Made for This is getting a nerf soon
Image speaks for itself.
Comments
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Good
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Obviously, 20% longer chases for all but the best Killers for simply being injured was a terrible decision.
I hope they limit it in some form, make it cause exhausted, and remove the endurance it gives for no reason at all.
I stand by it should activate for 25 seconds when injured twice per trial, perk refreshes when fully healed.
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They'll remove the Endurance and do nothing else because they are reasonable.
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I just hope it gets toned down appropriately and not absolutely destroyed.
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They make it only a endurance perk *laugh*
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SM full rework.
Blight nerfs.
MfT nerf.
What i can ask more? Just remove Nurse already.
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If they are really reasonable, they will remove 3%.
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Note that they never said a nerf, it's a touch-up. They might just increase the speed boost to 6% and give a few extra seconds endurance. Then give you a free flashlight.
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An answer to the questions about DLC prices would be nice tbh
A few ppl asked in the thread, no response yet
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See, that's simply not reasonable.
The Endurance doesn't match up with the perk and is likely giving it a lot of unnecessary value.
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You realize it isn't nonsense right, it literally increases the injured chase time by 20%. The problem with MFT is not the absolute increase of movement speed, but the differences in movement speeds between survivor and killer.
Normal killer is 4.6 m/s
Normal survivor is 4 m/s
MFT survivor is 4.12 m/s
That means that MFT reduces the DIFFERENCE in movement speeds between survivor and killer by 20%.
That isn't all, but people forget that movement speed increases are more powerful on survivor than they are killer. For example, lets say an injured survivor is being chased by a killer in an imaginary infinite straight line. How long does it take the killer to catch up to them and hit them?
Base 4.6 killer/4.0 survivor = 47.5 seconds
3% extra movement on killer = 38.6 seconds
3% extra movement on survivor = 58.9 seconds.
This means that
- 3% extra movement on a killer, reduces the chase time by 8.9 seconds, or 18.7%
- 3% extra movement speed on survivor, increases the chase time by 11.4 seconds, or 19.5%
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Good. This perk is currently overtuned.
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I do think that the haste effect is more damaging to the game than the endurance effect is but I agree that the endurance part fits the thematic of the Perk less.
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3% haste is 20% total catch-up for survivor. the haste has similar effect on killer but killer are always playing catch-up. survivor are always ahead of the killer. that is why killer's take longer catch-up because every meter of distance that survivor gets is compounded by itself.
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If Otz makes a video on a perk it gets nerfed. Is anyone surprised.
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I genuinely think MTF is the biggest crutch perk the devs have made recently. At least with old Dead Hard you still needed to be good at looping to get great value and needed to be somewhat smart about it, but for this, you just get a massive boost in chase for doing nothing.
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I never said it wasn't true. My point was you Killer Mains spouted the same tiresome points as if brainwashed zombies. I also don't care to read something that's been beaten like a dead horse with you people.
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I hope not. There are a few other things that would still rub me the wrong way.
You don't know, if a survivor has MFT until it's too late and staying injured with MFT and Resilience is pretty much no threat at all against the average M1 killer. Just yesterday I had a survivor that got a fast vault while they were slowed by a dream snare because of MFT. This is not ok. The weaker the killer is, the more they get punished by this perk. Shouldn't it be the other way around?
I think MFT would be fine, if there was an indicator that it's in play (this stupid gaslighting has to stop) and if the survivor had to do something to obtain it. But as it is, the survivor is rewarded for getting outplayed / playing bad. It's a lot like NOED, just worse. Because NOED is only active for a short period of time and can be dealt with.
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I love how anyone things 3% matters. The psychological effect on the otherhand is worth a billion dollar case study
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20%.
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about time
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Question did you watch Otz video? Do you even know what he wanted change on MfT? If you did you would know that his suggestions on changes for MfT left the 3% the same. He just wanted haste stacking to be removed and the endurance part of the perk be replaced with some other effect. Also let killer know when they hit a survivor who has MfT that MfT is on that survivor so they can make decisions on how to handle that survivor going forward. That it's, that all he asked for.
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perks rarely go through a nerf and still be useable these days.
Can't even be upset tho! You just gotta commend the community sheer relentlessness against mft. Haven't seen dedication like that since the old DH/eruption days.
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It's not really a crutch though. It does nothing for bad survivors. If you have bad pathing, can't chain loops together, etc then it doesn't do much for you. It's a problem when good survivors use it. A good survivor is basically impossible to catch as an M1 unless they make major mistakes.
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Fast vaulting after dream snare?
Darn
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The average M1 Killer will not be playing against Survivors who use the perk to its potential.
