http://dbd.game/killswitch
Please remove penalty from Botany Knowledge
Idk whether dev team will read this or not, but I think Botany Knowledge's penalty about medkit efficieny needs to go. This is pretty pointless downside, and I am pretty sure that this will not cause balance issue at all.
Comments
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Actually it was added, because it was very strong while using medkits. It made healing times very short.
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But medkits were nerfed now to be used pretty limited times compared to before, so I think it wouldn't be problem unlike before
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That was changed in the same patch if I remember correctly.
Because the speed of Botany also applies to medkits, you could heal yourself too fast too many times without the debuff. That's why.
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The changes were initially implemented because the perk proved to be too powerful when combined with med kits in certain instances, indicating a balance issue at that time. If the changes were to be reversed, it raises the question of whether the balance issue would resurface, It begs the question. What makes you so sure it would not be a balance issue?
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It actually wasn't changed in the same patch. Botany change was 6.1.0, while medkit changes were in 6.7.0.
So it wouldn't be a balance issue anymore to remove penalty from Botany, for the way medkits work now, it would still only allow you to heal yourself once (or twice with the add-ons that add charges).
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While I agree the penalty is a bit annoying especially if you find a medkit in a chest that you can't heal yourself with because of it, I don't think it should be removed without lowering the heal speed again. 50% heal speed is REALLY good and completely offsets the heal speed nerf medkits got later (medkit self-heals are 16 seconds with Botany).
I would be fine with the penalty going if the heal speed bonus was reduced to 35%.
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You can just use a different perk instead of Botany. Desperate Measures is probably the next best thing that's very easy to use, and it works with Med-kits.
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Because then it's outright the best healing perk in the game bar none. We'll Make It or CoH's 100% vs Botany's 50%? Just a 2.7 second difference, but it's always active, applies to self heals, and has no conditions/caveats to use it.
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Botany Knowledge is one of the best perks in the game right now, it definitely does not need that buff.
If Botany could be paired with medkits, that's all people would do with it, and it'd completely undo the penalty to self-heal speed that medkits were balanced with. It is using a perk slot to achieve that, I'll acknowledge it, but it's still a pretty dicey proposition. You'd have to nerf the speed back down to where it was before... and at that point, you've just kinda ruined Botany Knowledge because it's a lot less useful for altruistic heals.
It's great as it is, it doesn't need to be changed.
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You can literally take a brown add-on on your medkit to remove the downside of Botany Knowledge. You can take skillcheck add-ons to heal like lightning if you can hit great skill checks and also ignore the downside of Botany Knowlege.
It's a great perk, one of the most consistently reliable healing perks in the game. Doesn't need a buff.
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Without botany knowledge, a survivor can heal themselves to full with one medkit.
WITH botany knowledge, it just doesn't work, and you can't heal yourself with the same medkit. Makes no sense.
They need to redo some math and reduce the penalty slightly so that it's still possible to heal yourself with a medkit.
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The only way to do that would be to remove the penalty entirely, which defeats the point.
The whole point of the penalty is that Botany Knowledge does not work with Medkits.
If you want to heal with a Medkit, don't bring Botany Knowledge, it's that simple. There are 133 other survivor perks to use.
Alternatively, you can bring medkit add ons that increases the charges. You only need 8 more charges to reach 32, which will be a full heal under the effect of Botany Knowledge.
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