Healing nerf was a little bit overkill
People read the healing nerf as +4 seconds.
What people don't realize is that this is +8 seconds of Self Care, +5 seconds on a Sloppy Butcher heal (from the base of +3 seconds, and being +4 seconds from the current base heal time), and a whopping ten extra seconds of Self Care with Sloppy Butcher.
This isn't even looking at perks like Coulrophobia which increases these numbers by 50%, meaning that a Doctor with Sloppy and Clownphobia can make a Self Care take a whopping 45 seconds.
If the intent was to nerf Self Care well... you didn't. You just made it more mandatory since it's less likely that your allies will have the time to heal you. Once again a nerf that tries to fix an OP perk just made it even more mandatory. (Exaustion nerf)
+4 seconds is way too much because of the implications with Self Care. Either make it +2 seconds, or make Self Care's healing speed something like 60%. (~27 seconds, which is still 3 seconds slower than base Self Care.)
Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?
Comments
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I don't think it's too bad. It's not terrible if you're mindful about when and where you decide to heal. Survivors can be pretty brazen about where they decide to heal up, like right in front of your face when you're carrying someone or when they think that you don't care and you're just going to keep after the person you're chasing. Right under the hook, too, is what gets me.
Especially given the prevalence of nurses calling, it does discourage self care a little bit, since it's like putting a big target on your back. Since the healing nerf, my nurses calling/whispers Myers manages to kill self-care users the fastest/easiest.
I guess we won't really know the full extent of the nerfs effect on balance until after it sticks around for awhile. As far as I can tell, it just makes survivors be a little bit less obvious and keep better track of their teammates. Though, I might be biased. I've never bothered to run self care. I use bond/plunderer's instinct and can snatch a medkit or find an ally to heal up quickly 95% of the time. In my opinion, I think balance is achieved when the skill cap to reach rank 1 survivor is roughly equal to skill cap required to reach rank one killer. I don't remember the exact percentages, but I believe the percentage of rank one survivors is something like 2.8 percent and rank one killers is 1. something. So, there are nearly a third more rank one survivors than there are killers. That indicates a considerable advantage, so it makes sense that there should be a considerable nerf/buff in favor of the killers.
Assuming this nerf is that considerable, anyway. Keep in mind that the nerf also came with a buff, reducing the time needed to recover from the dying state. The reason why I welcome the healing nerf is because you can put in a crazy amount of work in the early game simply to have it completely negated in under a minute. I catch three people attempting to rush a gen, smack dwight out of the window, fake the chase, come back and smack the meg who returns to the gen, she sprint bursts away toward a double story loop, but I still see scratch marks the opposite direction, follow them a few feet to smack the Nea attempting to urban evade in a corner and by the time I force her to drop one pallet Meg and Dwight have already healed up.
#########. That. The nerfed healing speed also encourages killers to spread the love around a bit instead of just tunneling down the first person they see. Though, I will add the disclaimer that I'm only a rank 7 killer. Playing survivor at rank 1, though, I have barely noticed the effect of the nerfs.
Post edited by Wahara on0 -
The perks combo you are mentioning are unlikely and the "Nerf" its fine, I guess they just want you to rely more on you mates for healing than solo 1v1 against killer with healings between the loops
I think its fine and actually don't even effects me since I prefer to no mother and dead hard. 4 seconds are nothing, even if was 6 would've been nothing. survivors ain't that time based as killers are so make people do more things its fine2 -
I don't mind it. It sucks if you get bad teammates but luckily so far *fingers crossed* most have healed me when I needed it.
I ditched self-care for we'll make it. I'm actually spending less time on healing now. I heal other survivors way faster than I did before and I get them to heal me for 16 seconds rather than me self-healing for 24 seconds.
SWF is a lot more powerful this way. When I play solo, maybe Bond would be good.0 -
Weird. I made a long-ish really long post here but it's not showing up...
I don't really mind it either. I think it just makes survivors forced to be more mindful/careful about when and where they decide to heal, i.e. right in front of the killer when he's carrying someone to the hook. I'm biased though since I've had success without running self care. With bond and plunderer's instinct for medkit rummaging, it's never an issue 95% of the time.
It's also not really fair that as killer, you can come out swinging within the first minute of the game and get three hits, just for the first two to be healed by the time you've managed to force the third to drop one pallet.
Hopefully I can figure out what happened to my other version of this post. I feel cheated, haha.
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People are whinning every time they are put out of their comfort zone. Since Self-care is pick 80% of the time, their is no shame nerfing the healing system and upgrading the sabotage system
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People even forget you can play without healing yourself and you can even play without being healed if you are good enough you don't need no heal during a trial. That's actually why there is an iridescent emblem if you don't even get down during the game.