Also, the thing with Freddy is likely ping related. Same reason you can fast vault against Clown, Pinhead or Doc.
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They will find the next thing which make them lose games. Killers who lost games before are now losing games "because of Made for This". And when it is nerfed, they will still lose games and blame something else.
@Topic:
I just hope that they are reasonable with the nerf. No point in creating another Survivor-Perk nobody will use.
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The 20% number is just bullshit. It's just a way to make a pitiful 3% increase sounds scary so it gets nerfed.
In order for this to actually be a valid number, the killer has to deliberately get rid of bloodlust on cooldown *and* never use their power, ever.
You can not break chase with MfT unless the killer is playing the game with their monitor turned off or the survivor is vastly outplaying the killer.
Either way it's a gigantic skill issue, not a perk issue.
Edit: spelling.
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Are all the maps designed for Survivors to be permanently moving at 103% movement speed without any significant activation condition?
If the answer is yes, sure MFT is fine.
If the answer is no, then devs would either have to change maps or change MFT. Guess which one is easier.
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Literally this
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That's really not being reasonable
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Endurance effect should've been on Solidarity.
Finish healing someone and you get Endurance + 50% heal progress
It would fit the theme of solidarity way more than a stay-injured perk.
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Hopefully they keep the perk strong or at least decent. But knowing how things usually go, MFT is definitely gonna be messed up somehow and made useless. Like every other strong/decent survivor perk in the game.
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i do not support the perk becoming weaker but I agree that the perk is the strongest chase perk on survivor. the dev decide how strong they want their chase perks to be.
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Because each times a perk become popular for the survivor, it get nerfed to the ground?
Like, Dead Hard, Self Care, Decisive?
Even if killer perks get nerf, it's not as big than these for survivor, and when you add "basekit" nerf or item nerf (healing, vaulting, gen, flashlight, key,..)
Strange thing, but I can understand, why, suddently, survivor who use (or not, pretty sure some people never touch it and are against is nerf) become mad
Just a guess
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Unreal you didn't mention CoH among them considering you brought up DH too as if it wasn't one of the most broken perks survivors ever had.
Selfcare was nerfed while botany was buffed, taken together they are still better than pre nerf sc. Why was the nerf necessary? Because the ability to self heal is one of the strongest tools survivors have, and mathematically speaking there is almost not a single situation where self healing with sc+botany isn't better than letting another survivor heal you. And this is also why medkits were nerfed (and not enough anyway). But then again, that implies you're playing with other fully aware players with a strong game sense (and possibly thousands of hours of experience) and not people that would get beaten by the newly introduced bots
The only perk I agree in this case was overly nerfed was DS. The 5 seconds stun should have remained as it is. And still I'm not saying it's useless, because unless the killer is a top tier tunneler, learning where to die in order to be safe after using ds is an aquired skill too
I'm not sure how a perk giving the equivalent of subtle speed hacks to survivors made it out of the brain storming room, especially with the current state of many maps, but we're talking about the same people that gave the ok to release SM in her current state, who are unable to implement a functioning hit validation system to windows and pre dropped pallets, and who might or might not be looking into blight's addons soontm
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... I forgot CoH was a thing... HAHAHA but even if CoH was nerfed, the perk is fine, more in the "teamwprk" vibe than "I play solo and ######### you everyone, I take the hatch" in a way (plus, the fact that some survivor can heal themself in two second before the nerf)
Yeah, healing was one of the "powerfull" tool that survivor can have it in the past, now, it take age to heal himself (sloppy is a very good perk and lot of people use it) so... Why bother healing other people or himself, if the killer can find you pretty quicly (with skill or aura perks who are Legion now, screaming perk,killer instinct, ..) because now, each second are pretty important for them for winning
I can say with some certitude that.. All my match (killer side) when survivor take time, walk around, try to do totem, chest, rift challenge... It's pretty pretty rare when they win, in the other hand, when there decent speed for gen progression or genrushing, it's more a Tie... Or I win, or they win, and, a lot of times, people don't heal themself anymore, just being injuried, making a gen, and when it's finish, maybe they're gonna heal, maybe
Like I said in one another post, bots are more powerfull in custom than ranked and you can easily mindgame them, and they are just a pain for survivor
Again, for MFT, Probably because all the killer I play don't have problem with this perk, but when I face survivor, who, even healty, can run in a straight line in front of me, and going to one side of the map from another... You try to develop some tactic for get them down, same tactic that I use against survivor with MFT, and you see them quicly
When with habbit, you lunge your attack and miss from a pixel, you know they have this perks, and make more attention to it, or, in the opposite hand... Or I'm faster than them with killer like Blight or Leg, or I make sure they are slower for a moment, like with skully, clown, hag, or Wesker who can be faster than these survivor, and make them slower
And Oni is a thing, MFT, for him, is just like a piece of candy, survivor, don't heal yourself, let me drink this pretty nasty orb, be my guest
Sincerely, I think it's more like the new perk from Alien, or the Xenomorph itself... let people finding a way to fight back with strat or skill, even if, I'm okay with that and think it's can be a good idea... make a sound clue or visual clue for this perks, dead hard for exemple, get one, off the record got one sound clue for giving information... So, why MFT doens't get one? that thing, it's pretty weird
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Killer perks not getting as big nerfs as survivors? You serious?
