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For the people who Reactive Healing isn’t bugged…

Is It any good, and would it be worth running In Solo Q?

Comments

  • PaintedDeath
    PaintedDeath Member Posts: 492

    Man I doubt the value you'll get outta this thing. I been scratching my head, and the best I can come up with is its intended to be used in an extremely selfish build with Self Care? But even then, the likely hood this will trigger and you're just left there self caring an entire health bar sounds bad.

  • PaintedDeath
    PaintedDeath Member Posts: 492

    Like maybe for hook trading? Get off the hook, killer downs the unhooker as you run away. Maybe that's when it triggers? Could maybe couple it with Self Preservation, run off and Self care the rest of the way?

    Even if that is the case, you're probably better off using Resurrgence

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723

    They should have just made it heal you 1 charge every 2.5 seconds or something over time. Would have been much more useful and unique.

  • Brix
    Brix Member Posts: 130

    Maybe empathy + reactive healing to get value out of it?

  • Krazzik
    Krazzik Member Posts: 2,475

    Sounded garbage from the moment it was leaked. Can't see it ever being useful.

  • PaintedDeath
    PaintedDeath Member Posts: 492

    I dont understand why it only does % of missing health, instead of % of health total. If you are healing someone with Reactive Healing, and killer shows up and hits healer, that would be a great way to top off the heal. But it won't ever "finish" a heal as it is now.

  • ElleGreen
    ElleGreen Member Posts: 1,063

    agreed it could be a really good perk if they tweaked it I just wanna use it lol it’s bugged for me

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    It's meh. I would not really recommend

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    If it was % of health total with its curret numbers you could create an infinite bodyblocking train with only 3 people .

    Surv 1 takes the 1st hit and uses no colision to get to the front of the train

    Surv 2 takes the 2nd hit and uses no colision to get to the front of the train and now surv 1 is at 50% healed

    Surv 3 takes the 3rd hit and uses no colision to get to the front of the train surv 1 is now healed and surv 2 is at 50%

    Surv 1 takes a 4th hit and uses no colision to get to the front of the train surv 2 is now healed and 3 is at 50%

    And you can see where it goes from there. Granted it would need coordination in a SWF but still even if it is pretty much locked to just SWFs it would be a definite possibility since it doesnt even need the RNG, skill or timing needed from something like locker saves just basic assigning of role and 3 people rocking the same perk.

    It would need pretty big numbers nerf to avoid it as anytihng equal to or greater than 34% still can create the train it just needs 1 more person

    I would like to see it changed like that and maybe be 25-30%? I would say 33% but that would make them literally 99ed so they can tap a self care and still likely keep chaining althought probably a bit harder.

  • Sabraiz
    Sabraiz Member Posts: 566

    Granted it would need coordination in a SWF

    Barely, I am pretty sure I have been part of a group of solo survivors doing that body block train after a rescue during the end game multiple times. I know for sure that I am solo queue survivor at all times at least, no way to tell if others are in a group or not.

  • zarr
    zarr Member Posts: 1,016
    edited September 2022

    Not only would they be throwing the round doing this, but this is assuming the killer is a pure M1 killer without any abilities, and that they can't ever manage to get around the survivor trying to tank a hit.

    50% flat progress would make the perk usable at all, outside of coordinating SWFs it's just too situational to be meta-viable even then. For SWFs, I would just finally want loadout restrictions such that they can't stack and abuse perks like this or a plethora of other perks, which would also free up designing space to make better perks to begin with without the worry about having them be stacked and abused in a coordinated way.

  • PaintedDeath
    PaintedDeath Member Posts: 492

    I feel like 50% is to much, you gotta consider its relationship to the other perks around it. Resurrgence currently gives 50%, reactive giving a further 50 would be quite powerful.

