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New healing perks nerf let’s talk about it

I understand the balance but once again behavior tips the scales. Are the healing nerfs necessary now with the new hemorrhage buff?

A balance with carrying a bunch of healing perks (as well as a bunch of boon perks if you want to talk about that while we are at it). Is that some survivors take up all these perk slots to focus on one thing even if everything on the build doesn’t have a perk that can be useful in chases. For everyone that knows how quick chases can end for the regular player who doesn’t know how to loop.

I just saw a video with the healing speed of someone using boon coh, botany, and selfcare. The healing speed was a joke. So what is the point of using them if not even stacking 3 healing perks can be useful?

especially now with the update to hemorrhage. What is the point. Now with hemorrhage if you don’t fully heal, then the usage of med kits is completely useless too.

it feels like we play in seasons where one side is always stronger then the other.

Comments

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    edited April 2022

    Yes, the CoH nerf was necessary, even with the Hemmorrhage buff. The CoH nerf didn't hit the healing speed that much. What it did was punish Survivors who placed the Boon improperly and rewarding Killers who went out of their way to snuff the Boon Totem.

    Blessing then healing with CoH takes longer than healing yourself with Self-Care, so placing your CoH in a good hidden spot is needed for it to be a plus instead of a minus when it comes to efficiency

  • danielmaster87
    danielmaster87 Member Posts: 9,783

    I disagree with this idea that you could "place a boon improperly". What does that even mean? It's just like how Hillbilly and Spirit players allegedly used their powers "wrong" by simply using them often, and for that sole reason they deserved to be nerfed.

  • danielmaster87
    danielmaster87 Member Posts: 9,783

    I hope that the super slow healing speed is just a bug. Hemorrhage should only make you lose healing progress once you've stopped healing, and if that's not how it works, it should work that way.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    CoH could 100% be placed improperly, basically placing it whenever whereverand just forgetting about it. Now, blessing them healing will take longer than a Self-Care, so Survivors will have to place the CoH in a place where they can be sure that it won't get snuffed immediately, meaning wasted a huge amount of their time

  • Advorsus
    Advorsus Member Posts: 1,033

    Well if you're watching a video from the ptb with those 3 perks together would explain why the healing was a bit slower. Since self care and COH would cancel each other. Self care heals at half speed, 50% speed. COH gives a 50% bonus. Then botany knowledge gives an increase of 33%... So essentially you have 33% increase to healing. The math actually works a little bit differently but that's the jist.

    The problem with COH and healing in general, is how easy it was to get to ridiculous amounts of stacking you could get from it. With just current COH and a brown medkit on every survivor, everyone has a 100% bonus to healing speeds. No requirements necessary. Even if you take the new COH, and just we'll make it and a yellow medkit, you now have a 200% bonus to healing others when you unhook someone. That's 5-6 seconds heals that you can use on the whole team, and that's AFTER the Nerf and only 2 perk slots were used.

    Yeah, the changes make it to where survivors have to be smarter about when and where you heal, and you can't just heal mid chase like before.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,097
    edited April 2022

    Placing COH improperly would be for example placing it in the killer's 3 gen or 8 meters away from the killer.

    I disagree that the nerf really does anything to this; players were already punished for doing this even with the original version of the perk and the nerf is not going to be sufficient at all imo.

    @ Topic: Yes the COH nerf is necessary and it still hasn't been nerfed enough, even with the hemorrhage buff.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Now imagine if the boon was one use only and you couldn't choose where it spawned

  • randonly
    randonly Member Posts: 456
    edited April 2022

    Other perks that will be weakened by the hemorrhage buff that hurts a lot more SoloQ (because they benefit from co-op healing and knows how to keep up to date on the killer's position):


    - solidarity + resurgence (together or alone)


    - pharmarcy + Built to Last (together in a niche meme build - 2 spaces slot), once the time you stay in the locker with the green med kit to taking advantage of a few ticks from the previous use, it will make you lose the healing gained while in the locker (recover item depleted is more than 10 seconds) to recover 99 % of the med kit that will be useless, because 99% of the green or bronze with 0 heal bar doesn't give a full heal.

    Post edited by randonly on
  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,097

    Partial progress from solidarity and resurgence should be made immune to hemorrhage.

  • Crowman
    Crowman Member Posts: 9,646

    You shouldn't be able to quickly heal by yourself without using some kind of resource and boons as they currently stand are not a resource. Hemorrhage wouldn't do anything if survivors could quickly heal themselves in a few seconds since the killer would never be able to interrupt the heal to get Hemorrhage value.

  • randonly
    randonly Member Posts: 456
    edited April 2022

    another idea I had to not make the pharmarcy + Built to Last combo more situational and less used than it already is, was to give immunity to survivors inside lockers, that is, as soon as you enter a locker with some healing progress, in exact frame you open locker to enter, you will no longer lose your healing bar percentage until you leave the locker for up to 1 second later.


    You still use 2 perk slots which can still be useful if used in the right spot. Now it's up to devs if its to be the effect of the pharmarcy perk (with this effect, it would be 4 effects -open chest more faster/ reduces the noise from open chest/ give a green med-kit plus this-, which I think is a bit too much for a one perk) or base kit for survivors.

  • Sakurra
    Sakurra Member Posts: 1,046

    Toolboxes nerfed, keys nerfed, now indirectly medkit nerf. Flashlight nerf incoming lol

  • Valik
    Valik Member Posts: 1,294

    Get to higher ranks.

    You will not feel that Killers are always 'stronger' once you actually start playing with a good team, and start being good yourself.