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Medkits should be differentiated a little more

Caiman
Caiman Member Posts: 3,472
edited April 2023 in Feedback and Suggestions

Homogenizing the medkits was a necessary step in nerfing them down to a more manageable level, so we can start tweaking things again from this new starting point. My first suggestion is to tweak the heal speeds to be a little further apart so that the medkit rarities mean something again.

  • Brown Medkit: +15% heal speed, smaller skillcheck success zones
  • Yellow Medkit: +30% heal speed
  • Green Medkit: +45% heal speed
  • Purple Medkit: +60% heal speed, larger skillcheck success zones

On the other hand, we could also add different effects to the medkits so that they have unique features and additional utilities. Maybe the Green Medkit lowers the volume of the injured survivor being healed like Iron Will, and the Purple Medkit silences them completely like Bite the Bullet.

What could be very useful is a Medkit (or Add-On) that greatly boosts healing a survivor in the dying state like We're Gonna Live Forever.

Post edited by Caiman on

Comments

  • Smoe
    Smoe Member Posts: 3,392
    edited April 2023

    Honestly, i can get behind making each medkits different from one another as a means to add variety.

    Kinda wish some of Survivor's addons were updated as well to have a more unique effect than just being better versions of existing addons, since it could give people different playstyle to use medkits with.

  • Emeal
    Emeal Member Posts: 6,865
    edited April 2023

    I see no reason as to why Items in a category have to "mean" more than direct simple increases, You have addons for that. You can literally create your own personal improved med kit, but here you are asking for more speed and more power in each different one.

    Keep in mind every super effect you apply, Can be doubled by four. So its at least obvious to me why they cant be that strong.

    If you want to use Iron Will, We're Gonna Live Forever or Bite the Bullet use those Perks. Power comes at a cost. Why do we need to make those perks less by adding their effect to med kits? Why do Medkits need like mini-perks effects anyway? Ofc the reason must be so you can avoid using your Perk Slots on them, obviously.

    bHVR has just closed the hellish gates of Healing Medkits, and here you are asking them for just opening them up a little bit again.

    All I can say currently is No Thanks to those ideas, if anything bHVR could add more interesting med kit addons, but their power should not overshadow viable perks. That would be an mistake to do.

  • Caiman
    Caiman Member Posts: 3,472

    I'm asking for the different tiers of medkits to mean something, otherwise they have no reason to exist and therefore are a waste of BP to purchase beyond the common brown ones.

    By your logic, medkits shouldn't exist at all because Botany Knowledge exists.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    The different tiers mean something, because the whole point of the healing changes was to discourage self healing and encourage altruistic healing..... and the different medkit tiers do affect altruistic healing, which they should, to encourage people to use them altruistically.

  • Caiman
    Caiman Member Posts: 3,472

    The only differences in tiers is increments of +5% speed, which is so small as to be non-existent and definitely not worth the increased BP costs between them. Currently they're all so samey that they're practically identical and I think that's bad design.

    I am completely aware of the healing nerfs and why the exist, and I'm not arguing to revert them, this is not one of those threads. I agree the self-healing was a problem and the penalties can remain. I want the medkits to be good at healing other players. I also want there to feel like there's a noticeable difference between a brown medkit and a green medkit, because right now there is not.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    BHVR could make the medkits tiers do +20%/+25%/+50% altruistic healing speed! Then they would feel really different from each other. It's a win/win here.

  • Caiman
    Caiman Member Posts: 3,472

    Sure, that's fine. My original post was throwing a bunch of different ideas around but I wasn't serious about using all of them, I was just trying to give examples of more interesting things we could do with medkits other than "heal more". I just want the tiers to be meaningfully different. I want my rare and valuable purple medkit to feel better to use than my 30+ brown medkits, that's all.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    The point of the healing nerfs was also to heavily nerf medkits, because they can be used for self healing. We don't need to un-nerf them by giving them more utility.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    nobody uses them for healing others. they're only used for self-care benefit.

    arguably med-kit will never be used for altruistic healing as long self-care benefit exists on them. ironically if they were trying to make them usable for altruistically benefits, they should been removing self-care effect from med-kits. I don't think this was their goal anyway. they were more looking to marginally improve balance of the item. I highly doubt they will ever weaken med-kits to that severity purely because it would make bloodweb for survivor significantly less attractive for them to spend BP and they need to keep survivor player-base happy.

  • Caiman
    Caiman Member Posts: 3,472

    nobody uses them for healing others. they're only used for self-care benefit.

    I would like them to be improved in ways that make them worth using on other survivors.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    They already are. +50% healing speed is a big deal, and survivors can get more altruistic heals from a medkit than self healing.

    We really should be focusing our time and energy into toolboxes getting an addon pass. Toolboxes shouldn’t give increased skill checks, because of perks like Hyperfocus and Fogwise.

  • Caiman
    Caiman Member Posts: 3,472

    +50% healing speed is only on the purple medkit. Brown is +35%, Yellow is +40%, and Green is +45%. This is why I made this thread, these differences are very minor and I think the range should be wider.

  • Emeal
    Emeal Member Posts: 6,865

    They do mean something, Meaning something to you is different tho

  • Caiman
    Caiman Member Posts: 3,472

    If you think the +5% difference between a brown medkit and a yellow medkit is in any way significant then I'd love to hear an explanation as to how and why.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    Change Brown to +5%, Yellow to +20%, Green to +35%, and Purple to +50%. The range would feel much more meaningful that way.

