Is it just me that thinks made for this is fine the way it is?
I see a bunch of complaining about it and the arguments just make no sense, they say survivors don’t have to do anything to earn it besides getting injured, which is exactly what the point of it is, to reward risky plays, if a survivor wants to stay injured to have their made for this (which a lot do) then that gives the killer a chance to get an easier down, the main argument is basically survivors don’t have to do anything for it, but there’s already other perks that are the exact same way, ex. Resilience doesn’t require anything besides getting injured and you get a 9% buff to everything, but it’s rewarded that way because of risky plays, eg staying injured to get that bonus, and made for this isn’t completely uncounterable, you can’t even use it when exhausted, meaning you aren’t getting value from exhaustion perks if you use made for this with them, or very little value at least, and genetic limits is a direct counter to it, or other perks and add ons that cause exhaustion, the 3% haste isn’t anything crazy, I barely notice it when I play as killer, it really isn’t that bad
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But people seem to notice a 5% increase from blood lust and think it should go and you can feel it when playing killer, alot
Post edited by DredgeyEdgey on4 -
You're about to get like several essays in this thread about the perk so I hope you're prepared.
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It’s fine, I’m not even biased in my opinion because I do play both sides and have gone against mft many times
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I think it could lose the Endurance status effect, just to keep the perk in one-lane, so to speak.
Also makes Buckle Up buff make more sense.
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The only thing I think needs to go is the Endurance effect, that right there should be attached to Buckle Up next mid chapter. A speed boost and an Endurance effect have no synergy together and I have no idea why those 2 effects are under 1 perk
Other than that, perk is fine.
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Dead hard wasn’t even broken, it was as easy as waiting it out and most survivors would just dh into a tree, but that’s another argument to be made, mft gives you maybe one more loop on a pallet if you’re lucky, and anyone who’s slower than a 115% killer shouldn’t be looping like that anyways, again it is barely noticeable for me when I play killer and I’ve never had problems with it before
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I agree, the buckle up change makes no sense with we’re gonna live forever and mft, since it’s basically those two (endurance effect) combined together, if this buckle up change goes through then mft and wgtlf should both be tweaked for the endurance effect (in my opinion) but most of these threads I’m seeing is people just mainly complaining about the 3% haste, you wouldn’t even be able to use the endurance if the killer doesn’t slug
but yeah all in all I agree the two effects make zero sense combined with each other
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It’s my opinion 🤷♂️ I’ve been playing since 2018 and never had an issue with dh, but if you did I guess that’s on you for not playing well enough
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Again dh was easy to bait out but that wasn't the problem it was If you get the senero where pallet is nearby press e to not die when you should of
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Yeah I’m aware, but I don’t really care about dead hard rn don’t want to have an entire argument about it lol
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Fair enough
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Bloodlust is 5% per stack, up to 15%.
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3% is a "huge" number.
Which can gain you 25% more distance in chasing for anything you do.
Even you are a bad player,you can still use it in shift+w make it gain 25% more time
And if you are a normal player who know what is looping then.......good luck for killer.
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"The arguments make no sense"
Arguments you say make no sense are as follows:
- Its unearned because being injured is unearned
being injured, in itself, is not earning it or a skilled requirement. Staying injured is. This is why resilience is seen as a risk-reward perk because you get a neat 9% bonus to gens if you choose to stay injured, which is risky because if you get found while injured it can lead to a very quick chase. This principle, should dictate that MFT is risk-reward because it has the same philosophy; a great bonus for staying injured. A risk for a reward. However MFT's effect is meaningless beyond chase, meaning there is no reason to stay injured.
Think of it this way, would there be any incentive to stay injured out of chase if resilience ONLY affected vault speeds? Having an increased vault speed isnt worth staying injured outside of chase. It would be SOLELY a chase perk. MFT works the same way; what does 3% do for you outside of chase? Nothing worth staying injured and potentially being an easy chase for the killer.
So instead you just heal up. Its no different from normal gameplay, the intended risk reward has no risk because theres no actual reason to take the risk. So instead of staying injured and having risky extended chases, you just start healthy, get injured, and extend the chase beyond belief for doing nothing.
- Game without MFT: Start healthy, get injured, go heal.
