Reactive Healing
Can Reactive Healing be modified to be a flat 50% of your health instead of 50% of your remaining health?
Right now, can't even pair it with Resurgence because you end up at 75%, and if you're in the midst of healing and somebody gets injured near you you make minimal gains. I would then add a 30s cooldown to it.
In its current state, this perk is pretty worthless.
Even if you're next to 3 other survivors and everyone gets hit quickly by say Legion, you still need a medkit, boon totem, or another player to heal you. Personally I don't see this last scenario occurring enough to get any value out of this perk.
Comments
-
The issue I see with making it a flat 50% is that it'd become bodyblocker SWF bait while still being neverused trash on solos. People with the perk could cycle in in sequence and become invincible, but in normal gameplay, the effect is still too niche and random to be of any consideration.
If they want to buff Reactive Healing, it just needs to do something else.
2 -
Yea, that's why I suggested adding a cooldown to the perk, so you can't infinitely chain it. I should have placed the cooldown sentence after my initial ask.
2 -
I just wish it would actually work so I could see if it’s fun to use or not it’s been bugged since the ptb
0 -
Yeah, my bad, should have read that more closely. Whoops!
I still think it'd be a pretty weak perk, though. Effects that rely on circumstance are rarely desirable for either side to run, and Hemorrhage is the absolute destroyer of non-contiguous healing perks.
0 -
then make it work outside of 32 meter killer radius(not terror radius). although 50% is a bit much, maybe 35% total heal progression.
0 -
That's bordering on too strong. Mapwide with a 30s cooldown? One non-potato chase with a teammate would heal you 70%. One more hit on someone else and you're done. There would be very little need to heal as long as you didn't get chased back-to-back.
0 -
i mean the perk is suppose to heal you.... do you want me to be 4 hits, so 25%? i mean healing perks are design to be anti-hit & run. current version of the perk is useless because you literally can't get healed with it alone. I don't even want to try the perk, its not worth hassle to use it, even with self-care. 2 perk slots for healing is not worth it. too expensive.
0 -
I suppose you're right - I just think that the way your suggestion would work in practice would basically serve as passive healing. Even with perks and medkits, healing takes time - giving it totally for free, in a way that's going to happen more often than not, seems too much for me. (And that would strongly encourage tunneling if it were to get into the meta - switching targets is a horrible idea if hitting other survivors directly heals the first ones.)
4 is fairer than 3 (it's less that it's 4 hits and more that it's 4 separate instances of time spaced by 30 seconds), but I still think this perk would be better off doing something else. It reminds me of Boil Over in that it's an innately bad idea for a perk - either it's good enough to be busted, or it's so undertuned that it's crap, because what it does is inherently extremely powerful and can't really be balanced as something a player can slap a perk on and have it work on its own.
0 -
..... what do you think med-kit do? they encourage you to tunnel because leaving survivor injured... does nothing if you can't capitalize on it. I think healing is ok in moderation though I don't like hold-w spam healing strategies. those are unfun if you don't have stbfl or have an instant down killer since they waste time and prevent you from getting any hooks making it impossible win as killer if all survivor are equally strong loopers(which is extremely rare unless its strong swf). I think 3 hits is fine because most killers generally tunnel survivors off hooks anyway to prevent survivors healing with med-kits, so I don't see how this would change with reactive healing.
0