  • Gandor
    Gandor Member Posts: 4,383

    No it wouldn't. 99% chance you will not be using it on yourself anyway. Making brown with 99% certainty as good as purple medkit. This might be different (and I say might - it will probably still not matter) if altruistic healing could go up to +100%. But I still seriously doubt anyone would be using it on others consistently

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    Medkits are supposed to be nerfed (like they are now), because the community demanded for the altruistic healing nerfs to be reverted, and forced all the nerfs to be thrown on self healing and medkits.

    The game would have been better off of altruistic healing speeds were allowed to be nerfed, and we could have a chase oriented meta….. But altruistic healing nerfs got reverted, so people should be forced to deal with nerfed medkits, because the healing nerfs need to go somewhere, and they aren’t allowed to go near altruistic healing.

  • Gandor
    Gandor Member Posts: 4,383

    Chase oriented? U want nerf all healing. that's not chase oriented. That reduces all chases by 50%.

    To illustrate the point - if you make heals take 90s each, nobody would EVER heal. It would be plain stupid to do that. You would effectively remove 1 health state from game (not counting adrenaline, autodidact, inner healing as the only 3 exception to the rule). The result is, that ppl will just play injured - making chases much easier, because 1 mistake is all it takes to down person.

    Also this effectively removes all sabotage plays, because u can't play sabo without taking a hit (making the game very boring to me) - anyway, I don't even mind at this point very much. I play killer much more anyway - it's just so much easier.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,296

    I like the suggestion to add different properties to medkits. I feel like just having different healing speeds for altruism isn't fun at all. useful, but there's no fun.

    We should not ignore that medkits' primary use is in healing oneself . And from that perspective, every medkit is curently exactly the same: 1 full heal, -33% self-healing speed penatly. Brown and purple medkit are exactly the same in this form. There needs to be a reason to choose between one or another. There needs to be variety. Even in the altruism healing sense, there's not much incentive to take one over another.

    Fun and variety is the key. I hope the devs manage to implement something. Yes, keep medkits nerfed, but add fun and variety. And bear in mind that medkits are used primarily for self-healing, whether you want that or not.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    I’m not saying that heals need to take 90 second each, but I am saying that fully reverting the altruistic healing nerfs completely killed the entire purpose of the meta shakeup, which was to promote a chase oriented meta.

    And yes, all healing speeds should have been nerfed, so injuries could feel like they mattered, which was literally what the devs wrote in their original update. SWFs shouldn’t feel like it’s so free and easy to take hits for their teammates, whether it’s bodyblocking or hook sabos.

  • Gandor
    Gandor Member Posts: 4,383

    Free and easy? We are clearly not playing the same game. Free and easy is taking spirit with good headser and MDR+amulet. That's free and easy. In this case it doesn't matter who you get against yourself (with maybe exception to team eternal, but I am not even 100% sure - depends on what they would take).

    And if the healing stayed the way it was proposed, the game would have VERY serious problems. And you would feel it very quickly. But it clearly shows that some people will not be happy until the game becomes so easy, that the other side will no longer want to play the game. For me it's already gone so far, that I will 4/3man or play killer. Let's just hope that I am an exception, because I want to wait for killer games just my 3 minutes the way it is now.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    And there could have been a middle ground between PTB and Live….. instead of just completely reverting all the altruistic healing nerfs, so that SWFs could have an even bigger advantage over solo q, because SWFs can use voice comms to coordinate altruistic healing, and solo q can’t do this.

    So this patch effectively widened the gap between solo q and SWFs, which is very sad.

  • Archael
    Archael Member Posts: 939
    edited April 2023

    I would suggest something maybe little controvercial.

    Few medkit lines

    Medical bags with bonus for altruistic healing speed:

    1. Brown medical bag +35% healing speed
    2. Yellow medical bag +40% healing speed
    3. Green medical bag +45% healing speed
    4. purple medical bag +50% healing speed

    First aid kits, with more charges for both altruistic and selfheal (2 heals instead of one):

    1. Brown 30 charges
    2. Yellow 36 charges
    3. Green 42 charges
    4. Purple 48 charges

    Camping bags with self healing speed:

    1. Brown -25% self healing speed
    2. Yellow -20% self healing speed
    3. Green -15% self healing speed
    4. Purple -10% self healing speed

    Dressing Disposal Bags with item efficiency for both altruistic and selfheal (would be something else because effect is the same as with first aid kits):

    1. Brown -25%
    2. Yellow = regular efficiency
    3. Green +25%
    4. Purple +50% efficiency

    and all medkit related addons would apply to any type of medkits

    this would be extended to other items too, like toolboxes, some for gen repair speed, some with sabotage bonusses.

    Also addons could be then tweaked and add new effects, like reducing heamorrage, reduce grunts of pain etc.

  • Jejune
    Jejune Member Posts: 795

    You could make any or all have healing +1000000000000000000% and I would still not use it on anybody besides me. The only time I would use it on somebody else is at exit gates before running out. You are better off bringing any healing perk if you are so inclined to heal someone...

  • Gandor
    Gandor Member Posts: 4,383

    If you cut your numbers by half (or maybe even a little bit more), then this sounds like one of the reasonable things to make medkits distinct from one another. Sounds cool.

    But I would personally be most happy, if every medkit had entirely different small effect (like one being speedy, another being quiet, another temporary removing hemorrage, etc). Make each medkit unique in some ways - your version would still make all the medkits almost the same if you found it in a chest...

  • Archael
    Archael Member Posts: 939

    The point was not numbers but to make different kinds of medkit lines for different purpouses, and to make more of them in general.

    You can make them all having same stats like current one, but.

    Medical bags reduces grunts of pain

    First aid kits removing or pausing negative status effects

    Camping bags allowing for special interaction like faster recovery speed or additional healing speed after unhook.