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There should be more variance in the different medkits

Exerlin
Exerlin Member Posts: 1,352
edited July 2023 in Feedback and Suggestions

The medkits are all the same, except they heal others 5% faster each tier. The charges, self-heal efficiency, and self heal penalty are all the same. This is super boring.

I think that the stats other than altruistic healing speed should change with the rarity of the medkits. My idea to approach this is as follows:

  • Change the altruistic healing speed bonus from 35%/40%/45%/50% to 20%/40%/50%/60%
  • Increase the Ranger Medkit's chages from 24 to 32
  • Reduce the Emergency Medkit's personal healing speed penalty from -33% to -10%

And there! Medkits are interesting again!

Comments

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Medkits are still good item, there is no need to buff them back.

    Sure, variety is low, but if you really want it different that much, we can nerf brown and green...

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,303

    I left a pretty good comment on Youtube about healing the other day, and came up with some changes that could help balance the healing/anti-healing aspect of the game.

    SitRep: Patch 7.0.2 - Sloppy Butcher is a major issue these days, as practically no one is running CoH or healing perks anymore.. well you do see the occasional Botany being used, and We'll Make it, but that's about it. I think that standardizing med kits was a bad nerf to be honest, especially for solo survivors. No one uses the purple kits any more, as they are an utter waste of bloodpoints. I'd much rather see them revert the med kits (though keeping the slower self-healing speed is not a bad idea). My idea of a fair rebalance of healing / anti-heal would be something like this:


    Pure buff:

    Med-kits: Self-healing has no efficiency penalty.


    Adjustments:

    Ranger Med Kit (Purple) - Changed the altruistic healing speed to +75% (up from 50%). 28 charges as standard (up from 24). - Self-healing changed to 50% healing speed (down from 66%)

    Emergency Med Kit (Green) - Changed the altruistic healing to +60% (up from 45%). 24 charges in a standard configuration. Self-healing speed is decreased to 45% of normal speed.

    First-Aid kit (Yellow) - Changed the altruistic healing to +50% (up from 40%). 20 charges in a standard configuration (down from 24). Self-healing speed is decreased to 40% of normal speed.

    Camping-Aid Kit (Brown) - Changed the altruistic healing to +40% (up from 35%). 16 charges in a standard configuration (down from 24). Self-healing speed is decreased to 35% of normal speed.

    Botany Knowledge (Survivor Perk) - Removed the efficiency penalty, but changed bonus healing speed to +40% to compensate. - Overall buff to the perk.

    We'll make it (Survivor Perk) - Changed the altruistic healing speed to +75% (down from +100%), but added a +25% bonus to self-healing speed while the perk is active.* - Active time adjusted to 40/60/80 seconds (changed from 30/60/90 seconds)


    *This will make it a much better perk for a solo survivor to run, especially a healer build with my suggested Botany buff. With Self-care, Botany and We'll Make it, a survivor could self-heal at 100% again, within a limited time window. Add a Ranger Med-kit and you can briefly self-heal at 115% speed.

    Overall, Botany Knowledge would be a very nice healer perk to run in conjunction with Self-Care, to achieve 75% speed when self-healing without any med-kits. With the best med-kits you can achieve 90% speed (a slight nerf), but you won't need to worry about charges anymore.


    Nerf:

    Mangled status - Healing debuff reduced from 25% to 20%

    Hemorrhage status - Health bar regression going from 7% per second to 4% per second (going from 14 seconds to deplete, to 25 seconds), and loud noises from letting go of the healing is removed.

    * This will also indirectly nerf Sloppy Butcher. With the maximum amount of regression now being 5% per second (down from 8.75% per second), 20 seconds regression from full bar (increased from 11.25 seconds).


    Built To Last (Survivor perk) - Can not replenish a Med-kit anymore. - As a fair balance change, BTL loses its ability to replenish med-kits, as this would be stupidly overpowered if left as is

  • Boons123
    Boons123 Member Posts: 971
  • AssortedSorting
    AssortedSorting Member Posts: 1,523

    When it comes to the Healing Action with Med-kits, there are three major components

    • Player positioning (Self, Altruistic, Stationary)
    • Healing speed (Buffs, de-buffs)
    • Charges (Item)

    Adjacent relevant mechanics include:

    • Grunts of Pain
    • Skill checks (Failed, Good, Great)
    • Pools of Blood
    • Aura Read
    • Healing Decay (Hemorrhage)
    • Terror Radius

    At least that's what I can think of so far.



    If you want to create archetypes I'd suggest splitting the major components into each med-kit for specialization purposes.

    We have

    • Positioning
    • Healing Speed
    • Charge Focused

    I would also eschew from the standard thought of just "Buff them in general", and make their specialization more niche.

    • A Ranger Med-Kit has its Aura revealed to all Survivors if Dropped with 24 or more Charges.
    • Emergency Med-Kits can be used to increase Altruistic Healing on Dying Survivors by 100%.
    • Camping Aid Kit can be used to rummage oncer per chest for 12 additional charges (8s Action).

    (I would swap the rarity of Camping Aid Kit and First Aid Kit.)

  • AngelOfHope2017
    AngelOfHope2017 Member Posts: 154

    Says many killer mains. I have 4000+ hours in the game. I am now a killer main and only play Survivor when my friends want me to play. However, I am frustrated with all the time and points spent to earn purple medkits and now they are worthless. They need to do something to make it worth it! Also, the nerf of Boon: Circle of Healing is ridiculous. It is now a worthless perk that most survivors will not use.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    CoH is basically SWF only perk. It's definitely not worthless. It's simply not brainless to use anymore, that's all.

    You don't need to claim most of those purple medkits. There is already so many useless add-ons and offerings that one more is not relevant.

    It's also not really useless, I use medkit to heal others quite often and extra speed is nice for sure.

  • Boons123
    Boons123 Member Posts: 971

    Well the purple Med-kit is supposed to be the best

    But a difference of 5% is very difficult to notice

    So why would a player buy a purple med-kit if brown and yellow are cheaper and offer the same benefit with only a 10% difference?