Every, but I mean every game as killer…
I am up against a team with a minimum of:
- 3 Made For This
- 2 Hope
- 2 Prove Thyself
- 1-2 Brand New Parts
How, but I mean how, did you think this would be healthy for the game (releasing Made For This)? How did you think this was fair for the non S-tier killers to go up against?
This post is not a rant about winning or loosing. This is how unfun and skewed the game has been become with the release of one perk.
At least Prove Thyself and Brand New Parts are getting nerfed. That already took way too long, nerfing generator regression perks across the board but “forgetting” to do the same on the survivor side.
Finally the game was in a better spot with Dead Hard being a thing of the best…and then you do this.
What baffles me the most is…there was a PTB. A PTB that showed how problematic these combination would become. I just cannot.
Comments
Flat 3% without having to do nothing but being injured not being a problem? Every map and loop has been designed around base speed. That 3% haste can extent chases easily by 30-60 seconds depending on the density of pallets and windows. Other perks that increase haste require you to set up, to stay close and so on. They is a reason why over 75% of survivors run Made For This.
I play survivor 70% of the time. I only play solo. I escape a majority of my matches without using a busted perk like old Dead Hard or Made For This. Stop denying it is gamebreaking simply because you like using it.
The 3% is absolutely better than any other haste perk in the game. Its not about numbers here, its about consistency. Every other haste perk has massive limitations set on it.
Hope: Must survive until endgame
Blood pact: heal the obsession+stay near them in chase for value (doubling chase pressure)
Power of Two: Stay near them (same issue with blood pact), deactivates on hit, and has a 2m 20s cooldown (for 5% haste)
Dark Theory: 2% is powerful. But you need to place the boon. Chase in that area (which will eventually run out of pallets, unless RNG says theres a totem within range of a TL or something), then you need to go place it again after its broken. Giving the killer slowdown just to get your very limited 2% haste chase extender.
Speed Exhaustion Perks: Very quick bursts of speed that gain major distance. However they are best used for chaining tiles, not extending them. And even then they are one time use in chase.
MFT: 3% haste for being injured.
the killers speed advantage is 15%. You can decrease the speed at which they gain distance on you by 20% since 3 is 20% of 15. Meaning MFT allows you to extend chases by 20% by default against m1 killers. Chase killers also suffer, since the situations their power will be useful will come much fewer and juicers will get like an extra 10s out of each pallet loop.
You might say that its balanced since it requires you to be injured, making it risk/reward. That doesnt apply here. MFT only gives you any value inside a chase, so what is the point of being injured outside of it? There isnt any reward big enough worth staying injured for outside chase. You will get more value from just healing up. If you stay injured the 3% wont extend the chase beyond how long it would be if you had 2 entire health states over 1. Nothing is punishing you for healing, nothing is rewarding for not healing. So you heal, get the chase extension from healthy and MFT. Resilience is different because the 9% speed on gens is impactful enough to be worth staying injured to get value from. If it was just 9% vault speed then you would just heal. The same applies here.
MFT is massive chase extension for free with easy clutch to boot.
Amen, thanks for the long but accurate explanation
i need a better way to spend my time 😭
it's not 3% later, it's 20%. Math is not really difficult for this....
Blood lust is not counter. MFT makes bloodlust worse instead. Thana is not counter. MFT doesn't really benefit from being injured outside of chase, you are free to heal.
The 10s endurance is the worse part of this perk. Saying that its a soloQ vs SWF issue is such a copout, "MFT isnt a problem its matchmaking/swf". Thats just wrong. Obviously nurse and blight dont give a damn, they can use their power on any loop in the game and down you if used well enough. But nearly ANY other killer its massive. You provide a few examples of what you find to be killers completely unaffected by MFT:
Only two of these are true, predictably nurse and blight. As I mentioned their powers dont care if you are 3% faster, they cant down you anyway. And since their powers can be used anywhere, MFT is just a dead slot against them beyond the clutch effect. But every other killer mentioned effected heavily.
Billy: Only true if he gets every hit with chainsaw. Which is completely unfeasible. Keep in mind any killer that cant use power to down on every loop is just a typical M1 killer on those loops. Thus extending time on those loops by 20%, enough to grant at least a few more go arounds. For billy this is true on nearly every loop in the game.
