3 Loadouts to Get You Through the Mid-Chapter Update
You can forget about healing. ..or unhooking. ..or getting unhooked.
You'll need to sit on those gens if you want to escape, so don't even think about doing anything else.
Your fellow survivors are going to think they need to quadruple stack healing perks, and I'm here to tell you they are wrong. The winds are changing, and you'd be a fool to sail against them.
Comments
-
Yea this right here is why soloq is unplayable. Can't wait to see survivors now last 10 seconds in chase!
7 -
You will still want to be able to heal. Yes you will waste more time doing so, but on the other hand, the 3 strongest regression perks are being nerfed hard, and I think some people do not realise the impact of what that's going to have.
And yes, people will still want to go for unhooks as well. Unless the killer camps I guess. Camping will need to be nerfed anyways with this patch.
3 -
'Need' to be nerfed? While I agree, are there plans already? I haven't read anything I think :/ I need to know!
Edit: Grammar
0 -
No definitely not. I just can't imagine camping not being touched on if these healing nerfs stay. Maybe I am wrong, maybe it won't buff camping in any particular way. But I very much believe it will, and I can't imagine BHVR wanting that.
0 -
In my experience, the average survivor seldom makes up the time wasted healing, in chase, resulting in a net loss on objective progress.
The mid-chapter will only further compound this issue.
There are only a few scenarios in which it makes sense to heal:
- Working on a gen in a deadzone
- Stealth killer and gen has limited LOS
- Killer is running Thana and/or is Oni
- Preparing to body block or make a risky play (unsafe unhook, pallet save, etc.)
3 -
There's these great perks called Solidarity, Renewal, Resurgence, and Reactive Healing that you might want to look into.
0 -
You forgot about perks like inner healing, autodidact (which is actually going to be good now), second wind, and other ways to heal yourself that aren't just "healing" yourself.
0 -
Like I said, the winds are changing and you'd be a fool to sail against them.
Compensating for survivors new dump stat is a losing battle. You should not dedicate an entire build to be decent at one thing, when you can create a loadout that makes you great at multiple things or excellent at one thing.
@Caiman have fun running Reactive Healing into the countless Sloppy Butchers you'll be facing.
5 -
Sure, whatever. I'll not be an injured gen-jockey who gets downed as soon as the killer sniffs in my general direction, thanks.
0 -
Autodidact is a single perk, inner healing is a single perk. You don't need to make an entire build dedicated to healing....
1 -
the winds are changing and you'd be a fool to sail against them.
So how do you plan on beating on the Spirits that are going to be around? Spirit wants you to stay injured and if players start bring BNP she can bring ring+ amulet. You'd be a fool to bring no healing perks next patch.
0 -
Healing and unhooking are still going to be very important, they're not things you should just give up on doing- unhooking especially, you should definitely still go for unhooks??
Anyway, bringing stuff that heals altruistically is going to be more valuable going forward, and you're still going to be able to bring a good medkit for two reliable self-heals if you're playing in solo queue. Same with Inner Healing, that'll net you a few heals per game for those scenarios you need them more.
It's really as simple as just changing your approach, the sky is not falling.
0 -
Those perks are all going to be terrible, with exception of renewal being okay.
The problem with solidarity, resurgence, and reactive healing is hemorrhage. Since sloppy's going to be really common, you're going to lose a lot of value from those perks.
Renewal's main problem is it's so damn finicky. You get two chances to use it, and it's very easy to lose both. If you don't first unhook/heal, no value. If you do a cooperative heal or the survivor heals themselves a bit, no value.
Don't get me wrong, I think these perks are pretty cool, but they just aren't worth it if you're trying to win. If you're trying to win you're still just gonna bring a medkit, inner strength, we'll make it, etc..
3 -
Inner Healing takes 14 seconds to break a totem + time to find the totem. Then 8 seconds in the locker + time to slowly enter and leave. You'll spend more time trying to get Inner Healing value than if you'd brought a medkit.
You beat her the same way you beat every killer--do gens as fast as possible. She can't be everywhere at once.
Maybe you don't realize how much wasted gen progression occurs when people decide to heal.
5 -
If you don't heal she is going to be procing jolt left and right while you have to get off gens to save. One person will be on a gen while she keeps hitting gens with jolt. She loves when survivors stay injured because it buffs her chase. Slamming gens injured is not the winning strategy. If survivor bring full gen builds with BNP then you get ring+ amulet being brought often. And at that point she literally is everywhere.
0 -
Yeah, pair it with overzelous. Go for a totem, and now you make up the lost time repairing the gen. There are plenty of ways to do this.
Also, prior to CoH and boons, inner healing was super meta as a way to heal yourself because self care was bad, and breaking totems prevents noed, and many killers were running ruin+undying.
0 -
Overzealous buff is pretty lit--I totally forgot about it. You're right, those 2 together will be a strong combo.
0 -
Also, i'd be surprised if after PTB they don't change it so that altrustic healing stays as 16 seconds. The biggest problem was self healing. You actually WANT survivors to group up and heal each other.
1 -
this is gonna suck
0 -
You can still genrush against Spirit tho? And survivors can still counter jolt.
0 -
How do you genrush/counter jolt when everyone is going down like flies?
