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Buff idea for Renewal
Playing with Renewal I noticed that if you're affected by Deep Wound when it activates it heals Deep Wound but leaves you injured. My idea is simple:
-each full heal gives one token, up to 4 tokens
-after being unhooked, you get healed by up to two health states consuming the relative tokens.
That's it. Basically you can charge up the perk to avoid it having barely an effect against camping killers or farming teammates. I thought about the 4 tokens so you could charge it early to use it later, so mostly a QoL thing.
Comments
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The same is true for any instant healing perks, such as Inner Healing and For the People. Deep Wound is treated as an additional health state.
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Yes but with those perks you decide when to use them, with Renewal you're in the hands of others.
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I guess so, there's a significant chance of getting deep wound shortly after being unhooked. Legion returning to the hook in Frenzy, or even just bog standard Borrowed Time.
However, consider that each of these constitutes a free health state. Frenzy is an attack that should have downed you, but instead gives deep wound. A hit under Borrowed Time is a hit that should have downed you, but instead gives you deep wound.
I kinda think it's fair that Renewal merely mitigates the deep wound in those cases, otherwise the effects of Renewal and Borrowed Time are stacking together, and a killer would hit you while injured, only to have you instantly healthy again in less than 20 seconds without doing anything.
I get that it's annoying to have Renewal seemingly pop to no effect (you're still injured), but you're still saving 12 seconds of mending time, and it allows you to pull off plays that would otherwise have you dead on the ground due to failing to mend, like hiding in a locker and not being able to get out within the mending time without getting caught.
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