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Medkit nerfs are awesome! But the heal speed changes....
Medkits and Circle of Healing have been way too strong for way too long. The changes you all have made to these components seem very positive for the game's health.
However, I'm not too sure about these heal speed changes. I think it would be incredibly fair if only self-healing took 24 seconds with altruistic healing speeds left unchanged. However, as it is now, with both methods of healing requiring the same time investment, it might feel more necessary to bring a medkit into every match than ever. Without a medkit, one will waste 48 man-seconds healing (24 for each survivor), whereas with a medkit, one will only waste 24 man-seconds. This tremendous differential in heal times will likely cause survivors to rely on medkits more due to the higher time efficiency of self-healing.
Moreover, I feel that increasing heal times by such a large portion has a lot of unintended consequences. For one, 3-gen killer builds will become significantly stronger, as survivors will have to take 8 additional seconds healing after losing a health state & running to safety before returning to work on the generators. Granted, you all did nerf some 3-gen perks, but I'm still concerned nevertheless. Also, Sloppy Butcher may become too oppressive-- I remember the day that survivors would rage if their teammates spent 32 seconds healing themselves with Self Care. Now, with Sloppy Butcher, it would take two survivors 30 seconds to heal just one of them, and if they get interrupted at all, the healing progress is wasted. Speaking of Self Care, this change leaves that perk in the dust. Healing oneself with Self-Care now takes about 70 seconds, which makes it even more of a throw to bring into the trial.
I hope that you all realize the problem with medkits and CoH came from high self-healing speeds and not from high altruistic healing speeds. Please leave altruistic healing alone and nerf self-healing so that a lot of these potential issues can dissipate.