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Dying State and Med-Kit

NMCKE
NMCKE Member Posts: 8,243
edited January 2019 in General Discussions
Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only provide "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.

Dying State Introduction

I just had a thought, I been downed and slugged while carrying a Med-Kit. I been waiting for my inevitable sacrifice that awaits me until something amazing hit me...

Wouldn't make sense if you could use a Med-Kit to heal yourself to the injured state?

Mechanics

Overall, I think it would make sense if you could use a Med-Kit to recover back to the injured state.

Med-Kit:
- Grants the ability to recover from dying state if you have 16 charges remaining.
- Consumes 16 charges when you use it to recover to the injured state.
- Med-Kit will ignore the recover limit.
- Tremendously increases the recovery speed while not consuming any charges.

Demonstration:

You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.

This could open a lot of possibilities such as you cannot slug a survivor that has a Med-Kit but at the same time, the survivor will have to sacrifice charges so it isn't a free jail card. My idea could be tweaked if in case it's OP or under OP so please, criticism is appreciated!
Post edited by NMCKE on
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Comments

  • Attackfrog
    Attackfrog Member Posts: 1,134

    Lol. Yes, let's buff medkits.

  • HatCreature
    HatCreature Member Posts: 3,298

    This makes every medkit an insta heal.

  • HellDescent
    HellDescent Member Posts: 4,883

    So survivor has unbreakable pretty much for free + 4 perk slots

  • NMCKE
    NMCKE Member Posts: 8,243
    Fenrir said:
    Big no
    @Fenrir
    I need criticism, not just a "yes" or a "no".

    Lol. Yes, let's buff medkits.

    @Attackfrog
    What's wrong with the idea? It would make sense and you'd still need to use charges to fully recover, namely, 16.

    This makes every medkit an insta heal.

    @HatCreature
    Huge exaggeration on your part and it's actually really bias if I had to be honest. My reasoning is that the survivor will need to recover with a Med-Kit after the 95% limit then use 16 charges to progress to the injured state. Remember, you'll have to slug a survivor with a Med-kit for this to happen so as long as you don't do that, you'll be just fine. Besides, when do you ever slugged a No Mither? It's the same situation with a survivor using a Med-Kit, treat them as if they have No Mither.

    Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.
  • HatCreature
    HatCreature Member Posts: 3,298

    @Nickenzie said:
    Fenrir said:

    Big no

    @Fenrir
    I need criticism, not just a "yes" or a "no".
    Attackfrog said:

    Lol. Yes, let's buff medkits.

    @Attackfrog
    What's wrong with the idea? It would make sense and you'd still need to use charges to fully recover, namely, 16.
    HatCreature said:

    This makes every medkit an insta heal.

    @HatCreature
    Huge exaggeration on your part and it's actually really bias if I had to be honest. My reasoning is that the survivor will need to recover with a Med-Kit after the 95% limit then use 16 charges to progress to the injured state. Remember, you'll have to slug a survivor with a Med-kit for this to happen so as long as you don't do that, you'll be just fine. Besides, when do you ever slugged a No Mither? It's the same situation with a survivor using a Med-Kit, treat them as if they have No Mither.

    Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.

    I don't think it's ''bias'', but I did misunderstand how it works. I thought if you had a Med-Kit and you were down you could instantly use the Med-Kit to get back up. I must have skipped over the part where you would naturally recover and then use the Med-Kit to get up. That's ok and wouldn't be a problem, I can get behind this. Also ''bias''? Where did that come from?

  • NMCKE
    NMCKE Member Posts: 8,243

    So survivor has unbreakable pretty much for free + 4 perk slots

    They don't recover for free as stated in my OP, "Consumes 16 charges when you use it to recover to the injured state."

    Additionally, every time a survivor successfully recovers with a Med-Kit is one less heal since they are using charges. Not to say that you have to let them actually recover with a Med-Kit so if anything, this change wouldn't be noticeable if you just don't slug in general. Same question that I asked the previous user: Do you ever slug a No Mither? 
  • HatCreature
    HatCreature Member Posts: 3,298

    So for an actual criticism----This would be ok because you still need to recover and then you sacrifice the entire Med-Kit to get back up. The Recovery cap is 95% right now so drive-bys are a thing, this is basically a drive by given to yourself and not relying on someone to come get you. This like Unbreakable but as an item and Survivors only use that perk against Sluggers which is rare so it's usually a wasted perk, now if you don't have the perk and you got slugged you at least have your Med-Kit.

