Styptic Agents and Anti-Hemorrhagic Syringes: Unfair and Unfun to Play Against

Abilities that allow survivors to heal or gain the endurance effect are typically among the most powerful abilities survivors can have at their disposal. Both essentially accomplish the same thing by making it take longer for killers to get a down. The longer a killer spends in a chase, the more time other survivors can complete gens.
Because these abilities are so powerful, there is typically some sort of trade-off/activation effect that needs to happen to benefit from these. For Example
Healing:
Base Medkit: You need to stand still while using it, can't do other things.
Inner Healing: You need to find and cleanse a totem, then spend a few seconds in a locker.
Second Wind: You must heal another survivor one full health state. Doesnt activate until after you're unhooked, and you're broken for a while.
Endurance:
Soul Guard: Be slugged by the killer long enough to get picked up by someone else or yourself. Only lasts for a few seconds.
Mettle of Man: You must take 3 protection hits first.
Borrowed Time: Effect must be given to you by someone else , and you have to be unhooked first.
All of these have some sort of time consuming activation requirement. And then you have the styptic agent and anti-hemorrhagic syringe. The only hard part about using these is finding them in the bloodweb, which becomes a non-issue with enough hours. In order to activate this, all you need to do is press a button while healing. In under a second, in the middle of chase, you can either become invincible for 15 whole seconds, or heal over the course of 15 seconds. Healing over 15 seconds feels fair enough, you could still down a person in that time. What's less fair is being invincible for 8 seconds, and somehow that one is less rare than the alternative. 8 seconds is more than enough time to get from one pallet to another. And if you can't make it just from that, the speed boost from getting hit will propel you there.
This is when the really fun part comes into play. There is absolutely no way for the killer to tell these two apart. Whenever a person's medkit dissapears, you have no way of knowing if you need to hit them within 15 seconds, or wait 8 seconds to hit them. If you choose wrong, your chase has become a lot longer. I'm sure I dont need to explain why this is a particularly frustrating scenario to be in.
Quite frankly Im amazed these two addons have been allowed to exist in their current state as long as they have. One of these two addons needs to be changed. I would be happy with one of two things happening.
- Make the ant-hemorrhagic syringe's healing pause while running. This would still allow survivors to do other things while waiting for their heal, and theoretically could still be useful in chase if youre in a safe enough spot while removing the guesswork from the killer side of things.
- Change the styptic agent so that its effects can only be applied to survivors. This would make it a more altruistic, but still powerful item. If you're trying to heal someone and the killer comes back sooner than expected, you could pop this on the injured survivor, giving them extra time to escape. Still has potential to catch less observant killers off guard. This could once again, keep the addon powerful, while removing the 50/50 from chases.
Both of these happening would be a dream scenario for me, but I'm fine with only one of these happening. What I'm not fine with is both of them remaining unchanged for a prolonged period of time.