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Can someone explain medkit “abuse” to me please?
I keep seeing that term and I have no idea what it means. How do you abuse medkits exactly?
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- Equip medkit
- Use medkit
There ya go.
Abuse on these forums means using anything I don’t like - even within the set parameters of the game.
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I mean… I’m trying to be open-minded and see if there’s honestly something going on with medkits that would constitute “abuse” but if it’s just survivors using medkits then that’s just silly.
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I think it’s when one survivor takes a medkit, takes the syringe out of said medkit, and repeatedly uses the same needle over and over. Might share it with friends. Swf. Sharing with friends. Hope this clears up a couple of commonly used terms.
🫠 you will see this look after medkit abuse.
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'Medkit abuse' might mean when the whole team brings ranger medkits with gel dressings, or emergency medkits with gel dressings alongside perks that boost healing speed, but for the most part it's just people being salty. Same with genrushing - it can mean a whole team using PT/BNP/Hyperfocus, but usually it's just people complaining gens got done fast.
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Having the same 4 survivors with same perks, also the same killer in both match A and B.
Survivors team A have no item. Survivors team B have 4 Ranger, Gel dressing, Styptic, Syringe...
How can you balance perks when the gaps of item/addon investing between 2 teams this huge?
I really think item should be nerfed but free, come with a single version Brown (act like killer's power), and buff addon in return. To reduce the item investment gaps
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Its when you use a medkit more than the killer thinks you should be allowed to, or wants you to.
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You’re explaining to me an argument for why you think they should be nerfed.
But how exactly are they being abused? Just because they’re available to use and survs use them?
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Never heard this term before. Were I to hazard a guess, it'd be when your medkit is so effective that you begin healing mid-chase, after dropping a god pallet or vaulting a safe window. Eventually, you'll gain a health state, potentially before a Dead Hard that's effectively *another* health state. It's extremely infuriating unless you're an extremely oppressive chase killer.
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Medkit abuse really means people do not like losing.
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To jump on the problem highlighted by C3Tooth, here is a visual aid made by Otzdarva highlighting this problem. A survivor with no med-kit vs a survivor with a build and a tooled out med-kit is such a vast difference, that its basically night and day. Med-kits are arguable the strongest items in the game and if you push them to their limits you can basically heal faster then the killer can unjure you. This inconsistancy is what drives imbalance and might push even chill killers into the tunneler territory (all killers are misunderstood saints in bloody robes :V /s).
But for real, when you see a med-kit or a toolbox, you got no idea what you might get and some killers might just take no chances and go all in, thereby stomping just a group of casual friends who are fooling around with their camping medkits thats good for a single healing.
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thank you for the visual aid. So my take on this is that killers see this as a “problem” because as you said they can heal faster than a killer can injure.
As a survivor main with 900 hours, having a green or purple medkit has never saved me from getting downed or sacrificed. This seems like another “problem” for killers who think they’re supposed to 4K every match and that if they don’t, that it’s a game design flaw and needs to be fixed. I get that BHVR has killers thinking this game is all about their pleasure and revolves around them, but there are actual people playing survivors here that want a fair shot. If survs didn’t play, killers would only have bots to play against or there would be no game.
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It's kinda odd to me that what people deem 'abuse' is survivors dedicating a whole build to quick heals which in itself is an outlier, the same way dedicating a whole build to SO/hyperfocus/BNP/Prove/Toolbox/etc also isn't as common as people make it out to be. I bring a 2 heal medkit (usually yellow with an 8 charge) because I play solo the majority of the time and can't rely on teammates: that's one heal after my first hook and another after my second hook. Even with built to last, nobody has an infinite abusable medkit and self-heal speed on self-care is laughable.
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"Abuse" can be defined as a hyper-reliance on something, basically just focusing one something entirely.
So "Medkit Abuse" would be making a build around strong medkits I guess, I never really used "abuse" in terms of something within a game since the word abuse holds a lot of negative and serious meaning behind it and something as simple as a game does not merit such.