  • twistedmonkey
    twistedmonkey Member Posts: 4,297
    edited January 2019
    Not a great idea as all it does is make killers hook everyone, slugging is also a strat that has it's place in the game if needed and it removes this ability from the killers, it also makes unbreakable a useless perk and removes the not knowing scenario of someone possibly having that perk, having 3 slugged and someone has unknowingly unbreakable creates some amazing moments.

    Medkits are fine as they are Imo apart from Insta heal as I think that should have a set of circumstances to be usable such as you cannot be in a chase.
  • Iceman
    Iceman Member Posts: 1,457
    I like the concept but I think it should be ultra rare medkit only. This feature will increase the use of franklin demise. I am all for more game play styles.  
  • NMCKE
    NMCKE Member Posts: 8,243

    @Nickenzie said:
    Fenrir said:

    Big no

    @Fenrir
    I need criticism, not just a "yes" or a "no".
    Attackfrog said:

    Lol. Yes, let's buff medkits.

    @Attackfrog
    What's wrong with the idea? It would make sense and you'd still need to use charges to fully recover, namely, 16.
    HatCreature said:

    This makes every medkit an insta heal.

    @HatCreature
    Huge exaggeration on your part and it's actually really bias if I had to be honest. My reasoning is that the survivor will need to recover with a Med-Kit after the 95% limit then use 16 charges to progress to the injured state. Remember, you'll have to slug a survivor with a Med-kit for this to happen so as long as you don't do that, you'll be just fine. Besides, when do you ever slugged a No Mither? It's the same situation with a survivor using a Med-Kit, treat them as if they have No Mither.

    Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.

    I don't think it's ''bias'', but I did misunderstand how it works. I thought if you had a Med-Kit and you were down you could instantly use the Med-Kit to get back up. I must have skipped over the part where you would naturally recover and then use the Med-Kit to get up. That's ok and wouldn't be a problem, I can get behind this. Also ''bias''? Where did that come from?

    Ah, okay! Yes that's correct, you'll need to reach the 99% mark on the recovery meter before you can use 16 charges and enter the injured state with a Med-Kit. Additionally, you can use the Med-Kit to fill the recovery meter faster than normal if for some reason you find it worth while.

    About the bias, basically it means you are mostly for one side or you have favorites (ofc not the exact definition but a quick way to get the main idea). When you misunderstood and said it's a "insta heal" I thought you didn't like the idea even through it wouldn't make a difference in most killer game. Knowing this, I took it as bias since you did not want something that wouldn't affect most killers which seems like you are picking favorites. Now that I know it's a misunderstanding, it wasn't bias. However bias and a disagreement are two completely different things so not every disagreement can be bias, it could be an actual reason besides "my side is getting nerfed so no". It's complicated to explain really.
  • HatCreature
    HatCreature Member Posts: 3,298

    @Nickenzie said:
    HatCreature said:

    @Nickenzie said:

    Fenrir said:

    Big no
    
    @Fenrir 
    

    I need criticism, not just a "yes" or a "no".

    Attackfrog said:
    
    Lol. Yes, let's buff medkits.
    
    
    
    @Attackfrog 
    

    What's wrong with the idea? It would make sense and you'd still need to use charges to fully recover, namely, 16.

    HatCreature said:
    
    This makes every medkit an insta heal.
    
    
    
    @HatCreature 
    

    Huge exaggeration on your part and it's actually really bias if I had to be honest. My reasoning is that the survivor will need to recover with a Med-Kit after the 95% limit then use 16 charges to progress to the injured state. Remember, you'll have to slug a survivor with a Med-kit for this to happen so as long as you don't do that, you'll be just fine. Besides, when do you ever slugged a No Mither? It's the same situation with a survivor using a Med-Kit, treat them as if they have No Mither.

    Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.

    I don't think it's ''bias'', but I did misunderstand how it works. I thought if you had a Med-Kit and you were down you could instantly use the Med-Kit to get back up. I must have skipped over the part where you would naturally recover and then use the Med-Kit to get up. That's ok and wouldn't be a problem, I can get behind this. Also ''bias''? Where did that come from?

