A problem with Made For This that I see nobody talking about
I'm sure we're all pretty sick of the "MFT is Broken" posts that have periodically sprung up ever since End Transmission released, but I feel like there is one part of the perk that everybody seems to be ignoring, that being the effect it can have on a player's muscle memory
Picture a scenario for me, you are a completely new player to DBD, you've bought End Transmission because Gabriel looked pretty cool, you read his perks and see that Made for This lets you run slightly faster while injured, you put it on and see that it does help quite a bit, it lets you get that little bit of extra distance you might need to reach a window or pallet, and is overall pretty useful
Then, after a couple hours of using it, you try a few other perks, and then you stop using Made For This, and start getting downed a lot more frequently then when you were using MFT, which in turn might lead you to do one of two things
- Learn to play without the extra 3% Haste MFT gives you
- Put MFT back on
This seems pretty simple, until you remember that BHVR are a bunch of Statistic-Stevens and change perks based on their usage rate, MFT is used a lot and is talked about a lot
So I ask you this, what happens if BHVR decides to nerf MFT by removing the Haste rather then the Endurance?
That extra 3% boost that helped you get to those loops you wouldn't have reached otherwise will no longer be there to save you, and the two options you now have are to either suck it up and keep playing without it, or quit because you're so used to playing with the boost that you can't play without it
Hyperbolic? Maybe, but I have seen it happen a lot before in other games
It reminds me a lot of Pre-Tools of Torment Eruption in a strange way, Killer players can try to deny that Eruption wasn't what was carrying them during it's reign as the unquestionably best slowdown perk in the game, but you can really tell who was good at killer without Eruption and who relied on it to win for the first 3 weeks after it got nerfed, not to say MFT is anywhere close to being as broken as Eruption was, even with abusing the bugged Buckle Up/FTP combo (Yes it is bugged even if BHVR doesn't say it is, FTP and MFT don't work together for granting endurance, neither should Buckle Up, but that's it's own can of worms) it's nowhere near as good as 25 seconds of stopping survivors from doing anything to progress the game-state, but it does raise a very similar point, MFT, if used too much, acts as a crutch for bad players, and when it gets nerfed, and it will, they'll have a far harder time adjusting to playing without it, or they'll whine about it and quit playing
This isn't to say that we shouldn't nerf MFT, it absolutely should be, but it does raise a important point, don't rely on super strong perks too much, nor should you get too comfortable with certain perks, practice the game without them and recognise that they can and will be changed whenever BHVR wants them to be
Comments
Blatantly disregarding that even though Billy and bubba have damaging M2's they still have to play loops the same way a regular M1 does hence get screwed by MFT.
Blatantly disregarding that Ghostie is a *Pure M1* and he can be revealed by survivors hence nullifying his power.
Freddy and clown dont have their power always 100% up, hindering surivors, once again they are pure M1.
Singularity is at its core a pure M1 with a teleport ability.
All the ranged characters i've adressed in my previous post.
When it comes to pyramid head, blight,Wesker, Artist, etc *it is blatantly obvious that moving faster will make it easier to dodge* if speed wasn't important for dodging survivor mains wouldn't be up in arms against Blight's C33 , because you know, its *just 3% after all how bad can it be right?*
All in all, your entire post is disengenous and clearly shows you dont know how killers work. you're straightfaced saying wraith isn't an M1 killer... like jesus christ.
Theres no point in taking your opinions into consideration given that they are heavily biased and misinformed.
This isn't quite the case. We balance around all groups of players, not any one specific group. We also don't use different balancing strategies for each role. All perks and adjustments are designed the same way regardless of which side they're for. That said, if something is causing significant issues at a certain level of play for a large group of players, we still need to act on that. To put it simply, you can always choose not to use something if you feel it's too weak, but you can't simply choose not to play against something if it is too strong. It would be far less fair to say, "Yes, this is a problem for you. But other people don't have this problem, so we're going to leave it as is."
There are some exceptions to this, of course. We wouldn't specifically balance around competitive rulesets, for example, and there is some level of expectation that newer players are still learning.
Again, I am not here to say if something is or isn't a problem. My job isn't to agree or disagree with opinions, it's to gather feedback no matter what. Nothing I have said is intended to deny your opinion on it.
Lmao, how to say that you understand nothing about looping without saying it.
"Oh, killer is faster than me with MFT so he is not screwed by it", really STRONG logic
Try actually play the game maybe?
But can we really say this is the case in terms of the direction of balance? I remember the dark times. It's not unusual to see the BEST killer players playing in such a way that said killer gets nerfed. Remember, nurse is a prime example. God Nurses a very few far and between, yet... They're the reason she was nerfed. You guys said before you're all about making killers more accessible to new players, but what was done to do that?
