I used self-care for the first time since the nerf and...
Whoa nelly, is that one hell of a dead perk. I even went on to use it with Botany and Desperate Measures, and it was still agonizingly slow. And they actually thought it was necessary to get rid of the medkit efficiency boost it used to have? I don't know what kind of self-cared induced steamrolling the devs suffered in order to brutally murder the perk this bad, but sweet geezus, guys...
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Yeah. Imo they need to make botany not work with self-healing at all and remove the medkit penalty it has, then buff selfcare a bit since stacking it with botany wouldn’t be possible anymore.
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Even before the update not only where you using two perk slots for it - but self care was still pretty slow over just getting someone to heal you. I'd rather they killed one perk (Self Care) over killing another (Botany) by making it only work on other survivors and end up with two perks that still suck.
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CoH should have got gutted not self care
Ad much as I despise Self Care it was like a safety blanket for people, it sucks to ser that taken from them.
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My problem with botany is that the medkit penalty feels terrible to play with because if you pull a brown or green medkit from a chest you literally can't use it. Yet, 50% self-healing speed is too strong to not have a penalty and yet that penalty doesn't even address self-healing speeds using things other than medkits (selfcare and coh).
Plus, botany + SC prior to the nerf was the only real problem with SC. So I'd rather botany just not allow you to do that so that it doesn't have to penalize medkits (since using medkits for team-healing is generally not as strong and stacking botany with that would be a complete non-issue imo). Then increase selfcare's healing speed to 45% (I doubt BHVR would buff it back to 50%, so I'm asking for a middleground here). This would reduce the healing time at tier 3 from approximately 45.71 seconds to 35.56 (old selfcare was 32 seconds). And botany would remain good for healing your team while also no longer negatively affecting your medkit charges.
The medkit efficiency bonus selfcare used to have can stay gone, medkits are already strong enough as it is.
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Just run inner, so much more efficient after the cleansing, travel, and actual healing
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That's not actually true. Self-care was the same time efficiency as 1 survivor healing another. It made a heal take 32 seconds when a normal one is 16 seconds. But 2 survivors healing is "32 seconds" of survivor efficiency.
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Extremely undeserved nerf, it was fine as it was.
I really do believe they just pulled out the nerf out of nowhere because of botany which is stupid because then people would be dedicating 2 perk slots just to heal which should reward them with a shorter heal so I don't really see the problem.
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Though you can run it in combo with Bite the Bullet to get 100% grunt reduction on demand for as long as needed. In todays meta most killers don't expect you to be silent and actually rely quite a lot on your grunts of pain to know if its worth looking around an area.
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It was nerfed because of the pick rate. If I'm not mistaken, it was one of the most popular perks. And patch 6.1.0 was all about punishing people for sticking to the classics and forcing them to switch it up. This also explains why they slaughtered DS (so more people would use Off the Record instead).
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When in doubt, nerf it out
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I am glad they took it from me. I am already much better at the game without that crutch. It forced me to adapt and now I have finally found the most fun survivor playstyle for me.
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