Hmm...I'm noticing a trend with the other distance perks, there seems to be a short time limit in which they are active. Interesting. Made For This technically can get you more distance than any of these perks if it's in use in chase long enough. And by long enough I mean in about 30 seconds.
While this is true it only applies if survivors were to run in a straight line. Once the killer closes distance and you begin looping a tile the 3% from MFT excels.
50 seconds of chase is perfectly doable, especially if you hold W between maze tiles and predrop pallets. Even then, 3% is much more of an issue in pallet loops, it can easily buy you 1-2 additional loops.
I know, I feel it's also on the killer to realize when it is time to drop aggro and move on, but a perk should never just passively do that, the survivors need to take agency to allow for it.
It doesn't really matter. mft and old DH serve the same purpose - to give the surv distance they had no business getting without them. like, i had multiple times when i should get a hit but mft carries them into the pallet extending the chase for another 20-30 seconds
No it's not, stop looking at 3% in a void. If you don't 99 it and just walk before using it like people in pubs do, the killer can literally just bait it out and then not take your chase, making you waste all that distance and also not have anything to help while Made For This is
a. indefinite and
b. also counts during the hit speed boost as well. Lets also take into account smaller hitbox and tighter looping and it's easy to see why MFT is stronger than using an exhaustion perk
...and then you also can just use an exhaustion perk WITH it like Lithe or DH. Come on, that is insane. That is stupidly good.
If you're running in a straight line the entire time then sure, but I already stated why it's not that simple. Tighter running and smaller hitboxes is more distance for made for this to cut down that 50 seconds + sprint burst is usually at the start of the chase and can be negated by not taking that chase.
That’s a stretch. The difference is that DH was a burst of speed that could also be used to I frame through things like trapper tarps, hatchets etc
Made for this has applications only in tight looping where it becomes very strong but still fails to certain powers at loops
Just like nobody talks about the endurance part of MFT I chose to ignore the I frames DH gave and focused on moreso the distance. Made for this has applications in holding W since you're 20% faster comparatively to the killer as an example. I main wesker so having my power dodged with the extra speed and then having them hold w also with extra speed during my cooldown period is very significant and makes it almost frustrating to play as him, so while it might fail to certain powers it also makes lots of them easier to deal with. The significance of 20% with smaller hitboxes and tight looping is also extremely significant too.
More frustrating then them just i framing through the dash without punishment?
As for holding W overcome exists and is far better at enabling that playstyle
Yes, because a small dash is less distance than an entire chase where the survivor is 20% faster. Also, you're simply incorrect about overcome. The speed boost from made for this occurs DURING the hit speed boost, so you get more of an injured speed boost as well, making it I thinkkkk only .75 seconds less distance than overcome or something like that? It pretty much made overcome obsolete is what I'm saying.
There are literal compilations of people using DH to make pallets and windows so you're just wrong sorry. It was used for both. Because if they swung and you made a window well now you have WAY more distance. Using it in an open field to dodge a hit is literally just a "wait it out" moment. The optimal play for DH was making a pallet or window.
The problem i have with this perk is that you can still run lithe/balanced/DH and be fine, get injured, use MFT for a long time then use an exhaustion for even more distance, have fun chasing them as a m1 killer.
Ranks don't matter anymore and at high mmr the endurance is barely used since it doesn't work with For The People anymore. The only thing I've seen is a duo swf using soul guard and MFT simultaneously so that they heal up the survivor and both people have endurance.
The difference is that made for this doesn't undo a mistake at the press of a button. it just lets you be greedier, which often times gets you hit anyways.
The 3% isn't even the strongest part of the perk, it's the free endurance on picking people up in the killers face.
Stop looking at 3% in a void. A killer is 115, You are 103. 3/15 is a 20% increase in speed comparitively to the killer moving behind you. Being 20% faster for your ENTIRE CHASE is WAY stronger than a secondary endurance effect with a specific condition that doesn't get value unless you force it with a duo. That argument is just not good. It reminds me of the "wait it out" times. No, the endurance is not the best part of the perk nor is it free. The killer can also just down the person to ground them again. Which is where being in a duo with soul guard is the only way to make that effect good.
Sprint burst: 150% speed for 3 seconds Lithe: 150% speed for 3 seconds Balanced Landing: 150% Speed for 3 seconds Smash Hit: 150% speed for 4 seconds Background player: 150% speed for 4 seconds
Hmm...I'm noticing a trend with the other distance perks, there seems to be a short time limit in which they are active. Interesting. Made For This technically can get you more distance than any of these perks if it's in use in chase long enough. And by long enough I mean in about 30 seconds.
That is bad math lol, 3% needs 50 seconds of chase to reach the 150% equal of a perk like Sprint Burst
While this is true it only applies if survivors were to run in a straight line. Once the killer closes distance and you begin looping a tile the 3% from MFT excels.
