Made For This marks the pinnacle of the death of game balance.
Every killer perk, addon etc is balanced around the fundamentals of the game. Killers are supposed to move 115% or 110%, and thus perks that increase this speed are extremely limited and require other factors to make this effect trigger. This is because giving players a speed boost in a game balanced tightly around move speed differences is a terrible idea and needs to be considered extremely carefully to not destroy the balance of the game.
I'm convinced the perk designers are seperate teams for killer and survivor, because while the killer perks seem to understand this concept, survivor perks do not. Let's compare.
Exhaustion was introduced in a time when DBD was made to be a hide and seek game, where hiding was the intended way to escape killers and looping was not. This came with sprint burst. You could get a 150% speed hack for free every 20 seconds. Maybe this seemed fine to the devs at the time, when looping was not the intended way to delay the killer and the devs were not yet understanding the shape the game was going to take, but the impact it has made on perk design is still leaving a severe negative impact on this game 7 years later. By the time the chasing metagame developed there were lots of these exhaustion perks that were only designed to give you a little bit of time to run away before being downed. Killers did not recieve these because back in the day when you didn't have no lifer 100k hour swfs every game and people were playing this like a horror game chases only took a couple seconds anyway. Giving the killer the ability to sprint up to you even faster doesn't make sense in that concept. If you don't believe me, here's every single speed boosting perk.
Killers:
Agitation: Not a chase perk. Doesn't make you faster, as you move at normal killer speed. Just less slow.
Coup: Easy activation requirement. Does not refresh.
Forced Hesitation: Slows survivors, but only after downing one right next to them. Very situational activation requirement.
Game Afoot: Only works on one survivor at a time.
Devour Hope: The killer does not control when the speed boost occurs. Can be permanently removed, often before it activates once. Also requires you to get 2 hooks before it works.
Machine Learning: First you have to kick two gens, then wait for another activation requirement that the killer doesn't get control over.
Play with your Food: Only activates off of one survivor.
All of these are fine because they're situational. And survivors have many perks in this style too:
Balanced Landing: Slightly more uncommon activation requirement. If used with a map offering: Instantly available. Short cooldown. Can be used every chase.
Borrowed Time: Powerful speed boost when you unhook but can't be used on yourself.
Guardian: Same as above but worse.
Breakout: Only works while the killer is carrying next to you.
Blood Pact: Only works on one survivor, has a somewhat difficult activation requirement.
Smash Hit: Only works after stunning a killer. Pretty difficult once they know you have it.
Boon Dark Theory: Only works in one area after setting up a boon, which can be snuffed.
Background Player: Only works when the killer picks up someone next to you.
Teamwork Power of Two: Not a chase perk. Deactivates if you get hit or move away. Long cooldown.
Those perks are also fine. But they also have these.
Sprint Burst: Instantly available. Short cooldown. Can be used every chase.
Adrenaline: Free speed boost. Also heals you, invalidating whatever hits you take. Ignores the mechanic specifically made to stop you from stacking these perks.
Hope: Infinite duration in the endgame.
Dead Hard: Easy activation requirement. Can be used most chases. Bafflingly still hasn't been removed when auto DH cheats are everywhere.
Lithe: Trivial activation requirement. Short cooldown. Can be used every chase.
Overcome: Free every time you're healthy. Short cooldown. Can be used almost every chase.
Made For This: Literally just an official speedhack. Literally impossible to not trigger in chase.
Killers don't have anything like this. These perks are big problems because they upset the basic balance of the game. Killers have chase powers, yes, but the power of Survivors is supposed to be having 4 of them, not the ability to activate what's essentially a speed cheat once per chase (or twice, with made for this and dead hard)
I don't think any of these perks have a place in the game and don't believe any of them would be here if not for the devs being unaware what kind of game they were making in 2016. It matters very little that they go on cooldown (except the ones that don't, which have even less of an excuse) because every single chase with every single survivor is going to have another one, and it doesn't matter the one you just got done chasing used it already. This is contrary to killer perks, none of which will refresh for the next chase, and even contrary to killer powers, which do not magically reset when you change target like exhaustion essentially does. This is why tunneling rates are higher than ever. Switching targets is the equivalent of if a survivor refreshed the killer's power while it's on cooldown in the middle of chase. The devs must be aware of this, because they nerfed dead hard specifically by giving it an activation requirement. Because that's how these are supposed to work.