    Ah, okay! Yes that's correct, you'll need to reach the 99% mark on the recovery meter before you can use 16 charges and enter the injured state with a Med-Kit. Additionally, you can use the Med-Kit to fill the recovery meter faster than normal if for some reason you find it worth while.

    About the bias, basically it means you are mostly for one side or you have favorites (ofc not the exact definition but a quick way to get the main idea). When you misunderstood and said it's a "insta heal" I thought you didn't like the idea even through it wouldn't make a difference in most killer game. Knowing this, I took it as bias since you did not want something that wouldn't affect most killers which seems like you are picking favorites. Now that I know it's a misunderstanding, it wasn't bias. However bias and a disagreement are two completely different things so not every disagreement can be bias, it could be an actual reason besides "my side is getting nerfed so no". It's complicated to explain really.

    Ok you thought I favored Killers, makes sense. I think about both sides, I love playing killer more of course but it's not right to only view things from one side.

  • NMCKE
    NMCKE Member Posts: 8,243
    Not a great idea as all it does is make killers hook everyone, slugging is also a strat that has it's place in the game if needed and it removes this ability from the killers, it also makes unbreakable a useless perk and removes the not knowing scenario of someone possibly having that perk, having 3 slugged and someone has unknowingly unbreakable creates some amazing moments.

    Medkits are fine as they are Imo apart from Insta heal as I think that should have a set of circumstances to be usable such as you cannot be in a chase.
    @twistedmonkey
    While you are true, this only applies to survivors that have Med-Kits with at least 16 charges. If you down a survivor with a Med-Kit, hook them so they cannot recover back to the injured state. Additionally, Franklin's gets a indirect buff because you can get rid of the Med-Kit as they go down and possibility reduce the amount of charges below 16. Knowing that you need 16 charges to recover to the injured state with a Med-Kit, the Med-Kit is no longer able to recover the survivor to the injured state.

    Another thing is that the mechanic is like Deliverance where the survivor could waste 16 charges and backfire. A example is wasting 16 charges to recover when they could've saved those charges if they waited 15 seconds for their teammates to tap them.
  • BigBlackMori
    BigBlackMori Member Posts: 220

    If this happened medkits and Franklin's would become mandatory and Unbreakable would become useless. Overall it'd be a Survivor buff in the wrong area (self-sufficient recovery) which is the last thing this game needs.

  • yeet
    yeet Member Posts: 1,832

    @Nickenzie said:
    HellDescent said:

    So survivor has unbreakable pretty much for free + 4 perk slots

    They don't recover for free as stated in my OP, "Consumes 16 charges when you use it to recover to the injured state."

    Additionally, every time a survivor successfully recovers with a Med-Kit is one less heal since they are using charges. Not to say that you have to let them actually recover with a Med-Kit so if anything, this change wouldn't be noticeable if you just don't slug in general. Same question that I asked the previous user: Do you ever slug a No Mither? 

    so does a purple instaheal, which can only be used by another survivor
    this is an absurd buff lmao

  • NMCKE
    NMCKE Member Posts: 8,243

    If this happened medkits and Franklin's would become mandatory and Unbreakable would become useless. Overall it'd be a Survivor buff in the wrong area (self-sufficient recovery) which is the last thing this game needs.

    @BigBlackMori
    Nah, you won't notice anything. I think y'all are misunderstanding how this would work.

    You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.

    Now, for all of this to happen, you'll need to slug a survivor with a Med-Kit having at least 16 charges. If you're the type of killer that slugs then this might hurt if you slug survivors with a Med-kit otherwise, you'll be just fine. Besides, most killers just pick up survivors instantly anyways so this change would go mostly unnoticed.
  • NMCKE
    NMCKE Member Posts: 8,243
    yeet said:

    @Nickenzie said:
    HellDescent said:

    So survivor has unbreakable pretty much for free + 4 perk slots

    They don't recover for free as stated in my OP, "Consumes 16 charges when you use it to recover to the injured state."