The only thing self-care is providing is greedy survivors who heal themself ten times then comeback every time to try and give trouble to the killer while you are supposed to be injured and in need of assistance you just fade for 15s and you comeback fresh as never. So yes even if they add 10s to the healing process while using self-care under sloppy butcher, this is still not enough as a legit nerf to the healing mechanic which is pretty much a god mechanic
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You must remember that you can loose a killer, you can avoid the sight of the killer, you see in 3rd person while he sees in 1st, you can throw pallets and think very good loop with windows etc. All this make the healing system an advantage more than anything else cause actually if people wasn't able to heal that much theywill actually play far more better.
Taking a hit in a lot of situations has no consequences and yet since release of the game devs never touch the healing mechanic before
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Its not that bad.1
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Futhermore, there are so many perks boosting the healing process you can't even use them all during a game.
Botany Knowlegde, We will make it, Autodidact, Self-care, Leader, Pharmacy, Prove Thyself, No One Left Behind, Resilience, Spine chill, This Is Not Happening and aswell the Medkit + you can locate injured survivor all over the map with Empathy.
So? Something else? Yes, actually you can take back the time lost by using Borrowed time, decisive strike and more...
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@Fao said:
People even forget you can play without healing yourself and you can even play without being healed if you are good enough you don't need no heal during a trial. That's actually why there is an iridescent emblem if you don't even get down during the game.The only thing self-care is providing is greedy survivors who heal themself ten times then comeback every time to try and give trouble to the killer while you are supposed to be injured and in need of assistance you just fade for 15s and you comeback fresh as never. So yes even if they add 10s to the healing process while using self-care under sloppy butcher, this is still not enough as a legit nerf to the healing mechanic which is pretty much a god mechanic
You touched on something that I think is important - this nerf really helps against SWF bully squads that try to show you how powerless you are. They're a bit more hesitant, I've noticed, to all go in for that three man body block of the hook.
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I find myself running SC with Botany and sometimes bringing a brown medkit with some bandages - and waving away people who get me off the hook cause I can opt to heal myself much faster than they could if I medkit and just slightly slower if I self care, but it gets them back to doing gens and stuff faster than wasting time healing me.
How's that for adapting?
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Fao said:
Futhermore, there are so many perks boosting the healing process you can't even use them all during a game.
Botany Knowlegde, We will make it, Autodidact, Self-care, Leader, Pharmacy, Prove Thyself, No One Left Behind, Resilience, Spine chill, This Is Not Happening and aswell the Medkit + you can locate injured survivor all over the map with Empathy.
So? Something else? Yes, actually you can take back the time lost by using Borrowed time, decisive strike and more...
It nerfs basic survivors and will probably hurt those at the bottom a bit but those who main survivors at the top ranks and pour all their bloodpoints into their survivors will have enough med kits to overcompensate.
For me personally I appriciatw the added challemge of not being able to self-heal. I think it's more fun. And again, if I unhook we'll make it actually makes me more powerful.
I still wish they just stripped Decisive Strike out of the game conpletely. If they want to balance the game I think this is the biggest thing they can do. That damn perk wastes so much time every single game.1 -
@TigerKirby215 said:
People read the healing nerf as +4 seconds.
What people don't realize is that this is +8 seconds of Self Care, +5 seconds on a Sloppy Butcher heal (from the base of +3 seconds, and being +4 seconds from the current base heal time), and a whopping ten extra seconds of Self Care with Sloppy Butcher.
This isn't even looking at perks like Coulrophobia which increases these numbers by 50%, meaning that a Doctor with Sloppy and Clownphobia can make a Self Care take a whopping 45 seconds.If the intent was to nerf Self Care well... you didn't. You just made it more mandatory since it's less likely that your allies will have the time to heal you. Once again a nerf that tries to fix an OP perk just made it even more mandatory. (Exaustion nerf)
+4 seconds is way too much because of the implications with Self Care. Either make it +2 seconds, or make Self Care's healing speed something like 60%. (~27 seconds, which is still 3 seconds slower than base Self Care.)
Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?You can only heal when you are safe anyway, I dont see how a few secodns change anything now. It only affects people that wanna SC while looping.
The intent was not to nerf SC, the intent was to slow down the game (yes that was achived, but the magnitude is laughable).
The devs simply are too lazy/scared to touch the actual problem, namely the gen mechanic
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You'll live.
Killers have had to deal with worse.
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Hey i have a plan.
Dont use Self Care.
Just find a teammate.
Rly. Its a TEAMGAME.TEAMGAME!
