire Exhaustion interaction. I could maybe see that working, but I'm not sure it's really the best fix for the perk's actual problems. There are only, what, two Exhaustion perks you can really pair it with? Dead Hard and Head On, anything else and you're actively hamstringing your attempts at using both perks in any given chase. Neither of those are huge deals, paired with MfT.
I'd sooner look at its Haste stacking, personally, and probably just removing its Endurance entirely- it never needed that secondary effect.
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Dead Hard is becoming a big deal with MfT. The lose/lose situations where the killer has to lunge because the survivor is getting close to a pallet, can be forced much easier when the survivor has the extra MfT speed. And I’m often dealing with 1-2 dead hards per game now.
Either MfT needs to be nerfed so it doesn’t combo with dead hard, or dead hard needs another nerf. It was so refreshing having a small period of time where I wasn’t constantly dealing with dead hard, but that’s gone now, because I’m seeing dead hard way too often now.
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Another nerf? I don't think you can nerf Dead Hard any more than this, it's already barely useful. Even before, swinging into a single Dead Hard wasn't exactly game-losing, and that is now literally all that is going to happen because it only activates twice and you're gonna be looking out for it the second time.
I really don't think the Dead Hard combo is a problem. It's frankly the most fair and balanced combo MfT has right now.
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Easy. As a prerequisite for activating upon being unhooked you must have taken a protection hit / safely unhooked someone / healed someone for a full health state * insert kek-face emoji *
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Sigh…
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All made for this needs is to not stack with hope
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I can't figure out if this thread is forgetting that Made For This doesn't work when Exhausted. While this doesn't remove combo potential, it is, at least, a trade-off.
Re: Made For This, my own ideas were either "Made For This activates when injured and stays active for the remainder of the chase in which they were injured, and can't activate again until healed", which offers counterplay (break chase to disable it) or to give it a "Bloodlust" mechanic, where it starts low but ramps up as the chase gets longer, turning it into a tool to punish tunneling rather than "get hit, go zoom", which, if I'm understanding correctly, is part of the issue people have with the perk.
I also thought of adding "provide the boost of injured and w/ endurance" but that might exacerbate issues with Dead Hard, OTR, and possibly Mettle of Man.
Agreed. I've wondered if there shouldn't be a cap on how much you can stack certain effects.
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There’s zero trade off when used with Dead Hard. The survivor gets full value out of their MfT, then right before getting hit, activated Dead Hard for an additional health state.
I think we must be in wildly different MMR ranges, because survivors aren’t picking Dead Hard in my games because it’s “barely useful”.
And killers often can’t just look out for Dead Hard when the survivors are forcing lose/lose situations with looping to pallets, which is made easier with the additional speed from MfT. And yes, many of the MfT survivors are also using WoO, to ensure they can find all the pallets in the area.
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But like. It's still just Dead Hard. Your worst case scenario is, what, hitting Endurance twice...? Even per survivor that's a lot less value than they'd be getting from just bringing Sprint Burst or Lithe.
Made For This has problems, but it being paired with one of the weakest Exhaustion perks is not one of them. If they just removed Dead Hard from the game entirely, the problems Made For This has won't be affected at all.
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MfT brings more value than Sprint Burst or Lithe, so the ideal perk setup would involve perks that can combo well with MfT.
MfT + dead hard is more value than MfT by itself. And MfT + Sprint burst or MfT + Lithe are both terrible combos, so we shouldn’t even be playing Sprint Burst or Lithe anymore.
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Sprint Burst is still very much more value than MfT, as strong as MfT is. Lithe I'll grant you, I think MfT is probably a little stronger than that- but even then Lithe is more high-impact bursts of value, which is pretty likely to end up more useful more often than MfT.
Assuming we're looking purely at the haste, anyway. If you can manage to consistently use the Endurance then MfT does rate above Sprint Burst, but only then and that's not exactly consistently doable.
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Sprint Burst is by far the least annoying of the popular exhaustion perks, because 99% of the time, it's used at the beginning of the chase, and then it's gone, and the killer knows they don't need to worry about exhaustion perks again that chase. There's also the whole problem with Sprint Burst management, where survivors need to move a far distance, they have Sprint Burst ready, the killer isn't near them, and they have to decide to walk all the way to their destination or lose their Sprint Burst, and in reality, the killer does catch survivors when their Sprint Burst isn't ready.
MfT is far more awful for killers, because in turns many pallet loops into a terrible guessing game, because if the killer hesitates at all near an undropped pallet, the survivor might be able to get another full loop, but if the killer doesn't hesitate, then the killer might get slapped with a pallet. And even if the survivor ends up losing the guessing game, they still have dead hard to give them an extra health state, because the killer has to lunge at the loop because they'll never be able to reach point blank range with the survivor because of the pallet, which means the survivor can just dead hard on reaction to the lunge.
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1 extra hits can make you lose the game as killer. A single endurance hit can make all difference. As @Coffeecrashing states, SB has negative time investment and the killer can find the survivor without SB in many cases. if you look at nightlight stats for Dead hard and Made for this. DH is 4th most used perk with MFT and when looking at DH stats. it is 2nd most used perk with MFT. It is powerful synergy. it works all game.
sounds like your playing vs higher mmr survivors since you understand the strategy so well. I was trying to do this with boon:dark theory at one point, but it was too difficult to use and not very consistent. with MFT, it is much easier to use and far more consistent. it appears you do not like the terrible guessing game as killer.
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You can still pick 4 gen defense perks?
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