Look at how killers have been changed to put their powers in the hands of survivors. Why? Because they said they needed counterplay. Look at how survivor perks were buffed because of babies to only benefit stronger players. DS was King forever, DH, and so on. I'm not a dev so I can't really truly argue your behind the scenes knowledge. All I'm saying is, seeing the direction of the balance, it's bottom up for survivors and then top down for killers.
Thank you for the response.
You should check my post history.
I'm sure you'll be very amused.
Every mft topic kinda is a collection of hilarious jokes, yeah, i know
You're acting like they're running a quarter mile instantly. I don't know who's out here complaining about C33, but it just isn't a good add-on. I don't need MFT to dodge a Blight running C33. It's hilarious that the crux of your argument concerning Blight is that people complain about not being able to dodge C33.
I was dodging Wesker, Artist, Blight, Oni, Pyramid, and Billy's powers long before MFT existed. Let's not pretend like you'd be guaranteed to hit them if it weren't for that meddling MFT.
As for Wraith, he's an M1 killer yes, but he also moves significantly faster than survivors while cloaked, with add-ons that can make that faster.
Your entire case is founded on the assumption that A - Made for This is already active, and B - The survivor is at a safe loop. If the survivor is at a safe loop, I promise you it's not MFT that's the issue. MFT is only exacerbating existing issues.
If the survivor is at an unsafe loop, you'll hit them as Wraith and Bubba. You might have an issue with Billy, but Billy's power doesn't really shine at loops unless you're really good at him.
Freddy and Clown are not "pure M1 killers" just because their powers aren't active 100% of the time. Clown's power completely shuts down MFT.
Freddy has to put survivors in the dream state for his snares to work, and injuring survivors puts them in the dream state. Snares apply a 15% hindered. MFT is only 3% haste. That's a 12% movement speed reduction.
If you don't know how Freddy and Clown actually work, you shouldn't act like you do.
Singularity shuts down Pallet Loops, and using the right add-ons also shuts down MFT.
I covered the ranged killers, and won't do so again.
You're using the word disingeneous wrong. I'm not misrepresenting evidence that the majority of killers aren't screwed by MFT. You're looking for any reason to say MFT shuts down killers by placing it in the most ideal circumstance, which just does not happen all the time. That's disingeneous.
Any killer that has an exhaustion add-on isn't screwed by MFT. If your argument is "But I shouldn't have to run XYZ to counter a perk!" then you should stick to Call of Duty. If X Counters Y, Y counters Z, and Z counters X, then you can't complain when you choose not to use the tools given to you.
That isn't the "Gotcha" you think it is, my guy. I play the game plenty, and very rarely do I see a killer getting screwed by MFT. I also understand how looping works, but a killer moving at 115 with a larger hitbox is still going to eventually catch a survivor moving at 103% (Rounding up). A killer moving significantly faster than that is going to catch that survivor much faster. Especially at loops that can be mindgamed.
I'll make it a little simpler for you buddy. The killers who are, objectively, screwed by MFT are Trapper, Hag, Doctor, Pig, Sadako, Myers and Nemesis. 7 Killers are actually screwed by MFT. The others are impacted by it, but not adversely so. That's the key take away here.
Of course a perk that increases movement speed while injured is going to have an impact on every killer, but to imply it has the same impact on every killer is a very disingeneous argument that skews the facts to make it look like the perk is eggregiously overpowered, when it really isn't.
Freddy and Clown are pure M1s, they can't damage unless they M1.... having a power that applies a bit of hinder for 3 seconds doesn't make them "non M1's" they still have to play the loops as an M1. they are C / D Tier killers for a reason.
Its quite honestly mind boggling that you still try to claim that a survivor running faster won't help them dodge Pyramids , artist, Weskers, blights, etc.
Singularity, again, is essentially an M1 killer, the teleport ability has extreme counterplay due to EMPs. and again, the Purple Soma family photo is obsolete thanks to MFT, 5% haste for 2 seconds , when you spend half of that in the tp animation , while MFT gives you 3% perma.
Suggesting add-ons and perks as "counterplay" is not even remotely acceptable. why should a killer player be forced to pay 9.99 for a killer just to be able get the perks in order to compete? and add-ons, what should a killer do once they run out of "exhaustion" add-ons? fall over and die?
Yes, the perk is eggregiously overpowered, denying it is ridiculous. when every other haste effect has limiters in place in the form of timers / strict activation requirements , MFT stands out like a sore thumb giving you a permanent 3% haste for being injured.