Self-Care - is it 'anti-teamwork'?
Comments
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and just to sum up: the negative feedback on Selfcare in general is based on the way people use it. you can always play bad, that is not related to the perk. if people die on hook while you selfcare, you play it wrong, but that is not SC's fault. you can do the same mistake with a medkit or with Inner Strength. Same to the "Bond healing" that was mentioned. Bond is strong, but some also use it to wipe off the killer on other survivors. That is not the perk's fault
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That's BS and a REALLY bad tip for new survivors. No heal meta has gone when they changed Legions power and added a corrupted fountain to Plague by default. And to every other killer you simply grant midgame NOED if you don't heal, which is just stupid. The time you spend healing can easily be wasted on the killer clock again by just holding W into the next corner of the map. No healing can be done by pro survivors that can chain tiles in chases and are aware of killer position all the time to not get caught offguard.
For explanation to any who doesn't know: old Legion was at slow killer movement speed (110% like Huntress or Hag) and was able to down survivors with multiple Frenzy hits. Each hit reduced the bleed out timer for a bit, so hitting a survivor 4 times with your power downed them. The problem: old Legion was pretty much unable to down survivors without the power. Think of it like a Huntress without hatchets, or a hag without traps. If you just have your 110% movement speed, you can loop every mid size pallet 5 times before dropping it. And hitting in Frenzy didn't make a difference if the survivor was injured or not, the result on both was "injured with a full bleed out bar". Therefore it made no sense to heal, as the Frenzy hits were hard to avoid anyway. Just make sure to not give the Legion free downs by running into them and you're good. Almost every pallet and window forced them to make use of Frenzy.
And this killer was actually the reason why no-heal-meta was invented. People tried to reinvent it on Plague as well to deny her strong power, but even then it was questionable. You are loud af when sick, like double Stridor, so pretty easy to track. No Iron Will, no locker hiding as the lockers start smoking when a sick survivor is inside, scratch marks and blood stains not needed as you only need audio. and again giving insta downs to the plague, who is a 115% killer and can deal with loops way better than slow killers. And with the new default corrupted pool and the possibility of 2 extra corrupted by addons, it is a bad idea now to not cleanse at all.
To sum up, there are situations where it makes sense to not heal. Like against Legion if you plan to coop on a gen. You get injured anyway by the power super quickly, so just heal one survivor that can take the first hit, to not grant insta downs, if the killer decides to not go into Frenzy. Or if there is a gen at 80% or more near and you know the killer is busy. Finish the gen first, especially if you know something like Ruin or Pop is in play. But not healing at all as base strategy is pretty much history
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I get it for survivors new to the game who don't feel confident to continue fixing gens/getting into chases while injured. When people in green ranks and above are using it, then I definitely think it does more harm than good to the team. It takes so long to heal that you could make some gen progress or even cleanse a totem in that time. It's also funny because if the killer is running Nurses Calling then you're consistently drawing their attention to your location. It's just an all round useless perk that only benefits yourself and not the team.
The only context in which I think it'd be useful is when there's only two survivors left in the trial and the other gets hooked. It means you can get yourself to full health again without getting instantly downed when saving your team make, but having said that, med kits are way more efficient and don't waste a perk slot.
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