Made for this + hope REQUIRE A NERF
Made for this + hope are THE MOST URGENT PERKS that need to be changed right now
They are broken, at ANY POINT IN THE GAME THERE SHOULDNT be a situation where surv is moving with the same speed (110% or 4.4m/s) as the killer making it impossible to catch and down them
Killers like hag, deathslinger, Huntress, trickster even though some of them are ranged, their power limits to survivor mistakes and when they come up against good/great survivors or let me rephrase AVERAGE survivors these days it will be rare for them to make a mistake and walk into the trap on maps with good visibility (e.g ormond) and let alone win the game, why? because 90% of the times at least 3 survivors will get to the end game vs these killers (they have no get around a map fast powers making gens hard to contest) if you put average survivors against average killer and when that happens if they run this broken combo, any fast downs or any downs will not be possible they will simply not catch up without no way out perk that could save some time any come back will be next to impossible if the down dont happen, this is not a skill issue this is a balance issue and I will repeat myself they shouldn't move the same speed as the killer (huntress hatchets can be avoided, trickster will not contest gens or gates fast enough if he gets a down eventually and hag will not magically teleport if she doesnt set it up or if they activate the trap while the killer is busy and deathslinger will not cheat and teleport out of nowhere to the gate or gen) and if people still have doubts because it is only end game let me remind you of the noed that didnt have a hex, this is literally the same situation but in the case of survivors where they literally will not get down on the ground until they make a mistake) IN THE END GAME CAUSE ITS THE ONLY ARGUMENT YOU COULD COME UP WITH
Hope was fine before made for this now it is broken with this new perk, nerf either hope or nerf them both slightly.
The End
Comments
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Broken ? That's big word,you still counter them
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Simplest thing might just add "Made For This doesn't stack with other haste granting effects/ is overridden by stronger haste effects". They nixes the combo, but leaves them viable to use together, and there isn't much else haste wise that doesn't also give Exhaustion. The ones that do grant more haste in exchange for other requirements, which would override MFT's 3%.
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MFT+Hope isn't broken. MFT on its own is. Most survivors using it have no idea what they're doing, but wait till you chase a good survivor using it.
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Hope kinda is on its own as well, its buff was justifiable due to being limited, but now its permanent.
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Hope only activates in endgame, and isn't a free escape like Adrenaline.
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You sure about that? ive lost survivors that would have been a sure down if it wasnt for this perk.
The haste buff is really significant.
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That's the point of the perk. That you lose chases in endgame. If it's evident a survivor has Hope, zone them out, break the pallet, and get the down. I wouldn't be against seeing the speedboost dropped to 5% (still very significant), but the perk is fine. It doesn't magically give you an extra health state and a 5 second sprint burst, with your team instantly on gates as soon as last gen pops, which basically guarantees you get out no matter what.
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See this is what I don't understand.
3% Haste while injured (so for half of a chase) is too OP. But 7% during endgame while injured AND healthy (when the killer can least afford to spend any time in chase) is just fine?
And now 10% during endgame is fine too? But 3% is still too OP?
Since when did killers just not need to chase anyone after the exits are powered? Do most killers just give up as soon as that last gen pops?
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Great solution
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I agree that Adrenaline is too op and should get a nerf, but this mft+hope combo is way beyond and above that, not only it lasts till the end and is not a momentarily boost but also makes catching up and downing survivor impossible (assuming the situation is that you are not about to down him when last gen pops but during a chase when the last gen pops and he gets amped like a beast) + let me quote you on this one and i "hope" you are not trolling
you say mft is op but hope isnt, is your math correct? 3% is but 7% isnt, what in the world is that mindset mft makes a small impact during a chase just like for example resilence sometimes you get away to a pallet in the last second or get to a window and vault in the last second and THAT IS FINE but mft + hope combo isnt something to underestimate and I didnt make a post out of nothingness, you get fricking 110% speed movement and on top of that a slight vault speed if you have resilence, let me repeat a 110% speed movement you literally cant catch up as a 4.4m/s killer, who in the office thought that making survivor the same speed as killer was a good idea at any point in any point of the game (yes endgame) mft and resilence is fine, but hope needs a drastic change now that another haste perk has been added and stacks making this ridiculous situation
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I said hope was fine, not MFT+Hope was fine. MFT is its own can of worms, and the perk is 100% overtuned, and WILL get nerfed. This thread isn't about MFT+Hope, or even Hope, it's about Adrenaline. Let's stop playing whataboutism. Hope is fine.
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"Hope was fine before made for this now it is broken with this new perk, nerf either hope or nerf them both slightly." This sentence makes no sense, you're saying hope is fine excluding MFT, so either way nerf hope? how do u come to that conclusion
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ah yes because mft has counterplay
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so either way nerf hope--- because of the combo with made for this perk, read carefully
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I would nerf Hope, being bigger fish with 7% haste needs a change rather than 3% mft, it is only that mft made hope stronger
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