Made For This
Comparison to Old Dead Hard
Original Dead Hard was reworked because of "Dead Hard for Distance," where a player could Dead Hard on command to gain distance in a loop with no counterplay. Made For This with its 3% haste is effectively identical as it affects the killer's ability to catch up, and there is no counterplay to that. It's the same problem repackaged.
General Balance
The game is made and balanced around killers being 115%/110% and survivors being 100%. It's what's in mind when making loops, tiles, a map's main buildings, etc. Despite this, we have Bloodlust because sometimes, map RNG can tip the scales too heavily in the survivors' favor and this mechanic was even buffed in 6.1.0 because it wasn't deemed that it was not helping as much as it should to combat this.
Adding in perks such as Made For This that add permanent haste is contrary to the general balance of the game. Hope is excused because it's endgame so its strength is more reasonable; MFT is whenever you are injured, something that happens naturally in a chase.
Forget maps, even killer powers are made with 100% speed 4m/s survivors in mind. Singularity is the perfect example, ironically. When chasing a survivor with MFT, even if you successfully mind game them with your teleport/Overclock, you'll find that they can outlast you just long enough that your Overclock ends and you don't get the hit, but making it any longer risks making him too strong against survivors not running the perk.
Second Effect
This is something that people discuss less because comparatively speaking, it's more situational. This perk has the secondary effect of giving Endurance after healing a survivor. I am very puzzled because I don't understand why. This is a perk with the main effect implying they want this to be a chase-centric perk then they make it an anti-slug perk as well (being 1/2 the reworked Buckle Up).
We have perks that are nerfed for being a Jack-of-all-trades. Pain Res that gave regression and information or Circle of Healing that would give quick altruistic heals and reliable self-heals, then have a perk like Made For This.
Haste Stacking
The stacking of haste for survivors has been largely non-issue for the most part. There aren't many haste perks in the game, for good reason. Before MFT, you would need to use Power of Two and Blood Pact, both pretty underwhelming perks on their own and required 2 survivors to be together at all times, making it situational and unreliable. Dark Theory's 2% is another non-issue because it's 2% after setting up a boon that can be immediately disabled, requires a totem whose placements are determined by RNG, and with a tiny 24m range ensuring that it's impossible to use that 2% haste to its full potential.
MFT-Hope, however, is two permanent instances of haste that stack, allowing for survivors to be 4.4m/s. Yes, it is endgame. However, I don't think doing all the generators is an excuse for being physically impossible for the killers to catch. If you are a Deathslinger or a Trickster, you physically cannot catch them. Even if you have range, you slow down when using your power, have a larger hitbox, and (by design) telegraph your projectile enough that they'll have plenty of time to react.
Even 4.6 killers can't catch you. A chase is considered by the game to start within 12m, and if you simply go straight, a killer would take a literal minute to catch up, barring Bloodlust which would take 35 seconds to fully kick in, and would instantly be reset by any pallet breaks or simply losing LoS in loop for too long.
I'm okay with Endgame favoring the survivors for completing their main objective. They shouldn't be impossible to catch. Some of the best and most tense parts of the game occur in the endgame when the killer can attempt a comeback, something that can be exciting for both sides.
Exhaustion counter
Why not just exhaust them? I'm going to bullet-point this because I find the argument too ridiculous.
- Not every killer has access to something that applies to exhaustion with their power, the exhaustion-inducing perks are either weak or have strict conditions.
- The perk disables when exhausted, it doesn't you. This means you absolutely can use an exhaustion perk with it, namely Dead Hard.
- This perk is easy to use, has little-to-no counterplay, and generally outshines any of the other exhaustion perks anyway, having comparable raw effects and the secondary effect to sweeten the deal, to say nothing of its perk synergies with Resilience and Hope.
Comments
The reason why MFT got invented was because of dead hard and circle of healing got nerfed. normally meta shift usually tend to happen on killer where their perks get killed but this is one first times where survivor perks became weaker. the result is was release of new meta perk directly after.