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I should mention that I do honestly think that the healing change isn't as bad as some other people are making it out to be, but it was still massive overkill.
The other issue with the healing changes is that they really aren't fun to play against. Spending an extra 8 seconds doing skill checks (or not even doing SC, if you're being healed by someone else) is very boring. It's the same problem with just increasing the time generators take to do. Survivors want to be chased: they don't want to hold Mouse 1 all game.I do think the notion of cutting the whole tree down to kill one bad bud is a very appropriate comment though. Healing other survivors should be fast, because it rewards teamwork. But the current healing changes doesn't make getting healed by others any more appealing than just Self Caring yourself in a corner. All it does is make Self Care more mandatory since chances are your allies won't be able to heal you to full.
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@TigerKirby215 said:
People read the healing nerf as +4 seconds.
What people don't realize is that this is +8 seconds of Self Care, +5 seconds on a Sloppy Butcher heal (from the base of +3 seconds, and being +4 seconds from the current base heal time), and a whopping ten extra seconds of Self Care with Sloppy Butcher.
This isn't even looking at perks like Coulrophobia which increases these numbers by 50%, meaning that a Doctor with Sloppy and Clownphobia can make a Self Care take a whopping 45 seconds.If the intent was to nerf Self Care well... you didn't. You just made it more mandatory since it's less likely that your allies will have the time to heal you. Once again a nerf that tries to fix an OP perk just made it even more mandatory. (Exaustion nerf)
+4 seconds is way too much because of the implications with Self Care. Either make it +2 seconds, or make Self Care's healing speed something like 60%. (~27 seconds, which is still 3 seconds slower than base Self Care.)
Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?Okay so let's logically think about what you just said. More than likely, the average killer will always run Ruin and BBQ. So:
1. BBQ
2. Ruin
3. Coulrophobia
4. Sloppy ButcherTheir entire build is based around slowing down heals/the game. That means they gave up any other uber perk like Enduring/Spirit Fury/Make Your Choice/Nurses Calling/Devour Hope/Noed whatever perk you feel is good on killer to slow down your Self Care/heals.
It sounds to me like you've become very reliant on Self Care. I don't know what to tell you because the devs clearly stated they wanted, "To give killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased".
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The whole reason of the nerf was to slow down game time, would you rather them add an extra 20 second to gen again?
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This update was unnecessary...After nerfing brand new part and changing exhaustion I'd say the game times were fine...Waiting for something to make it harder for killers, but I feel like that will never come based on every patch ever released. Even the new hook update made it easier since they are scattered evenly throughout the map. Survivors have to adjust their gameplay after every patch and it's just ridiculous. Maybe if they took off auto aim for killers it'd balance it out and require SOME skill to at least get hits on us, but it's as if the devs only play killer...
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@ShyN3ko said:
Hey i have a plan.
Dont use Self Care.
Just find a teammate.
Rly. Its a TEAMGAME.TEAMGAME!
hahaha if only this were true
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@HelloImDoug said:
This update was unnecessary...After nerfing brand new part and changing exhaustion I'd say the game times were fine...Waiting for something to make it harder for killers, but I feel like that will never come based on every patch ever released. Even the new hook update made it easier since they are scattered evenly throughout the map. Survivors have to adjust their gameplay after every patch and it's just ridiculous. Maybe if they took off auto aim for killers it'd balance it out and require SOME skill to at least get hits on us, but it's as if the devs only play killer...it's very sad see this game go in this way. Yesterday i get two time in a row 4k with huntress 0 perks 0 add-ons on ps4.
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Overkill?
No.
It wasn't exactly the right choice imo but it isn't a "bad" nerf.
Though, around here, you'd think every nerf to Survivors is the worst thing ever.
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Take we ll make it instead.
Works like a charm.3 -
There's a post about = Did its job
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Tsulan said:Take we ll make it instead.
Works like a charm.
The problem is many people won't change their self-care/decisive/dead hard/adrenaline loadout for it.
So you can heal them in record speed, but when it comes to you being healed it's "lol tough look gg byebye"0 -
Use autodidact. With the healing nerf its really good0
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@TigerKirby215 said:
If the intent was to nerf Self Care well... you didn't.
Or better yet: just nerf Self Care's healing speed? Nip the problem at the bud instead of cutting the whole damn tree down?The patch notes said "To give Killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased."
Match length is the "tree," not Self Carry.
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I hope this change prompts people to run a dedicated healer or two. On top of that allow players to indicate their playstyle in the lobby for randos obviously this is concealed from the killer i.e. Healer medic, evader runner, lightbringer technician. Having everyone run meta perks like adreanline, ds balanced landing/dead hard is kinda stupid when you stop to think about it.0