- Game with MFT: Start healthy, get injured, extend the chase, go heal, repeat.
Getting hit does not count as earning it. You play the game the exact same way, just if you equip MFT your chases are longer. Thats it, simply equip perk=longer chases. Your skill determines just how big that increase is of course, but the idea that just equipping it will ALWAYS increase the chasetime is absurd. No activation condition, no drawback, nothing. Just play the game and you chase longer.
"3% isnt a big deal"
3/15 is 20%. So while you are injured your chase is increased by 20%. Killer powers can circumvent this, nurse blight being good examples as their mobility and wiggle room far outclasses 3% bonus. But even a killer like wesker will feel it, because that extra distance will mean the difference between being within bound range or out of it. it adds up.
With MFT, 115% killers become 112% percent killers. Or in simpler terms, 4.48m/s. 110% killers become 4.28m/s.
Huntress will now only be able to hit the tightest of hatchest, and on those LOS blocking filler pallets chasing them is just a straight up waste of time.
Hag is now unplayable beyond her web.
Trickster... is just even more useless.
Its especially broken against M1 killers. The 20% chasetime increase is a flat statistic that exlcudes anything beyond running away in a straight line, something killer powers change. But M1 killers? nah thats just how they work. Sadako just takes 20% longer to hit an injured survivor. And they didnt even have to earn it, they just get that bonus for being hit.
MFT is just stupid and should go. another little tidbit: if you do the math, then MFT provides an extra 8 SECONDS OF TIME after an onhit burst. M1 killers cant handle that, and against 110% killers its 18s.
It carries the same stupid issues as old DH, providing increased chasetime to survivors for completely free with no drawbacks. not to mention its fantastic synergy with dead hard.
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My bad 5% if you have more than 1 stack of blood lust your doing something wrong then
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There are already enough super safe loops in the game, that feel extremely painful to run around as the killer and just getting rewarded with an ultra greeded palette for your troubles. 3+ survivors running MFT just excruciates the problem. Most loops and pallets should be mindgameble, but frankly arn't and as the killer you are forced to either break chase or mindlessly run around the rosy till your blood lust forces them to drop the pallet ... one of the many. I feel the games with 3 survivors running MFT quite severely, thank you very much.
Yeah, not every survivor can play in a way that they get value out of this perk, but there are enough good survivors who run the loops and tiles extremely well and tight and only give you the smallest of openings. In this cases 3% make a world of a difference. And "well, just break chase and search for some easier survivor" isn't always an option, like when you already lost 3 gens in the first gen and you chased this survivor here off a 75% gen .. what are you gonna do in that case?
Games became quite sweaty of late, no matter if you win or lose, but perks like this aren't helping, and a killer backed against the wall will always tunnel, a killer having a good time might not.
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The perk gives too much without requiring much to activate it.
Boon Dark Theory requires the boon to be set up and has a limited radius
Hope requires the Survivor to survive till end game for value
Play With Your Food requires the Killer to get into a chase with the Obsession and drop chase
There is barely any cost required to get value out of the perk, being injured is something that commonly happens in the game already so the Survivor doesn’t need to do anything special to activate this perk.
If it lasted for X amount of seconds after being injured, the perk would be ok, but it has unlimited duration, stacks with other haste effects and has a secondary endurance effect for altruistic plays. That’s too much.
Either limit what the perk can offer or add a more meaningful condition to activate it.
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the main problem with the perk is that "average" to "bad players" arent really gonna get amazing value from the perk is they just use it as a hold W helper and when they do they are gonna said "Oh , thats nice , MFT value finally" , on the other hand people that understand how much distance and how smaller the hitbox of the survivor is , are gonna get a massive advantage against m1 killers when connecting tiles and knowing how to hug correctly the loops to make them even more stronger against m1 killers that had no build in - anti-loop
(which is bad , because playing m1 killers with no anti-loop is already pretty rough this days)
"the 3% haste isn’t anything crazy, I barely notice it when I play as killer, it really isn’t that bad"
that 3% can literally turn maps with a lot of safe connected tiles into insanely strong god setups if the survivor is good at looping , it literally gives you 1 extra loop almost on any tile if u ran the tile correctly tho , which means that the perk can extend chases even longer by just the condition of "you get hit , you get rewarded" unlike resilience which requires good timing still to get value out of the vault speed bonus , and them HOPE + MFT which is absurd.
soo basically MFT hurts m1 killers for the most part, against the top tier killer you can make the argument that the perk is "balanced", also the perk has not a single indicator to the killer to know when MFT is in play other than guessing which sucks HARD ..and makes you paranoid everytime.
but thats the problem only top tier killers and killers with specific exhaustion addons can counter a single but strong perk and that shouldnt be a thing IMO.