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I would not call it abuse, but if you have 4 survivor's with kited out med-kits. You have no reason to lose other than to A tier killer's or higher running good stuff. They are extremely strong. It's like when people say other people are abusing nurse.
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medkit are strong but doesn't mean that whenever u run it you win the game, therse legit playes that can't loop and get downed in less than 20 second or playes that hide scared to do gens
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Blight is extremely strong but that's doesn't mean whenever you play him you win, there's legit players that don't know what is his power does.
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9s self-heal out of the box with a base green med-kit is insanely fast. You could do 5 self-heals with that in the time it takes a self-caring Claudette in the bushes.
9s .. that can be a killer loosing sight on you and looking the wrong way, then the other and boom, you are healed, all pressure gone. This is really an insane speed, and if you got a whole team who coordinates, slamming gens while you are chasing someone and taking the occasional hit, you probably couldn't even conceivably tunnel someone out if you tried.
I agree that we shouldn't throw this term around carelessly, but with items having become cheaper then ever a lot of survivors can effort to run one every match, especially now with the halloween dowsing rods + blood hunt giving everyone more BP then they can spend in 40min.
Again, I am not trying to paint this as the uttmost problem DBD has, but this inconsistancy and vast differences between different players, groups and build is a real nightmare. When I get stomped a couple of games in a row I sometimes shift gears and go in as hard as I can from the start, and when I finally realise that I was up against a casual group with a baby Dwight in tow, someone might already be dead.
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where did i say anything about blight? completely out of context i thought we were talking about medkits here?
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i was replaying to a statement u made, u said that u don't loose if your squad runs all medkits, wich is not true because there so much more things involved in a game than just medkits alone. if its a decent coordinated squad yes the have more chances to win but 4 medkits doesn't mean win
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I'm making a comparison, both are extremely strong things where if in decent hands they will roll over the other side unless the other side is that much better or running stuff just as good. The point is while yes in the bad hands, they won't carry the game for you but if in even decent or even good hands they will make the game so much easier it's absurd. Like I would say 4 strong med-kits on a strong swf is equivalent to blight running green speed iri tag, I will down stupid fast but it's made up for with med-kits. I did not mean to be condescending.
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I guess it means making a really strong medkit, like a green medkit with a green charge add-on and the speed-up scissors. I've never used the term though.
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Devs when nerfing some things in the past said they were "abused." People then started using "abuse" for anything they want nerfed or removed from the game. Abuse is just a buzzword at this point for things people don't like.
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Abuse = other side doing what works against me.
Not abuse = me playing however I want.
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Best thing was the term "spreading abuse" to talk about survivors splitting up on gens.
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Take an Emergency Med-kit. Slap Gel Dressings on it. You now have two self-heals that are 10s.
Only ever use these charges when healing yourself off of Hook, these being guaranteed Injured states where the Killer is not around, unless of course they’re camping or tunneling.
Instead of 32s being used up between two survivors (16s each for the heal action), it is now just 10s for one survivor. This is 22s increased time-efficiency.
Then do this 8 times, if the Killer is playing for Hooks.
8x22= 176s potential seconds of time saved via 4 Emergency med-kits with gel dressings.
The counter to this, is to tunnel and camp out survivors with med-kits. Which survivors don’t like. Or to bring Franklin’s, which survivors don’t like. In the end the Killer just gets put down for being “unfun”, whereas the survivors are also being hypocritical given that extra time is of course going to be used for generators.
”abuse” is more or less an incendiary term so people start asking questions about more esoteric game mechanics.
(Don’t get me wrong, the agency med-kits provide us a great feeling, how quickly that is done is the issue though)
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First time reading a term... "Medkit abuse".
It just similar to say "Killer M1 abuse".
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Medkit abusing is usually 2-3 survivors running healing perks and medkits and best arson and the needle.
They heal in a few seconds, then they save the needle and use it mid chase on themselves or someone else.
its really not abusing it though. Just being smart with it
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