0 -
They’re not though. While she’s chasing the first survivor you should be able to pop 2-3 gens.
4 -
Well explain how that isn't a skill issue on the Spirit's end if you are losing 2-3 gens first chase when running CI?
2 -
Because the game is mathematically unfavorable towards killers.
It has nothing to do with skill.
0 -
If you are losing 2-3 gens as a S tier killer while running CI before you get your first down that is a skill issue. And ever since they changed the MM from 1900 I don't ever see 2 gens pop with CI as I get my first down. 1900 was also before the 6.1 patch which also helped killers.
3 -
A 'skilled' killer should be getting matched against equally 'skilled' survivors.
...so no, it's not really a skill issue.
0 -
The soft cap is 1600. The MM in this game is very loose. I also don't think even in comp you see that.
0 -
I doubt it will and no one should hope that autodidact enters high usage. Well Killers might (joking, sort of). I love the theory of the perk, but it's not good in practice and it's the kind of perk that will get worse exponentially if more than one surv runs it. Healing skill checks are already incredibly unreliable to the point where you can go through multiple heals and not get a single stack of auto and without getting at least four stacks, you've definitely wasted a perk slot or worse, you're now a detriment to your team in endgame because if you get those dreaded first 2 stacks when you need healing rate to be at its fastest, you've hurt the team.
If, as impractical as autodidact is, it becomes a highly used perk because even with its glaring and detrimental flaws, it's now viewed as mostly good, that's an indication that healing 'balance' is gone horribly awry.
3 -
But with the healing timing increased, it mitigates the skillcheck problem.
The problems with autodidact are that healing is naturally so FAST that you don't get skillchecks reliably. But in this state, healing time is much lower, giving you time to actually get to those skillchecks. I'd guess that only the first heal will be slow, and subsequent heals will get you your last couple of stacks making healing much much faster for the rest of the game.
0 -
I don't think the increased healing time is going to make a difference that is large enough to cover the many issues autod. fundamentally has. It will have some impact, true, but not enough to make up for the the flaws the perk has in practice. But even if the increased time does push it into legit 'useful' territory, I'm still not sure that's a good thing. Sure, the perk would now have useful application and is (potentially) more reliable than it is now, but only because healing in general is now so bad.
Right now it sounds more like "We've pretty drastically throttled the range your wifi will work to 3ft from the router, but you can buy this amplifier to get you back to sorta-kinda-not-really-and-may-not-always-work normal". It might be better than being confined to 3ft away, but it's still not good.
But if the healing changes go through as is, I'll definitely try it out.
0 -
Remember that first chase will have no Dead Hard.
0 -
I mean, this is a game though, that is the intent. "We are nerfing your healing speed, but if you want it back, you can build your perks around it, but doing so means you can't put your perks in other places"
Sounds pretty good to me...
1 -
I certainly don't want survivors to group up unless the altruistic healing stays at 24 seconds. There isn't that much risk of healing if it's only 16 seconds, especially if the survivors hide a bit before healing, and extra especially if they have voice comms and are calling out the killer's location.
1 -
Windows (or map awareness) + Overcome or Windows (or map awareness) + Sprintburst accomplishes a similar effect, it just shifts extending the chase to the start versus end. And tbh survivors technically control the chase anyway. Spirit’s phasing is not super difficult to predict either, her playstyle is typically very linear. She’ll try to surprise you or cut you off from a pallet, etc. and you can stalk & call out her movements with SWF too which is super helpful. OP is right survivors should be slamming gens. They need to bring everything they’ve got to pop gens because there’s no way healing is going to be efficient. I expect nearly every killer to run healing slowdown. This is the counterplay to that: You use a scapegoat (looper) and punish the killer by genrushing. Maybe you can save them at the end, maybe not. But if you play your cards right a 3-man is very likely.
1 -
The best argument for still bringing healing perks in this thread is that its essential against 1 out of the 31 killers. No one will be making builds like that unless they know the killer they are hitting (or are literally at an MMR level where they are expecting one of the big 3 in every game).
There's also a huge problem with a healer focused build not getting mentioned. If I run a gen rush build, and a teammate runs a gen rush build, great. If I run a healing build, and a teammate runs a healing build, we've hurt each other as we're both going to want the same thing (in this case, unhooks).
And if we're talking 1 out 31 killers, plague makes healer builds totally useless anyway.
I guess we'll see whether SWFs think it is worth their time to run a dedicated healer, but that's the only circumstance I can think of where it will be a good strategic option.
2 -
I've actually been thinking of reincorporating Autodidact into my heal build.
Currently it's Renewal, Desperate Measures, Empathy, Flex.
I may swap out Empathy for Empathic Connection, to get that extra 10% heal speed
0 -
Inner healing was good even with 16 second heals because choosing when you do the heal has a lot of value.
You don't want to be the guy who gets caught healing for 30 seconds after being unhooked. Being interrupted is a death sentence, which is much, much less likely with inner healing. Counters stuff like coulrophobia and nurse's calling too.
Inner healing's main drawback is finding a totem, if you find a convenient totem and do it, great. If you spend a lot of time looking for a totem, that's gonna be pretty bad for your team.
So it's a pretty well-balanced strong perk and worth using, imo, it's just not busted.
0