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Maybe lean into the healing under pressure aspect: "After finish healing another survivor or unhooking action inside the killers terror radius, you gain +3% haste effect until you are no longer inside the killers TR." This perk now allows you to more meaningfully take the heat off a recently healed or unhooked survivor and keep the killer busy, while also having a set of rules.
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That perk is just straight up garbage lmao
It's entire existence and usefulness is predicated on the Killer not tunneling.
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I think Made For This's effects are fine, and I'd rather keep the constant small haste effect exhaustion perk in the game. Still, I think that it having a powerful endurance effects while also being a strong chase perk makes it a bit over-tuned by nature. Its positive effects rival that of No Mither's, but it has no extra downside. If Made For This made you broken for the entire trial, I think it would still be a good perk
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I think it's fine. Alot of people complaining about it were already complaining about struggling before the perk even came out. It's just another thing to point the finger at. Even if BHVR completely eliminated the perk, they'd still be here the next week complaining about something else.
And if we want to start adding conditions to perks, then killer perks are fair game too. No more benefit to just kicking a gen (if getting injured is just typical gameplay, then so is gen kicking). No more Lethal Pursuer, which I see in every second game at least, activating by just spawning into the game. Corrupt too, I guess, since again all you have to do to get the benefit is spawn in. Let's make people earn it, yeah?
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I can already see it now.
"Does anyone else just give up once all 5 gens are finished? Hope makes M1 killers unplayable in the end-game and has 0 counters, not to mention finishing all the gens isn't even a heavy cost since Gen regression doesn't exist. It should only activate if you are the last survivor alive and cause exhaustion the whole way through."
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No Mither should have 3% haste effect, not Made For This.
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Bloodlust starts at 15 seconds. You reach tier 2 after 25 seconds, and tier 3 after 35 seconds. There used to be a larger gap between tier 2 and tier 3 before the bloodlust buff. Generally, if the survivor has a headstart on you, a chase should take between 25 seconds and 35 seconds.
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The reason old DH was a problem has nothing to do with people using it to try and juke the killer into getting a free health state. It was a problem because of the dash giving decent players an opportunity to extend chases and reset or connect certain loops for an unhealthy amount of time.
That's why people compare MFT to old DH because it gives you the opportunity to reset a chase by reaching a window, pallet or loop you wouldn't normally make. That alone can extend a chase by 30-60 seconds easily, which is why DH was nerfed.
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You will be shocked if i tell you good loopers can even steal more time with Lithe or SB.
Yes.
That's how exhaustion perks works. They designed to make chase longer. Shocking right?
Meghead will waste his SB for no reason but this smart looper will make SB pain for you.
Just because they outplayed you with MfT, this does not mean they can't do this with different perks as well.
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While I didn’t mention it explicitly, I was referring to perks that grant haste benefits requiring conditions to activate for both Killer and Survivor.
If Killers got a perk that automatically gave them 3% movement speed when chasing injured Survivors which stacks with Bloodlust or other haste granting perks along with exposing survivors who complete a healing action within the Killer’s terror radius for 10 seconds, what do you think the response to the perk would be?
I would think it’s too much and warrants a nerf or a huge restriction be imposed on the perk. That’s how I view MFT too.
MFT in its current form can be implemented if maps are updated to be more balanced or the weaker killers are updated to be stronger. However it is pretty obvious that the devs do not have the capacity to accomplish either anytime soon so the easier alternative would be to be very strict with balancing haste giving perks.
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I just think the 2% from Dark Theory and the 3% from MFT should be swapped over. Seems weird the more restricted perk has the lower value.
If this were the case, I think MFT would be in a better place, still edging out a slight advantage but not as noticeable for killers, and there would be no reason to lose the Endurance.