Wesker: Its the billy effect. Yeah his power is very versatile and usable at a lot of loops. But only on large ones. The VAST majority of loops are very tight filler pallet loops. He can't use his power on any of those, except a very small amount of map specific outliers. The fact is hes just an M1 killer on the vast majority of loops. Sure he can easily close the distance gained, but the extra time gained on the pallet loop (upwards of 10s) outclasses the few seconds gained. And his 8% hinder only works at full infection which will only happen if the survivors let it or if you are tunneling. And if you are tunneling then the game is already swayed massively in your favor, MFT wont even it out.
Trickser: This ones actually a reverse of wesker. Tricksters power is at its best at short pallet loops. As long as he can look over them he can down you, MFT or not. Or if you get caught out in the open very close to him, then you are definitely going down. but realistically those two situations only happen if you let them. Just dont loop of loops he can see over and hes garbage. And even then you can just crouch behind stuff. Trickster is probably the most affected by MFT. Loop him at anything without constant LOS it will take FOREVER TO DOWN YOU. Even without MFT, thats why hes C-tier. hes an inconsistent mess of a killer thats broken and uncounterable at some loops and completely garbage at others. Thus we have the billy effect once again, except this time instead of 20% its a whole 30% time increase. Roughly, he can still get you with knives but by god it will take forever without LOS. I used to play trickster, now its unbearable since 7.0.0.
SM: Its a lot less good but good nonetheless. Keep in mind that if nobody has gone and hacked a drone then shes quite literally an M1 killer. When someones hacked a drone she gets that 3% herself, turning the tables. While healthy this is crazy good and shortens chasetime by that 20%. But if you have MFT then its just a regular M1 chase while you are injured. Keep in mind her boost only lasts for as long as theirs a claw trap on someone. Roughly 30s if I remember right. Unless a drone gets hacked mid chase that timer will absolutely be up by the time she injures you. Thus the billy effect strikes once more except now on every loop in the game except for almost all of them. Also i know she gets a higher boost for more claw traps on people, but that will happen for such a short time at once its not meaningful. MFT is only hard countered if you get exposed because shes 3 genning, and you can always just hack the drone. Leading right back to the start of this segment.
huntress: See trickster except less abhorrent. Missing a shot becomes incredibly punishing, moreso than it already is. You need to hit EVERY hatchet, and even then you might just get billy effected on tall wall loops.
Plague: I guess so. The best strat is to be injured all game, and like I said being healthy is better for MFT. I do think that if you are cleansing I disagree, because you can always just W game and then we've got the billy effect once again.
Only nure and blight are entirely unaffected by MFT. And even if the 8 killers you mentioned were completely unaffected, then 24 killers still would be. And highly so. Thats 75% of the roster, majority weaker killers, being completely ruined by one perk. Meanwhile the 25%, mostly high tiers, rejoice while survivors ran a dead perk. meanwhile this isnt true and its closer to 93% of the roster being highly effected.
Sidenote: SB+Lightweight is kinda pointless. You could run so many better/actually good and strong perks than lightweight. They can still follow your scratch marks very easily, they arent that incredibly spaced out. I'd recommend running something like distortion instead. Distortion actually hides your aura, keeping you safe when you could have potentially been in a lot of danger. Unlike lightweight which will really wont keep you very safe at all in situations where you are in a ton of danger. Plus SB kinda gets the job done on safety while close to the killer.
nurse, billy, blight, wesker, trickster, knight, marchant, huntress, the plague
That's so wrong for lot of them.
Nurse, Blight don't care at all, that's true. Wesker also not so much.
SM, Knight definetly don't ignore MFT.
Trickster and Huntress wants to DC on rock looprs against MFT, that's hell.
Plague's main counterplay is to play injured. How the hell you think she ignores MFT?
To add. Scratch mirror Myers and Hag are just dead in the water. Certain builds like an endgame build is also obsolete. Good luck going against MFT + Hope
side noteI forget to mention. Sadako cant counter MFT in any capacity. Her TVs will do absolutely nothing unless you literally run directly in front of it as shes teleporting. That simply isnt happening against good survivors. The only way this could ever happen is if they are W gaming the whole chase and somehow end up in front of a TV. Good survivors dont W game anyways. Sadako, as usual, is unplayable.