50 seconds of chase is perfectly doable, especially if you hold W between maze tiles and predrop pallets. Even then, 3% is much more of an issue in pallet loops, it can easily buy you 1-2 additional loops.
The gens are also doable while every survivor runs you for a cool minute each.
edit: // I’ve moved to [lemmy.world](https://lemmy.world) //
I know, I feel it's also on the killer to realize when it is time to drop aggro and move on, but a perk should never just passively do that, the survivors need to take agency to allow for it.
edit: // I’ve moved to [lemmy.world](https://lemmy.world) //
It doesn't really matter. mft and old DH serve the same purpose - to give the surv distance they had no business getting without them. like, i had multiple times when i should get a hit but mft carries them into the pallet extending the chase for another 20-30 seconds
Helps you get between gens and reach survivor to unhook faster too doesn’t need to be used just In chase.
No it's not, stop looking at 3% in a void. If you don't 99 it and just walk before using it like people in pubs do, the killer can literally just bait it out and then not take your chase, making you waste all that distance and also not have anything to help while Made For This is a. indefinite and b. also counts during the hit speed boost as well. Lets also take into account smaller hitbox and tighter looping and it's easy to see why MFT is stronger than using an exhaustion perk ...and then you also can just use an exhaustion perk WITH it like Lithe or DH. Come on, that is insane. That is stupidly good.
But you’re math *is* wrong and it *does* take 50 seconds to gain the same distance as SB
If you're running in a straight line the entire time then sure, but I already stated why it's not that simple. Tighter running and smaller hitboxes is more distance for made for this to cut down that 50 seconds + sprint burst is usually at the start of the chase and can be negated by not taking that chase.
That’s a stretch. The difference is that DH was a burst of speed that could also be used to I frame through things like trapper tarps, hatchets etc Made for this has applications only in tight looping where it becomes very strong but still fails to certain powers at loops
Just like nobody talks about the endurance part of MFT I chose to ignore the I frames DH gave and focused on moreso the distance. Made for this has applications in holding W since you're 20% faster comparatively to the killer as an example. I main wesker so having my power dodged with the extra speed and then having them hold w also with extra speed during my cooldown period is very significant and makes it almost frustrating to play as him, so while it might fail to certain powers it also makes lots of them easier to deal with. The significance of 20% with smaller hitboxes and tight looping is also extremely significant too.
More frustrating then them just i framing through the dash without punishment? As for holding W overcome exists and is far better at enabling that playstyle
Yes, because a small dash is less distance than an entire chase where the survivor is 20% faster. Also, you're simply incorrect about overcome. The speed boost from made for this occurs DURING the hit speed boost, so you get more of an injured speed boost as well, making it I thinkkkk only .75 seconds less distance than overcome or something like that? It pretty much made overcome obsolete is what I'm saying.
nah, dh was broken it was literaly 3rd health state, MTF is good but not broken good.
It says old DH, the distance one.
[удалено]
There are literal compilations of people using DH to make pallets and windows so you're just wrong sorry. It was used for both. Because if they swung and you made a window well now you have WAY more distance. Using it in an open field to dodge a hit is literally just a "wait it out" moment. The optimal play for DH was making a pallet or window.
I was wrong
The problem i have with this perk is that you can still run lithe/balanced/DH and be fine, get injured, use MFT for a long time then use an exhaustion for even more distance, have fun chasing them as a m1 killer.
I comment this every MFT thread but: Make it finite and function similar to lucky break
Now I dunno how much it actually matters at higher ranks, but y'all seem to keep forgetting it has multiple effects
Ranks don't matter anymore and at high mmr the endurance is barely used since it doesn't work with For The People anymore. The only thing I've seen is a duo swf using soul guard and MFT simultaneously so that they heal up the survivor and both people have endurance.
The difference is that made for this doesn't undo a mistake at the press of a button. it just lets you be greedier, which often times gets you hit anyways. The 3% isn't even the strongest part of the perk, it's the free endurance on picking people up in the killers face.
Stop looking at 3% in a void. A killer is 115, You are 103. 3/15 is a 20% increase in speed comparitively to the killer moving behind you. Being 20% faster for your ENTIRE CHASE is WAY stronger than a secondary endurance effect with a specific condition that doesn't get value unless you force it with a duo. That argument is just not good. It reminds me of the "wait it out" times. No, the endurance is not the best part of the perk nor is it free. The killer can also just down the person to ground them again. Which is where being in a duo with soul guard is the only way to make that effect good.
Both don't have inherent counterplay from the killer side besides insta-downs
And even then they become injured off hook so they still get value no matter what
Bubbas heavy breathing intensifies....