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Self Healing Balance

I think that one of the biggest problems when it comes to playing killer is keeping up the pressure against survivors who self-heal extremely quickly on their own.

In a game in which the survivor must learn to play as a team, self-reliance should be somewhat more penalized.


My suggestion is:

  1. Self-Healing with a medkit have 50% of normal healing speed (except for the emergency medkit 100% of normal healing speed).
  2. Medkits and their addons only increase healing speed when healing others.
  3. The increased healing speed of Boon CoH only affects to heal other survivors.
  4. Self-Care perk will allow medkits to heal oneself at 100% of their normal speed in addition to its other effects.


These changes would make other perks like Inner Strength or Solidarity make more sense and would further encourage survivors' team play.

Comments

  • Vahlin
    Vahlin Member Posts: 11

    I have a similar opinion on self-healing but while not being able to pressure survivors can be an issue, I feel the self-healing mechanic is fundamentally flawed.

    The base issue is that self-healing acts as a force multiplier. Under normal play, the survivor needs to be healed by another. This takes two survivors off objectives and with multiple players moving in the same area, increases likelihood of being spotted. By self-healing, even at a reduced rate, you have reduced risk and effectively increased the rate of objective completion. With only a med-kit, this isn't too bad as the charges are consumed rather quickly but with the perks you can self-heal without limit and without utilizing your item slot.

    Without being able to see how gameplay is effected by modifications to rate of healing, I would propose simply limited the number of uses. If self-care could only be used once per match, it would effectively function like having a basic med-kit without having to use your item slot. If the boon perk: circle of healing were to be limited uses per match (using charges like a med kit to track) that could help with keeping pressure on the survivors without completely destroying the concept of the perks.

    Another option that could be explored is adding a cool-down to self heals though I don't think this would be as beneficial to balance with the relatively short match times.

  • Reshy
    Reshy Member Posts: 402

    Could always put a hard limit on how much a survivor can be healed during a trial before they're stuck perma-broken.

  • Nathan13
    Nathan13 Member Posts: 6,714

    Nah I don’t think a healing limit would be the best idea.

  • Vahlin
    Vahlin Member Posts: 11

    "Could always put a hard limit on how much a survivor can be healed during a trial before they're stuck perma-broken."

    This could be feasible but would be tricky to balance since often escaping from a chase is accomplished by another survivors intervention. It might change how much risk players are willing to accept in order to help teammates. What about limiting the usage conditions? I can think of a few possible options.

    1. A survivor can only self-heal from injuries caused by a killers attack while getting pulled from a hook leaves you wounded until a different player heals you.
    2. You can only self-heal if there are fewer survivors remaining. Whether that number is 3 remaining or 2 would require testing.
    3. Being chased puts a timer until you can start self-healing while other players can heal you immediately. If you escape the chase you can't immediately heal yourself as you have to wait to be calm enough to administer self aid. The length of the timer would need some testing and perhaps it can be modified by some perks such as the self-care perk reducing the timer a certain percentage.
  • GoshJosh
    GoshJosh Member Posts: 4,992

    Yep, it was only a matter of time before killer mains came after the one good item survivors have left.

  • Reshy
    Reshy Member Posts: 402

    Something like that could definitely work, it'd need to be made a bit more intuitive in it's design.