    Additionally, every time a survivor successfully recovers with a Med-Kit is one less heal since they are using charges. Not to say that you have to let them actually recover with a Med-Kit so if anything, this change wouldn't be noticeable if you just don't slug in general. Same question that I asked the previous user: Do you ever slug a No Mither? 

    so does a purple instaheal, which can only be used by another survivor
    this is an absurd buff lmao

    Before you say it's a "OP" buff, are you sure that you understand everything because mostly everyone has taken this as a free insta heal being baked into a Med-Kit.

    Here's a better way to explain what my OP is suggesting:
    Nickenzie said:

    Demonstration:

    You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.

  • BigBlackMori
    BigBlackMori Member Posts: 220

    @Nickenzie said:
    BigBlackMori said:

    If this happened medkits and Franklin's would become mandatory and Unbreakable would become useless. Overall it'd be a Survivor buff in the wrong area (self-sufficient recovery) which is the last thing this game needs.

    @BigBlackMori
    Nah, you won't notice anything. I think y'all are misunderstanding how this would work.

    You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.

    Now, for all of this to happen, you'll need to slug a survivor with a Med-Kit having at least 16 charges. If you're the type of killer that slugs then this might hurt if you slug survivors with a Med-kit otherwise, you'll be just fine. Besides, most killers just pick up survivors instantly anyways so this change would go mostly unnoticed.

    Yes, it would be noticeable. What you are missing is that while it's not broken by itself its one more way for Survivors to get a do-over when they make a mistake. I would absolutely run Franklin's every game and tunnel medkit users, or just dodge them entirely. Killers cannot afford another mandatory perk to counter a BS Survivor tactic, and this would create just such a situation. It would also make slugging an even more niche tactic and a non-option, which would be bad for Survivors because Killers will be even more reluctant to ever leave someone on the ground if they dont have Franklin's and will therefore tunnel harder (which Survivors dislike and whine endlessly about).

  • twistedmonkey
    twistedmonkey Member Posts: 4,297
    edited January 2019
    Nickenzie said:
    Before you say it's a "OP" buff, are you sure that you understand everything because mostly everyone has taken this as a free insta heal being baked into a Med-Kit.


    I don't think anyone is taking it as an Insta heal rather a free rescue from being downed.

    Bigblackmori is also correct it would make Franklin's becomes mandatory for a lot of killers out there meaning the whole idea is useless and removes diversity.

    Its a buff which is not needed imo as there is unbreakable which does exactly as this would but with a medkits being able to bring you out the dying state you don't have to sacrifice another perk which could be more useful.
  • NMCKE
    NMCKE Member Posts: 8,243

    @Nickenzie said:
    BigBlackMori said:

    If this happened medkits and Franklin's would become mandatory and Unbreakable would become useless. Overall it'd be a Survivor buff in the wrong area (self-sufficient recovery) which is the last thing this game needs.

    @BigBlackMori
    Nah, you won't notice anything. I think y'all are misunderstanding how this would work.

    You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.

    Now, for all of this to happen, you'll need to slug a survivor with a Med-Kit having at least 16 charges. If you're the type of killer that slugs then this might hurt if you slug survivors with a Med-kit otherwise, you'll be just fine. Besides, most killers just pick up survivors instantly anyways so this change would go mostly unnoticed.

    Yes, it would be noticeable. What you are missing is that while it's not broken by itself its one more way for Survivors to get a do-over when they make a mistake. I would absolutely run Franklin's every game and tunnel medkit users, or just dodge them entirely. Killers cannot afford another mandatory perk to counter a BS Survivor tactic, and this would create just such a situation. It would also make slugging an even more niche tactic and a non-option, which would be bad for Survivors because Killers will be even more reluctant to ever leave someone on the ground if they dont have Franklin's and will therefore tunnel harder (which Survivors dislike and whine endlessly about).

    You don't need a "mandatory perk" to counter this, just pick the survivor up when you down them. No perk is needed to do a simple task. I do this every time when I play my Spirit unless I can end the game practically instantly by slugging another survivor.

    Talking about slugging, I make sure the survivor doesn't have No Mither and if they do, I'll take a 3k anyways since I usually slug when I can easily down the final survivor. Same thing with this change, don't slug a survivor when they have a Med-Kit. No perk needed.