And of course, we still haven't talked about made for this.
This perk makes it take 20% longer for a 115 killer to catch you, and 30% longer for a 110 killer to catch up to you. With no drawbacks, no activation requirements, Thirty. Percent. Before you comment about these killers having ranged powers, remember that survivors can run 4 map offerings to go to indoor maps and have a wall every 3 steps, and killers only get one map offering and can't do anything about sweaty squads running 4 at once. So a single perk now immediately makes every chase take 30% longer. And rather than this perk just making you permanently exhausted so you can't combo it with other exhaustion perks, you can go right ahead and bring dead hard or balanced landing to get a second effective speedhack near the end of your chase with absolutely no drawback. Combo with hope and because survivors have smaller collision boxes every single obstacle in the game becomes an infinite against 110 killers and even many 115 killers. Seriously, just go to any wide rock and circle around it. It's literally impossible for a killer to catch you until they get bloodlust.
A large majority of killers are made completely irrelevant because of the sheer brokenness of one single perk. I haven't been having any fun playing mid or low tiers anymore because this patch effectively just gave every survivor a speed boost without considering the ENTIRE GAME up to this point being balanced around 100 speed survivors. I don't want to play blight and tombstone myers and nurse every single game, but this perk has singlehandedly widened the gap between top tiers and mid tiers by a mile. So if you want to defend this perk, I hope you like facing those every single match.
I'm not having fun anymore not being able to play a variety of killers without every match feeling cheap, and every single game the only cause of that frustration is just one perk that got put in with no forethought. It's more or less like going against subtle cheaters every single match, and that already happens more than enough.
Comments
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I agree that MFT is just bad game design. It should probably just go.
But those other perks you mentioned... SB, adrenaline, hope and overcome. SB just guarantees to reach a loop, does nothing if you arent actively losing distance to manage it. Adrenaline is a reward for surviving, warranting its power. Hope as well. Overcome is decent but is generally not worth picking over more versatile options. Also dead hard is just a trash anti tunnel perk now that happens to synergize with MFT. I'll give you lithe though... its so easy to use for the same power as an SB that the survivor had to actively manage the whole chase. Wish it were harder to use but its just a tile chainer anyways.
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My main issue with SB is that survivors can run it every match and just never have to learn awareness. It gives them a free out for being caught in the open and my issue with exhaustion in general is that the only counterplay to a survivor zooming off is to just play blight every round. Again, the game is supposed to be balanced around survivors not having powers. A killer with no power other than a 3 second speedhack at the start of every chase would be better than a lot of killers, and survivors get that just for bringing one perk. Since every single survivor to ever play the game is going to have an exhaustion perk, it effectively just adds a free time waster to every single chase in the game, for only 1/4 of the survivor's total perk slots. Killers don't get anything even close to that level of power for similar opportunity cost. You can run 4 chase perks and it will still be way less useful than one sprint burst. As for adrenaline, I think a perk that rewards you for something that requires you to already be winning is a terrible idea, and I'd compare it to if killers had a perk that instantly damages whoever the killer is chasing whenever someone dies on the hook. A perk that makes an overwhelming advantage even better is not a fair concept. And again, killers don't get anything following that concept while survivors have so many perks that give them a free out you can barely fit them all on one team.
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If you get to the end game (which isn't hard since gen speeds are insane) you pretty much will never catch a survivor with MFT/Hope. Even if you have NWO they can literally run you around like a fool till the timer is off then book it to the gate. They need to remove the Haste stacking it's ridiculous.
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So what kind of perks can survivors have then without them being op?
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Best I can do is calm spirit
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How about no mither
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You both are fools, obviously red herring
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Haste stacking was never a problem before MFT tho
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Yes, 3% faster movement (when the killer can get 15% faster as basekit) is going to destroy game balance. Coming from the game that used to have infinitely sabotaged hooks, instant rapid attacks, instant flashlight blinds, no way to regress generators, BNP's that instantly repaired a gen to full, and mori's available on first down.
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