http://dbd.game/killswitch
Medkits & Circle of Healing
BHVR: I want to preface this by saying that I am a killer main with 4000+ hours in the game. I do play survivor, but only when my friends are playing. However, I mostly play killer. As a killer, the only perk I ever wanted nerfed was Dead Hard. I have not been a cry baby about any other perk, not even Boil Over.
I hate the changes to medkits and Circle of Healing.
First of all, I spent a lot of bloodpoints on characters to get purple medkits that are now worthless. When I'm in a match, I use my medkit on myself and that's it. You want to nerf medkits? You can do it so that when you heal yourself it is massively slower, not less charges.
Secondly, Circle of Healing has no point now. If you want to nerf it, make it so you heal yourself massively slower. The perk is not viable as is.
I never had an issue with people healing "too fast" or "too many times" in a game. These nerfs to medkits have already made some of my friends leave the game altogether (most were survivor mains).
KILLERS: If you don't like medkits, bring Franklin's. If you don't like Circle of Healing, snuff out the boon. Simple.
Comments
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I disagree on medkits, I think the nerfs were good. Although even slower heal speed at an exchange for more charges would definitely work as well.
When it comes to CoH, I kind of agree. I wish they would have just decreased self healing speed significantly instead of removing self healing completely.
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The med kit nerfs were needed. Self healing at altruism speed is just inherently broken. Self healing is already very powerful, as for altruism you need to spend time finding someone and then also get healed. Probably averaging out to 30~ seconds for solos, 25~ for swfs. Have a med kit? 16s and you get healed. if the killer just hit you and left for some extra pressure, they get 16 of 1 person and cant even act on it as their probably still looking around for someone. Injure pressure was so miniscule thanks to med kits that they directly made hit and run non viable.
CoH was just bad game design. One perk should not give everyone on your team self care and botany knowledge for FREE. Boons shouldnt have that level of power since their so easy to apply and appliable infinitely. Old CoH might have been balanced if it were token based, or took a full 30s to place, or if shattered hope was basekit on CoH totems. But none of that was true. So for 14s after finding a totem, something relatively simple, everyone has self care. Altruism healing was no longer something that existed unless by some chance you were grouped up in the boon. Everyone could just run over there and spend 32 seconds to self heal. You might say "but you said that it takes like 30s just to get an altruism heal anyways" yeah but 16s of that has 2 people off gens. Making for an effective 32s of potential progress lost. With CoH that extra survivor can be on gens while you spend 32s healing. So instead of losing that potential progress to get the heal, you get the heal in roughly the same amount of time while still getting the progress. And snuffing it didnt do much either. They know where the totem is, so they spend 20s to go reapply it and boom 8 more perk slots on the team.
but yeah med kits should just take really long the charges nerfs were stupid. The extra 8s was to compensate for the time gained since you dont need to find anyone, also making all med kits give at max 2 self heals is stupid. They shouldve just made it take a full 32s and left the addons alone imo.
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So you are killer main, but use most BP on survivors. Makes sense...
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After I finished all the survivor tome challenges and survivor achievements, I switched from survivor main to killer main. I now have completed all 15 tomes and 100% of the achievements on Steam for DBD. So yes, I am a killer main now.
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@AngelOfHope2017 i agree the nerf to medkits were a bit much but COH was busted beyond belief..Sure your a killer main but there are different killers that take the impact of certain mechanics more severely,lets never forget how busted COH was on with the twins,made pressure nearly impossible….
Also…its not viable for a killer to waste a perm slot purely for the purpose of cancelling out one singular perk slot on a single survivor.Killer perks are meant to be more powerful than survivors because its a 1v4 gamemode,so making them waste a perk slot to be even with a single survivor is crazy.
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CoH no point now? I hardly doubt it, two heals and it will be net gain.
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Tbh I wish they would have at least kept the medkits unique
Now why even take a purple if the brown is the exact same?
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Let me put this into perspective.
Killers, if you don't like medkits, shell out cash to buy a licensed character, grind up until you unlock his perk, keep grinding to level up his perk for everyone, and THEN sacrifice 1/4 of your build to counter 1 item.