Undying: went from relighting a hex 4 times to relighting it once
Ruin: 200% regression into 100% regression, not worth running anymore
Call of Brine: extra 100% regression into extra 25% regression
Overcharge: extra 100% regression into extra 35% regression
Eruption: straight up removed the main part of the perk
If anything, it is survivors who had their favourite toys untouched by nerfs for an unreasonably long time
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Undying was one of the most broken perks ever released for the killer side, that's why it got nerfed
The gen kick meta was so stupid that a killer had to actively try not to win a game to lose it, and btw I called out how stupid eruption was from the moment the buff was announced in the ptb patch notes of 6.1, like, everybody could foresee how unhealthy and broken it was
The only perk that was unnecessarily nerfed was ruin. It deactivating due to one person's death was an interesting (and healthy?) addition, but the regression down to 100 was over the top
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And these are not dead, ruin is probably the less picked, but there are not dead perk, undying is always strong, not like before, but it was
Ruin is good, not powerfull like before (I talk the time were ruin make the gen lost is progression when survivor doens't hit a perfect) but can be a little buff
Call of brine is always good, combine that with pop and you are gonna see if call of brine is "trash"
Overcharge, same #########
Eruption is always good, not a dead perks
it's what I say, killer perk get some little nerf, when survivor perk who are overused become just dead perk after a nerf
And, point is, these perk, the three last you say, it was nerf because some people find that funny to camp at 5gen the three near gen on the map, so before that, it was more difficult to fight back this kind of playstyle, you know that, TECHNICALLY, the two side have to win sometimes?
The Only one perk, where I'm okay to say who was nerf and killed from killer side is: Territorial ... This perk was not strong and get a nerf? Why? Maybe the dev have some quota to do about nerfing a perks and this one got his eyes, but, yeah (oh et hangman got some strange tweak nerf buff dunno what it is)
But all the other perk are always strong, not strong as before, but enough to be good perks
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If those perks aren't dead, then no nerfed survivor perk is dead either.
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I'm not saying the nerfs weren't justified.
But saying that killer perks are getting softer nerfs than survivor perks is completely unreasonable.
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Ah yeah I definitely agree with that
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I would wish for changes that M1-Killers could catch up a bit to fast pace killers, so 3% Haste gone and Endurance down to 5sec.
But - out of a reason I dont understand - M1-Killers and Fast Pace Killers drift away more and more.
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Think that, but it just the case, look the build from killer and you gonna see them more often than you think, lot of these perk are on some build for some killer, even ruin
From survivor, people who try to use it can be count on one hand, and when they see that these perk are just perks slot waste, they don't use it anymore
The perk from killer side are always good some get nerf for no reason, but with the 6.1 patch, the perk from survivor get the biggest nerf and there are just dead, nobody want to use it because lot of other perk are just better than these...
So yeah, I maintain that, when it's time to a nerf, survivor perk get more punishment than killer perk
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Eruption? I never see it
Ruin? Never
Overcharge? Maybe on some baby killers when they get stomped
Undying? Maybe sometimes
Nope, I see them as often as nerfed survivor perks. Definitely way less often than nerfed Dead Hard and nerfed Boil Over.
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I hope they release a perk that makes survivors 3% slower for the whole match in change for something, as 3% speed is negligible, right??
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Knowing BHVR that’s exactly what’s going to happen, exept you forgot that you auto drop a flash bang every 10 seconds
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"I would wish for changes that M1-Killers could catch up a bit to fast pace killers, so 3% Haste gone and Endurance down to 5sec."
Why would anyone play this Perk?
The goal should be to have a strong Perk which is not too strong. Not another useless Perk.
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3% Haste for getting a Hit only hits M1-Killers, not the Spirits and Blights and Onis out there.
The Endurance hits everyone, so Id rather see the Haste gone than the Endurance. 5sec, 10sec, who cares.
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