New Chapter Changes Feedback
The Singularity:
His main issue seems to be that survivors can access EMPs easily and frequently. I agree that there shouldn't be a set limit of EMPs like the vaccines Nemesis and Mastermind have, but they either need to decrease the amount of time a Biopod is disabled, or somehow make EMPs less easy/ to access. His addons are also not great, with baseball glove and maybe the Denied Requisition Form being his best. The two iris, especially Soma Family Photo, are really bad.
- A killer with a high skill ceiling and a lot of potential, held back the most by the current EMP system.
- EMPs should either disable a biopod for a shorter amount of time, or take longer to access, or both. There should be a steady supply of EMPs, but currently The Singularity is left without a power for a good chunk of a match on average.
- His iridescent addons are likely his worst, especially Soma Family Photo. His best addon may be the Baseball Glove, a brown.
Made for This:
3% haste for the entire duration of your injury is pretty broken, especially if every survivor in the lobby is running it. You can even run an exhaust perk with it, as Made for This is disables when the survivor is exhausted, but doesn't actually cause exhaustion. Hope has also been a popular combination with this perk, which is problematic.
Nemesis Addons:
Why is it that Adrenaline Injector, a yellow addon, does the same exact thing but worse than Damaged Syringe, a brown addon? Both addons increase killer instinct by three seconds when survivors inject a vaccine, but the brown addon has the included benefit of increasing injection time by 3 seconds. This seems like an overlooked change.
The New Map:
Visual clutter, navigation clutter, too big.
Comments
I agree with everything you said except about made for this. No, it doesnt have synergy with exhaustion perks. None of the good ones anyway. If you want value from MFT while using lithe, you need to not fast vault for the entire first half of the chase. Which, if you dont just want to get injured super early, will require wasting plenty of pallets since vaults are a no go. When it comes SB you just... cant. they dont work together at all. MFT does nothing if SB is equipped. Balanced landing is so situational I dont think MFT having minimal synergy with it is a problem. Like, their running BL+MFT instead of SB+ [meta perk]. And overcome just directly denies MFT value, unless you choose to stay injured outside of chase. Which would probably cause you to lose chase faster with MFT than if you had just healed.
MFT and hope is fine imo. Using hope instead of some other perk means you need to survive with 3 perks until endgame for value. Except unlike adrenaline you will only get value if you are in chase. And MFT is a perk that could just be replaced by SB, something imo that is much stronger. You get a really broken buff in endgame for surviving with 3 perks, and bringing a weaker perk than you had to. I made a like 7 paragraph post about why I think mft is fine, basically just parroting here.
The main issue with MFT is that it has insane value across the whole game. If 3 or 4 survivors run MFT it's going to get a lot more value on average than exhaustion perks. MFT is a perk that activates a speed boost whenever you're injured, for the entire game. Insane killers like Nurse and Blight aren't going to be as affected, but normal M1 killers and 110% killers especially are going to preform worse on average. Have most of the lobby run MFT, and you can see why it's a problem.
I agree with you that MFT isn't synergetic with most exhaustion perks like SB, but Balanced and DH can still occasionally extend a chase on top of this perk (not that I think either of these exhaust perks are OP on their own). That's why I think it's weird that it doesn't just cause exhaustion.
Props to you regarding your post on the math behind MFT, though it only strengthens my view on the perk regarding normal M1 and 110% killers. There are things I don't think your math accounts for, like how those extra seconds can get survivors to a strong tile or window more consistently than exhaust perks, and how longer chases for ranged 110% speed killers can still be broken in maps with high walls or indoor maps.