What exactly is the Problem with "Made for This" ?

i mean. How does the Speed do anything really ?


Or is it the endurance ?


If someone could give me an example of how this Perk is supposed to be Problematic i would love to see it.

Best Answer

Answers

  • TurboTOne
    TurboTOne Member Posts: 347

    Thank you.

    I really didn't get how just 3% could make such an impact.


    But i also did a calculation in the Meantime.


    If you are about 5 metres away from the Killer. Made for this is gonna give you roughly 1 seconds more before the Killer is able to Hit you. And 1 single second is sometimes enough to reach a Pallet or Window in Time.

  • CookieBaws
    CookieBaws Member Posts: 619

    The perk is wrong in general. It gives you a lot for almost nothing, if you can run a killer. Pair it with Resilence and Hope.

    This perk is messed up and should not exist as it is.

  • AssortedSorting
    AssortedSorting Member Posts: 1,337
    edited July 2023

    Still undecided on the Perk, but the way I see it is as follows:

    All loops in the game are made with the consideration that basic Killer movement is 15% faster than the Survivor.

    You add 3% to the Survivors base speed, and a 115% Killer is now an 111.7% speed Killer in comparison. Not sure how that will work for a lot of loops for Killers not designed around having range to reach around them, especially given Killer having a larger hitbox, might make some tight corner non mindgame-able loops more annoying than longer loops.

  • nars
    nars Member Posts: 1,124

    Precisely. 1 second extra means an extra 4m of distance, meaning a pallet thats 4m from you when you go down without mft would be reached with it.

    for reference a survivor model is about 2m, now imagien that on chase wide scale. it can get crazy.

  • RubberBrain
    RubberBrain Member Posts: 81

    It also requires nothing to active it besides getting hit, and when you get hit you can use the speed boost to get to a pallet and juice it for longer using the perk, not only that but 10 seconds endurance is crazy, it gets them in a lose lose situation because either they get that healthy survivor back into the injured state (and they could also have made for this) or they take take the endurance and 10 seconds is a lot of time they can use to make it to a pallet or window, or if you use it to pick up a survivor if they hit you everyone is back up for nothing AND EVEN WORSE if you add buckle up everyone has endurance and it creates another lose lose situation. It isn’t just the speed that’s crazy it’s a very stupid perk and should be nerfed.

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,703

    Here's an easy way to think about it.

    With MFT, a 115% killer is only 2% faster than a 110% killer, killers that are designed NOT to be able to loop normally.

    The condition to get the haste is to be injured, something unavoidable unless you're a one-shot killer (and even then, you're likely to injure them instead at some point). So, there's basically no condition aside from just playing the game and being chased. If you injure the survivor, you've already invested a lot of time into a chase yet MFT has you struggle to finish.

    It also has a very strong secondary effect. 10 second Endurance, effectively making this an anti slug perk AND an anti chase perk.

    "But you can't use it with Exhaustion!" But you can if you use Dead Hard to effectively have 3 health states after your first hook, making it very hard to kill you. Even if you don't use DH, the raw effect of MFT combined with its permanent use while injured and ability to help in a loop helps it more than stand on its own.

    Only real "solution" aside from running situational tools to inflict exhaustion is to play S-tiers that change the chase dynamics so much that the 3% is pointless. Even they'll still feel the perk at times with the Endurance.

  • Anti051
    Anti051 Member Posts: 648

    Say you're playing an M1 killer,

    The point at which you'll down a seasoned looper (if you can outplay them) on a contestable loop is pretty much going to be at the very edge of a pallet drop or window vault. Add the 3% extra speed from MFT and suddenly people start escaping all sorts of killer interactions they otherwise wouldn't.

    The extra invincibility after completing a healing action makes MFT all the more aggravating.

    It also might explain why people are more often picking killers that have a power designed for chases like Wesker.

  • Leguś
    Leguś Member Posts: 182
    edited July 2023

    People do also forget that Made for This' Haste buffs post-hit boost so catching up to Survivor just passively takes longer. There was Math already done so I will just paste the numbers in. It's obviously not fully accurate but it gives some idea (Lunges near the end of catch-up and such).

    For 4.6 m|s Killer


    • Current : 23.21s
    • Old (pre 6.1.0) : 25.79s
    • Current + Made for This : 29.98s


    This is at relatively **bad usage** btw. It doesn't factor chasing at loops and such because it's a bit Map-specific.


    "But it doesn't pair with Exhaustion." argument kinda falls flat. Especially with previously mentioned speed-boost buff.

    "Oh you would've reached the window/drop/Pallet to activate Exhaustion Perk but you were 0.5s too late? Made for This will help you overall to reach these now". Overcome might seem to trumpt it but sometimes you won't be able to be Healed but recover the Exhaustion so MFT just helps with that as well.

    The only Exhastuion Perks that don't pair with MFT at all are Sprint Burst and technically Background Player if it's somewhat actively used.


    And additionally it has an anti-slug capability from the Endurance part. I hope Twins' changes in early 2024 manage to fix their Endurance problems.



    At this point, slightly buff Haste and tie it to Endurance. Basically, gain Endurance with 5% Haste for 6/8/10s. Keep the Perk's effect while Injured but not sure about Exhaustion penalty after changing the Perk to that version. Would need testing but this is one of better ideas I could make on the fly.



    Anyone wanna shout "Objection!" and present a proper counter-argument to this?

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Objection! MFT is fine.

    Source: trust me bro


    Nah, it's broken...

  • Göch
    Göch Member Posts: 113

    99% of the surv players are way to bad in chase for it to really matter. It's the new cope for losing games and blaming a perk instead of looking for your own mistakes. People are already proving that you can win most of your games playing M1 killer without using your power. But people found their new copium and the whining will never stop. When MFT is nerfed there will just be the next perk blamed, simple as that.

  • TheRealConsent
    TheRealConsent Member Posts: 245

    I'll give you something bigger.

    Survivors can hug loops tighter. When circling a structure, their effective speed is not 100%, as the killer has to take a wider turn.

    Made For This + Circular loops makes your speed less like 103% and more like 105%.

    Perhaps even more in Rock loops where you have a REALLY round loop, where you can never go straight.

    MFT + Hope + Loop means a Huntress can NEVER catch up without bloodlust. Think about it.

  • Nash
    Nash Member Posts: 24

    So 99% of survivors are bad and mft doesn't work but why they are using mft so frequently in my lobbies along with other meta perks, are they memeing around with this perk? Yeah if you are good enough you can win most games with m1 only, that is called 'huge skill gap'. Please at least don't contradictory to yourself by assuming every killer is at the very top level versing bad survivors only.