If you don't like CoH, go out of your way to disable a perk that can endlessly be reapplied, the same perk that's often set up AWAY from you, and actually countering requires you to bring Shattered Hope, again requiring you to give up 1/4 of your build to counter a perk that MIGHT be there and would still be able to be set up 5 times.
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100%
They could have nerfed CoH to 35% but still let you heal yourself with it
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Is that how it works? Just because you started to play one role more, you consider yourself main?
If so then I am survivor main and I think medkits are fine as it is.
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You think its fine that Medkits are not worth bringing?
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Use them on your team then like they are ment for.
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I use them regularly. I will still take them over any other item.
They are still worth it. I have always used only brown medkits, so couldn't care less about rarity nerfs.
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Yeah, I think there is an imposter among us...
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How is it "not worth bringing" when it still allows you to heal solo (twice with addon) at lot higher efficiency than healing others? I don't get it.
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Your point towards CoH doesn't make sense. First of all, it was so strong because you could self heal in approximately 21 seconds, not 32 seconds.
Increasing self heal to 32 seconds, or something similar, would have fixed that problem. One survivor healing for 32 seconds is exactly the same time waste as 2 survivors healing for 16 seconds. One survivor on a gen for 32 seconds is the same as two survivors on two gens for 16 seconds.
Self healing is completely fine as long as it takes enough time to do so. 21 seconds was just not long enough.
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What? it took 32s. It healed you at 50% the normal healing rate, making it 32s.
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Agreed. Homenogized items are boring. Making boons nigh useless is boring. It's also a nerf to the pharmacy perk.
Now it's just toolboxes and gen rush zzz.
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I soloq why would I use my medkit on randoms who don't heal me regardless if I heal them.
The Med-Kits are a Healing Item used to speed up Healing Actions on other Survivors, who are either injured or dying.
The rarer the Med-Kit, the faster its Altruistic Healing speed.
Med-Kits can also be used to self-heal when injured, but this applies a considerable speed de-buff and an Efficiency penalty to the Item, allowing for a maximum of just one full self-heal with any Med-Kit, making it a wasteful action on rarer Med-Kits and in general an action that should only be taken in dire situations.
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I see you live in a world full of theory. Where's moving (to CoH area) time? Where's searching time? 2 heals absolutely do NOT make it net gain (in anything, but laboratory conditions). Not to mention altruistic healing requires 0 perk slots. CoH requires 1 AND all the things altruistic healing already needed. There's a very good reason it's usage rate has fallen so much.
It took 21s, because CoH also sped up all healings - itself included
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Med-kits should be designed for self-healing. Getting a bonus to heal teammates should be just that - a bonus for being altruistic. The entire med-kit system is completely broken now. If I can heal my teammate without needing a med-kit I’m going to do so and save it for when I need it. They could’ve slowed down healing speeds without touching the efficiency. CoH is a pointless perk now. Why should I waste a perk slot and 20 seconds of my time to bless a totem that the killer can snuff out and that you have to be within a certain range of just to get an altruistic healing bonus when half the time I can’t even get my teammates to bother healing me at all? Self-care is not an issue. If you want to penalize speeds because they’re upsetting the balance, sure, but making things pointless is, well, pointless. How many posts have I seen on this forum about gens getting done too quickly and that survivors should be doing other things? Well, you all complained about healing so now doing so or using boons is pointless and survivors will just focus on gens. Most of my perk builds as survivor these days are focused on gen speed because if there’s no point in healing then my best defense is to get those done as quickly as possible.
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No I definitely prefer it now. I can choose to leave after injuring a survivor because injury pressure actually means something now. I dont need to commit to a down just to have meaningful pressure.
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the circle of healing killed all the totem builds of the killers. in general, this mechanic with the advent of Michaela was a mistake. survivors have other healing perks, including the Nancy perk.
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SoloQ still has med kits, they just take longer. Still more efficient too since 16s of 2 people off gens is worse than 24s of one. I do think that it should just take 16 charges and not 24 so you can get 3 self heals max if base medkit charges were reduced.
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