Post edited by Seraphor on1 -
That’s all of their arguments, that mft extends chase and that’s too op, are chase perks supposed to just be useless? I just don’t understand their logic it makes no sense to me, a good killer will be able to play around any exhaustion perk or mft
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But you have to build up to it, and because the system is poor at picking up that I am chasing survivor I lose lots of time I should be building toward it. MFT put 5% on all the time after an injury, which allows a survivor to get all the way across the board even without obstacles since the killer only runs a gnat's ass faster than the survivor as it is.
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The drawback is you cannot pair this with any other Exhaustion perk (other than DH+Iron Will, but DH doesn't apply to first down). I don't have a problem with MfT on 90% of the Killer cast, because I would be more frustrated or slowed down by an effective Sprint Burst or Lithe or Balanced Landing. The only Killers I 100% agree it makes life miserable for are Huntress, Doctor, and Knight.
Huntress forces you to snipe the rounded corner shots, or above the loop. Doctor is slowed far far far too much against MfT that you only lose distance, so you are effectively without a power until the pallet is dropped. Knight's Guards are too slow to catch up to MfT, but Knight is horrible to play against to begin with, so nothing of value is lost. Huntress can use skill to still win at loops, so you only lose on an off day or if you were bad with Huntress to begin with. Doctor is the only Killer unfairly impacted by the perk. Doc is horribly outdated regardless, and if he got Wesker's bugged grab effect at vaults (teleporting Survivors before the vault even if mid-vault) then he would be playable. Miserable to go against, just as bugged Wesker is, but playable.
I still think the Endurance effects should be removed/swapped to another perk, Buckle Up being a prime contender, but that is the only nerf MfT needs.
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While your points about Doctor are quite valid, I would argue that Doctor is also a very easy killer to play with how much you get from him.
- Locate survivors within your terror radius (32m default) via Static Blast.
- Shock Therapy interrupts Survivors actions and suppresses their ability to interact with pallets/vaults for 2.5 seconds.
- Madness Tier 1: Skill Checks have a 33% chance to be Madness Skill Checks.
- Madness Tier 2 causes Survivors to hallucinate in the form of Illusory Doctors, and skill checks have a 66% chance to be Madness Skill Checks.
- Madness Tier 3 causes Survivors to scream intermittently and experience hallucinations in the form of Illusory Doctors. Skill Checks have a 100% chance to be Madness Skill Checks. Suppresses the ability of Survivors to interact both with other Survivors, and Props. Suppresses the ability of Survivors to use their Items.
- When Madness tiers up Survivors scream once, revealing their location to The Doctor.
That's before getting into add-ons that give you more information such as Iri King which lets you see illusionary red stains as well as the auras of illusionary Doctors and illusionary pallets.
So while Doctor is a weaker, more outdated killer, there is no denying just how much he has going for him in comparison to other killers who have to patrol gens to find survivors and make deductions based on generator progress and whether or not there are any scratch marks nearby.
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are chase perks supposed to just be useless?
yes? I wonder why killer would complain about a perk that prevents them from downing survivors and makes their objective harder. /shrug
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The biggest problem with Doc is you need to work with 3 main variables just to use your basic power. First you need to adjust to each individual Survivor's latency, as a shock working on the 40ms Dwight doesn't work on the 120ms Meg. Secondly you have to worry about the basekit .5s delay on the shock even affecting them, with add-ons to reduce the time to shock helping and hurting at different loops. Finally using the power has to typically be done without LOS, so you need to place the cone so that all options are cut off.
I respect every Doc who gets hits reliably, but the latency problem alone makes me hate playing as him. I shouldn't have to hit escape mid-chase and check the Surv's current ping in order to actually play effectively.
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Again, valid points but I would not even remotely consider throwing Doc a bone outside of fixing his latency issues unless he got some nerfs to his tracking. If they nerfed his tracking, I'd be more than happy for Shock Therapy to only slow him down from 4.6m/s to 4.0m/s instead of the current 3.08m/s.
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It simply does not need both effects since it is basically 2 perks in one
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People thought Eruption and Dead Hard was fine too and bHVR developed those perks.
Sometimes people are wrong about their notions and sometimes bHVR makes some perks that wont show up as bad as easily.
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