    If you have anymore points I'll shoot it down with reasoning and justification.
  • NMCKE
    NMCKE Member Posts: 8,243
    Nickenzie said:
    Before you say it's a "OP" buff, are you sure that you understand everything because mostly everyone has taken this as a free insta heal being baked into a Med-Kit.


    I don't think anyone is taking it as an Insta heal rather a free rescue from being downed.

    Bigblackmori is also correct it would make Franklin's becomes mandatory for a lot of killers out there meaning the whole idea is useless and removes diversity.

    Its a buff which is not needed imo as there is unbreakable which does exactly as this would but with a medkits being able to bring you out the dying state you don't have to sacrifice another perk which could be more useful.
    However, unlike Unbreakable... You can see that the survivor has a Med-Kit and know they can recover to the injured state If they have at least 16 charges. You can just pick the survivor up and hook them, no perk is needed there. Therefore, Franklin's won't be mandatory when you can just make it mandatory thing to pick a Med-Kit survivor up and hook them.

    I'm not against slugging anyways, this is just some common sense if you have something to heal yourself in a dire situation. Wouldn't you do the same if you had a Med-Kit in your hand and you're bleeding out?
  • BigBlackMori
    BigBlackMori Member Posts: 220
    edited January 2019

    You don't need a "mandatory perk" to counter this, just pick the survivor up when you down them. No perk is needed to do a simple task. I do this every time when I play my Spirit unless I can end the game practically instantly by slugging another survivor.

    Talking about slugging, I make sure the survivor doesn't have No Mither and if they do, I'll take a 3k anyways since I usually slug when I can easily down the final survivor. Same thing with this change, don't slug a survivor when they have a Med-Kit. No perk needed.

    If you have anymore points I'll shoot it down with reasoning and justification.

    Yes, you do need Franklin's with something like this in effect, because without a way to remove ALL possibility of a medkit save then situations where you cannot hook at all and would normally slug and continue chasing someone else become unwinnable scenarios. Example: If someone got downed a flashlight squad could easily just bodyblock and tap heal a teammate back up. A sabo squad could be nigh-unbeatable. (a No Mither sabo squad is already difficult to play against if you don't have Hangman's Trick).

    To be perfectly clear: This would make one more Killer tactic so risky that if it wasn't hard-countered by a perk, then it couldn't be done at all. Do you understand? The way you play is not how everyone plays, and i'd say it's not even a smart way to play in many circumstances. Your experiences are not universal. Get it?

    Edit: Actually, you win. I'm done with this thread; you don't want feedback. You just want to be right and you are either ignoring obvious issues or lack the experience to realize they exist. Regardless, i'm done.

  • KissyKissy
    KissyKissy Member Posts: 112

    Nope. And screw your communications standards. I dont have to abide by a damn thing you say.

  • twistedmonkey
    twistedmonkey Member Posts: 4,297
    edited January 2019
    Nickenzie said:
    However, unlike Unbreakable... You can see that the survivor has a Med-Kit and know they can recover to the injured state If they have at least 16 charges. You can just pick the survivor up and hook them, no perk is needed there. Therefore, Franklin's won't be mandatory when you can just make it mandatory thing to pick a Med-Kit survivor up and hook them.

    I'm not against slugging anyways, this is just some common sense if you have something to heal yourself in a dire situation. Wouldn't you do the same if you had a Med-Kit in your hand and you're bleeding out?
    The thing about unbreakable is the unknown, with a medkits having that ability everyone knows it's a possibility so it removes certain possible clutch plays, it's like a killer slugging a no mither player it doesn't make sense.

    You are missing the point we do have something for this scenario in the form of a perk but you sacrifice a perk to use it.

    Yes you can see a medkit so It's common sense that any killer would simply run Franklin's nullifying the use of it for the most part and also its removing the slugging strat from the game as its also common sense that the majority of killers would simply hook you, so overall the change is useless.

    It's a pointless change that is not needed.
  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649
    @Nickenzie the issue is, the Killer HAS to pressure the survivors to even stand a chance and slugging (especially the obsession) is one of the most important things to keep the momentum high. With a medkit it would be to easy to take all the momentum away a killer created.
    Imagine you slug the DS guy and he can get up by its own at least 2 times (medkit and unbreakable). This makes DS in swf groups even stronger and you already have issues to deal with coordinated genrush.

