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Can We Change Med-kits So They Aren't All The Same?

I'm not suggesting that we buff or nerf the item, but the differences between the rarities is only +5% altruistic healing speed per tier. A brown rarity med-kit heals another teammate in 11.85 seconds and the purple rarity heals a teammate in 10.66 seconds. That is less than a second and a half difference. You might not even notice that since most survivors use med-kits on themselves anyway. I want to encourage med-kits to be used altruistically while also differentiating them from one another. I suggest that two of the med-kits could have much higher altruistic heal speed at the cost of no longer granting the self-heal action. I'm talking 100% heal speed for both. One of the med-kits can have 16 charges and the other can have 32 charges (one and two full heals).

Comments

  • mikewelk
    mikewelk Member Posts: 1,669

    I use medkits to heal myself only. Feels like a waste with how slow it takes to heal up another survivor even with the rarest one.

  • Seraphor
    Seraphor Member Posts: 9,420
    edited January 20

    I exclusively heal other survivors with Medkits. Highest rarity with 40 charges. Combined with We'll Make It and Renewal, it basically gets me 2 heals in 5 seconds.

    Considering how quick that is already, I don't think they need any more buffs.

    I actually think Toolboxes should get a similar treatment and have their repair speed bonuses knocked down a little. At least so Commodious isn't the best one and a purple one is instead.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    I use it on others quite often... It's good when they are dead on hook and you just need to recover fast.

  • mikewelk
    mikewelk Member Posts: 1,669

    True, I just like to 99% heal myself for Resilience value and to lure the killer into chasing me.

  • Caiman
    Caiman Member Posts: 2,886

    I wish Medkits and Toolboxes did have other features that distinguished them. I agreed with the Medkit nerf but I don't agree with making them homogenized and boring. I had ideas like attaching bonus effects, such as easier skillchecks or reducing noises (Iron Will or Technician but on an item).

  • OrangeBear
    OrangeBear Member Posts: 2,775

    at the cost of no longer granting the self-heal action.

    That's a huge nerf. I always just bring the highest rarity medkit i have with charge add-ons and then use to heal someone else or myself depending on the situation, i like the flexibility it has.

    I don't really think there is a problem, it's not like there is a reason to use lower tier medkits if you already have a higher tier one.

  • jonifire
    jonifire Member Posts: 1,437

    There is also no reason to use a higher tier medkit right now, because there is no difference. They should undo the medkit nerf.

  • OrangeBear
    OrangeBear Member Posts: 2,775

    They absolutely shouldn't undo the medkit nerf, they were the best item in the game by far since release. They are much more in line now and better designed.

  • jonifire
    jonifire Member Posts: 1,437

    In case of misunderstanding: I mean the medkit nerf, that came with the COH nerf.

    Completely disagree they are terrible designed. There shouldn‘t be any difference between healing yourself and a teammate, besides of addons. Also you should be able to heal yourself multiple times with a purple medkit (without making a build around it). Right now there is no significant difference between grey and purple.

  • OrangeBear
    OrangeBear Member Posts: 2,775

    I think medkits having better altruistic speed is good design because it encourages team work and that leads to more interesting gameplay. I think medkits being capped to 2 self heals max is fine.

  • jonifire
    jonifire Member Posts: 1,437
    edited January 21

    That’s not a good design to force people to heal others, because they otherwise waste potential heals.

    In the end it depends, how you define teamwork. I could also tank a hit in difficult situations for my team, but no I couldn‘t heal up, because the game limits the self heal.

  • Caiman
    Caiman Member Posts: 2,886

    Healing yourself is more efficient than being healed by teammates, because it means 3 survivors are still working on generators or distracting the killer. This was the problem with medkits, and why they were nerfed, and why CoH was nerfed, because each survivor being self-sustaining was unbalanced. That's why self-healing has to be limited, it's too good.

  • PogbertChamperson
    PogbertChamperson Member Posts: 138
    edited January 22

    I wouldn't want self-healing to be removed. Leaving some of the med-kits essentially as they are helps alleviate a lot of issues with playing solo q. It's the sameness of the rarities that bothered me more than anything and I only wanted to offer a suggestion and not just a complaint. I don't think 24 seconds self-heals are problematic when they are limited to an item.