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Please make it consistent if deep wounds count as health state

VibranToucan
VibranToucan Member Posts: 674
edited June 2024 in Feedback and Suggestions

Currently the rule seems to be that deep wounds is in a weird state between injured and downed. Some perks (like Adrenaline) count it as a health state seperate to injured but other perks (like Dissolution) do not view it as a seperate health state to injured.

Please make one clear rule if deep wounds count as a health state, otherwise it is confusing.

Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,843
    edited June 2024

    It sort of is consistent already, it just depends on the situation.

    The general rule is:

    • For things involving instant heals (like Adrenaline, Second Wind, or syringes), it counts as a health state for the purposes of the instant heal (it will prevent healing to healthy).
    • For pretty much everything else (ie. activating a perk when a survivor loses a health state), being put in deep wound doesn’t count as a health state if the survivor was already injured (but it will count if they were healthy, ie. a Legion/Slinger hit on a healthy survivor counts, but on an injured survivor it doesn’t). So perks like Blood Favor, Dissolution, Remember Me, Inner Focus, Reactive Healing, etc. won’t trigger their effect. An active syringe, Second Wind, or Blood Rush timer also won’t be canceled by being put into deep wound during the charge time since that’s not considered changing health state (however, the subsequent healing effect would only mend the deep wound and would not make them healthy again).
  • mizark3
    mizark3 Member Posts: 2,257

    Sadly this was the fix to a more confusing previous problem. Before you could have numerous forms of Endurance, and all would function while Deep Wounded. This was good for being a tunneling deterrent, but bad for game clarity.

    Currently Deep Wound serves as a 'they are truly 1-hit down now' marker (barring Mettle of Man), but not anything else. I think that is clear enough, but that means Killers can tunnel too easily off hook and deny anti-tunnel effects.

    Arguably they should instead make anti-tunnel Endurance function like Mettle of Man, where you flash white once hit, but no Deep Wound, and remove the Survivor's collision until they do a CA/pallet or blind save (so they can't bodyblock a doorway or effectively protect a fellow Survivor, and honestly saves should be CAs also). The Killer has an easy enough time remembering "just don't chase the exact same person" if they want to avoid it. Also even if a team picks the same character same skin, the Killer can still 'shoulder check' an injured Survivor if another injured Survivor made the rescue.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited June 2024

    Deep Wounds is a bonus health state, it's a second chance condition between injured and dying. As such it is going to come with some caveats that don't allow it to fit neatly into either dying or injured, and work differently to those health states in some ways.

    As sizzlingmario42 states, it IS consistent in how it functions, it just doesn't function as one of the core health states, and that's entirely fair.

    Becoming deep wounded doesn't trigger effects that activate on health state loss, because you haven't entered the dying state, which is the next step down from injured.

    In contrast, being healed while in deep wound doesn't bring you up to healthy, because you would have been in the dying state had you not had the protection of endurance.