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Resurgence + WMI = new meta?

Yords
Yords Member Posts: 5,781

Resurgence - you instantly heal 40% (lvl 1) yourself when being unhooked in any way.

WMI - gives you double healing speed after unhooking

I think this is going to be a bit oppressive, for killers of course.

Comments

  • glitchboi
    glitchboi Member Posts: 6,023

    It might be oppressive for SWF but I think WMI alone is powerful enough tbh, so it won't do much imo.

  • Yords
    Yords Member Posts: 5,781

    Maybe, but another thing, this is literally a better second wind.

  • StibbityStabbity
    StibbityStabbity Member Posts: 1,839

    Did this mean Legion will finally have a power?

  • XombieRocker
    XombieRocker Member Posts: 324

    Strong combo, but it takes up 2 perk slots (on different people yes, but still 2 slots overall) so that means less of other meta perks.

  • Reinami
    Reinami Member Posts: 5,641

    Too reliant on teammates. It'll be good for SWF but they have to create a build around it. It's no different than any other combos for SWF like, sabo builds, mettle of man builds etc. SWF can make everything good.


    For solos, it won't be used that way.

  • TauNkosi
    TauNkosi Member Posts: 282

    Just when second wind becomes somewhat good, they introduce this.

  • FatallyIconic
    FatallyIconic Member Posts: 270
    edited May 2021

    I love Resurgence. It essentially allows anyone unhooking you to heal you in 8 seconds (same as we'll make it) however it ALSO allows you to heal yourself in 8 seconds with a medkit, and in turn, it means you use fewer medkit charges. For example, if you use resurgence you can actually heal yourself twice with a brown medkit, and it only takes 8 seconds each time.

    In theory, if you bring a green medkit with no addons you will be able to heal yourself twice in 5 seconds after both unhooks. People who think this is a bad perk are really misunderstanding how useful and time-saving it will be.

    And of course, if the person unhooking you has we'll make it on too, that's a 4-5 seconds heal.

  • TicTac
    TicTac Member Posts: 2,426

    Nobody will use it. Using two slots to heal in 4 sec is not really better then 8 seconds. If a killer camps and you get the endurance-effect (BT) then you need to mend first. If the killer is not there, he will be rarely in the 5-8 seconds distance. So almost never you will get a heal not interrupted bc of this perk. The overall time safe in a trial is worse than other perks.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Resurgance is just We'll Make It for yourself. I don't see much of a problem there, it's not like We'll Make It wasn't already a very strong perk.

  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    Why would SWF not just use we’ll make it? It’s already fast enough. This perk is much more suited for solo players, and will allow us to get 2 heals out of a brown medkit if the killer doesn’t let us heal when we come off the hook.

  • FatallyIconic
    FatallyIconic Member Posts: 270

    I also feel like this Perk makes Second wind obsolete. DS + Resurgance with just a brown medkit or a teammate to heal you after.

  • NMCKE
    NMCKE Member Posts: 8,243

    Okay, just so we can all see the math behind it and be on the same level.

    Base Healing Charges: 16

    • This is the amount of charges required to heal someone a single health state.

    Base Action Speed: 1 charge per second

    • Survivors perform all actions at one charge per second, making healing take 16 seconds to complete 16 charges.

    We'll Make It: 100% Bonus Healing Speed

    • Increases the speed that perk owner heals at by 1 charges per second. Essentially making their new healing speed 2 charges per second. Now... healing only takes 8 seconds to complete 16 charges.

    Resurgence: 50% Healing progression

    • Essentially, you start at 8 charges (50%) worth of healing progress at tier lll upon being unhooked. With WMI, healing only takes 4 seconds to complete 8 charges.


    That's our time: 4 Seconds to complete 8 charges (one health state; injured to healthy)

    Pretty fast if you tell me, but not overwhelming since that requires a perk from the savior and the savee. Might be annoying in a Sweat With Friends, but not in a Survive With Friends.

  • zombitehdeath
    zombitehdeath Member Posts: 587

    There also jane perk solidarity.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    Hopefully.

    I know I'm going to be having a lot of fun with Leon's Flashbang and Jill's trap. Probably won't overtake the current meta as the top 4 perks just give so much more utility than anything else Survivors have.

    Also just went up against that Nemesis gen perk for the first time and its very interesting. I didn't realise it also blocked the players on a gen that explodes from repairing it for about 10 seconds. I wonder how it'll pair with Surge.

  • Shroompy
    Shroompy Member Posts: 6,806

    If theres any combo that I see becoming Strong it's Resurgence + Self Care, you get a 16 second heal by yourself after being unhooked. Exact same amount of time it would take 1 person to heal you normally.

  • GhostMaceNotCrusty
    GhostMaceNotCrusty Member Posts: 716

    This with solidarity would make for very efficient healing altho it is pretty circumstantial and chances are the injured person wouldn't go for the save

  • Adeloo
    Adeloo Member Posts: 1,448

    I rather use the Mine perk + Red Herring as a combo :D much more fun

  • Xernoton
    Xernoton Member Posts: 5,887

    There is no use combining these 2 perks. We'll Make It does bulk of the work anyway, so that's really not a big deal. A heal with We'll Mate It saves 8 seconds. Combining it with Resurgence only saves another 3.2 seconds. Meaning 1 perk slot is almost wasted.

  • jajay119
    jajay119 Member Posts: 1,095

    Legion already has a power: they make matches the most boring, repetitive and insufferable ones you have to endure.