    But I like the idea of healing faster and up 99% with medkit. But not getting up by his own, one survivor should get someone up for the momentum 
  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    Unbreakable is a super strong perk can totally change and save a game for survivors. There is a reason why it's only one-time-use and why you have to "sacrifice" a perk slot for it.

    If a medkit could let you use the Unbreakable effect that would simply be unbalanced.
    Also, it would probably lead to killers not leaving survivors with medkits on the ground (similar to No Mither users) and/or killers dodging lobbies if they see medkits.

    Bottom line: It would not bring more fun to the game.

  • DocFabron
    DocFabron Member Posts: 2,410
    @Nickenzie I would close this thread if I were you. Seems everyone just wants to throw salt at you... smh
  • fluffybunny
    fluffybunny Member Posts: 2,161

    @NoShinyPony said:
    Unbreakable is a super strong perk can totally change and save a game for survivors. There is a reason why it's only one-time-use and why you have to "sacrifice" a perk slot for it.

    If a medkit could let you use the Unbreakable effect that would simply be unbalanced.
    Also, it would probably lead to killers not leaving survivors with medkits on the ground (similar to No Mither users) and/or killers dodging lobbies if they see medkits.

    Bottom line: It would not bring more fun to the game.

    They already dodge lobbies they don't feel like entering. They're more likely to bring franky's honestly.

  • powerbats
    powerbats Member Posts: 7,068

    I'd say change it to you can use med kit charges to recover faster so 1 charge - x ticks of faster recovery and depending on how many charges used determines how fast you recover to 99%.

    The better the medkit the faster the recovery would be but also the more charges per tick that'd be consumed and perhaps make it require an addon to be used like that.

    But total recovery I'd say no to unless you were using say Unbreakable and it helped you recover much more quickly.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    @fluffybunny said:

    @NoShinyPony said:
    Unbreakable is a super strong perk can totally change and save a game for survivors. There is a reason why it's only one-time-use and why you have to "sacrifice" a perk slot for it.

    If a medkit could let you use the Unbreakable effect that would simply be unbalanced.
    Also, it would probably lead to killers not leaving survivors with medkits on the ground (similar to No Mither users) and/or killers dodging lobbies if they see medkits.

    Bottom line: It would not bring more fun to the game.

    They already dodge lobbies they don't feel like entering. They're more likely to bring franky's honestly.

    I don't think so. Why use up a perk slot if they can dodge medkits and get another lobby instantly?

  • brokedownpalace
    brokedownpalace Member Posts: 8,813
    It would be better if you needed 16 charges BUT, regardless of how many charges were left over after that 16, the medkit was consumed upon use AND you were in the Broken state for 90 seconds or something.

    I like where you're going with the idea but it is a bit strong as originally designed given how easy it is to come by a medkit. 
  • Milo
    Milo Member Posts: 7,383
    But you are dying. Like without perks you are limited in the dying state as it should be.

    Would i be able to use my flashlight on the ground also? (Also last buff to recovery made slugging worse)
  • PolarBear
    PolarBear Member Posts: 1,899

    This would make unbreakable useless so no.

  • Hoodied
    Hoodied Member Posts: 13,024

    No but if they make a item that helps with this I would not mind, just make it slow healing instead of fast

  • popoles
    popoles Member Posts: 831
    No, because it's an unneeded buff.

    If you want to have it in the game so hard, then make it an add-on that consumes the medkit after use. 
  • The_Trapper
    The_Trapper Member Posts: 186

    Thanks for saying you don't want survivors to be a cake walk, a lot of people would assume you do if you don't make that clear. Second, I see why this would make sense in reality, but in-game it would be the worst thing since DS, I will try to explain the best I can.

    Killers are against the clock. Putting survivors into the dying state buys us time, because that survivor can no longer do objectives until another comes and heals them (or they have no mither/unbreakable). The best outcome is that other survivors come to heal them, so you can have up to 3 survivors doing no generators, buying the killer time.

    If survivors could bring DS, unbreakable and a medkit; slugging no longer becomes a useful tactic. Killers won't even bother downing the obsession because they will just get back up on their own, potentially more than once.