  • ElleGreen
    ElleGreen Member Posts: 1,063

    It would help with hook trading you’d be healed off the hook and able to help the one who unhooked you if you had resurgence as well

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    Its barely able to be called coordination but it would still need 3 people running it and being aware of others running it which isnt always possible in Solo Q

  • zarr
    zarr Member Posts: 1,016


    Resurgence is actually a synergy I was thinking of as well. But here again, I think it would make the perk(s) usable at all; currently both are trash that nobody uses, most likely global usage percentages below 1% like so many other bad perks. I really don't think the perk would be too powerful, fairly far from. It would still be rare to see people use Reactive Healing, or the combo of it and Resurgence - but you'd at least see it sometimes, it would actually be something that could situationally be seriously impactful, particularly because the combo helps against tunnelling.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    i mean if 1 person is still free to work gens and at any time any group of 3 can assemble into an unstopable choo-choo I wouldnt call it throwing. And yes about 15 killers can counter it in someway but that leaves 14 still ######### unless some of them have specific addons. Also I feel like the whole getting around the train would be fairly difficult since you know they can just turn maybe BL 3 but also map dependant as some maps it can be impossible to get through certain areas without hitting someone bodyblocking and well map offerings is still a thing. As long as the full health person is blocking the killer it isnt imperitive to have the other 2 in a direct line. This is all in hypotheticals but 1 perk unlocking the ability to turn into a bodyblock chain against almost half the killers is not a healthy perk. Sure at 34%-49% it is throwing the game that wouldnt make it any less frustrating to play against.

    This is a bit "when the stars align just right" but at the same it doesnt seem unreasonable if you and 3 buddys bring a few midwich offerings and reactive healing.

    Perk needs a buff as it but imo it should give 50% guaranteed but then just deactivate until you leave the range + maybe a healing speed bonus for you being healed or by healing yourself once you leave the terror radius.

  • zarr
    zarr Member Posts: 1,016


    But the killer can simply get off the choo-choo train's wild ride to pressure the one survivor doing gens, and then if the remaining survivors want to get anything done they have to leave the choo-choo train too, and can't instantly reassamble it as they please. And that's not even mentioning how many risks there are to just going for clown fiestas of grouping up taking hits willy-nilly, there's definitely a lot of scenarios where even a pure M1 killer can get around a survivor trying to block, where survivors are in a position where it's not even possible to take a hit, or where they just make mistakes, running into each other and whatnot.

    And the only killers that really can't do anything innately against bodyblocks are Trapper, Hag, Doctor, Freddy, Pig, Clown, Ghostface, Demo, Slinger and Pinhead, and even they situationally have their ways of playing around it. Plus there's obviously perks that can help, such as STBFL, various Exposed perks, Forced Penance, as well as various add-ons that can enable these killers to directly counter bodyblocking too (well, Engineer's Fang for Pinhead and Pinky Finger for Clown).

    While I agree that the potential to abuse the perk in a coordinated manner in an SWF to tank hits would be problematic (albeit not really in a choo-choo train manner, more so just in the context of general hit-tanking which is really effective if done well and sensibly), and while I as I've said would wish for there to be loadout restrictions in place for SWF such that any perk (and item/add-on) can only be present once between members of a premade group, the problem generally with balancing these things for the SWF scenario is that a full SWF actually coming together to coordinate and abuse builds like this (and then actually also managing to pull it off) is vanishingly rare, to a point of being something you will basically never encounter even in hundreds or thousands of hours of gameplay. When have you last seen a group use 4 BNPs? And that is something everybody knows is strong, requires no gameplay coordination nor even a perk investment, and is completely easy and reliable to use. So yeah, we shouldn't leave perks on the trash pile for everyone just because they might once in a blue moon create unhealthy situations in an SWF looking to abuse them. But again, the real solution would be to implement SWF loadout restrictions, then we wouldn't even have to worry about people stacking and abusing stuff in a coordinated manner, lifting design limitations too.

    Reactive Healing even at a flat 50% would not be an omnipresent meta perk or anything, and it would still not be something you would commonly see on solo survivors. But it would at least not be trash anymore, it would still be fairly situational, but situationally good.

    But I know BHVR won't do this, they for some reason have no real issue with the huge pile of subpar and downright trashy perks in this game for both roles that all most likely sit in the <1% global usage realm.