    SWFs won't budge from their generators if the killer doesn't pick them up, because the dying survivor will pick themselves up.

    If a killer wants the 4K, and wants to down the 3rd survivor to find the 4th before the hatch opens; this becomes much, much harder.

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    I'm unsure...... this would kind of hurt unbreakable.... like think about this why would anyone use unbreakable when you could possibly get up with a medkit?  You can take a medkit in every game really and possibly find a 2nd one in game....
  • TigerKirby215
    TigerKirby215 Member Posts: 604

    lol let's make Unbreakable an item
    Or we could, you know, not do that.

    I'd honestly be okay with being able to pick yourself up with a Medkit if it was only when you were fully recovered and it used an item similarly to Anti-Hemorage Syringe. I think if AHS allowed you to pick yourself up and go from Dying to Injured (and also used the medkit up) then it would give it more of a use for solo play. As it is currently Anti-Hemorage Syringe is basically only useful for SWF play and Styptic Agent is almost always better for solo play.

  • brokedownpalace
    brokedownpalace Member Posts: 8,813
    I don't know why so many people are saying this would kill Unbreakable. Well, with Unbreakable you can do it without a medkit or consuming charges. And... Unbreakable could be changed. Perks change literally every month or so. 
  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301
    edited January 2019

    @BigBlackMori said:
    If this happened medkits and Franklin's would become mandatory and Unbreakable would become useless. Overall it'd be a Survivor buff in the wrong area (self-sufficient recovery) which is the last thing this game needs.

    Self-sufficiency is actually the first thing this game needs, not the last.
    I agree with OP that the change would be a step in the right direction. (To put faction-balance aside as it is relative)

    Although I'd argue that preferably, we wouldn't have the ability to self-recover from the dying-state in a specific item, but that all survivors can recover from the dying state at a speed of around 40-60 seconds and faster with unbreakable instead.

    The lack of self-sufficiency together with a lack of real ranking system is a big issue.
    And even if we'd have a real ranking system, I still think dependency isn't really the way people like to play this game, as in;

    Nobody likes to lose before they are dead.

  • Boss
    Boss Member Posts: 13,616

    Buffing Med-Kits?
    Buff Maps & Keys, please.

  • redsopine01
    redsopine01 Member Posts: 1,269
    Wait does that me a they can use the Insta heal add-ons like normal but they still vanish
  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    I think the explanation of this not being possible in the game world is because you’re too weak to stand, and are in no condition to treat yourself. 

    Also, there would need to be a bigger sacrifice made, perhaps the loss of one perk or the inability to heal passed the injured state for 5 minutes. 

    While I think it’s a cool concept I can’t see it making it past a PTB due to it kind of having no significance and just taking away from the danger the killer poses. 
  • harry14141414
    harry14141414 Member Posts: 356

    I'd say yes but only if the medkit was green or purple, so won't work with brown or yellow medkits

  • ShrimpTwiggs
    ShrimpTwiggs Member Posts: 1,181

    Wow, it's amazing how much survivors have become hated. It's gotten to a point that if someone suggests the slightest buff toward them, they shoot it down without bothering to actually read the reasoning behind it.

  • KingB
    KingB Member Posts: 747
    edited January 2019
    Maybe if you increased the amount of charges required, a brown med-kit doing this would be sorta op. I think you should only allow it to be used from a purple med-kit. Which would indirectly buff pharmacy (Pharmacy gives a guaranteed purple medkit on first chest search right?). Plus to get the most benefit from running pharmacy you would have to look for a chest and search through one at the beginning of the game. Allowing killers to put more pressure. And this adds something else to be used over self-care/unbreakable which shakes up the meta. But that would pretty much completely kill unbreakable so maybe not have an increased recovery speed. Interesting concept though!
  • Gamzello
    Gamzello Member Posts: 828
    This is what makes Adrenaline a “meta” perk. The amount of times I’ve clutched because of this perk is crazy. I’ve been downed, gates are opened or hatch is left, I escape. Or I get unhooked and end up being healthy it’s crazy OP.
  • Entità
    Entità Member Posts: 1,583
    I like the idea of giving the dying survivor more interactivity: I believe that their ability to take care of themselves must be unlocked with appropriate penalties, due to the fact that their poor state of health prevents them from making optimal use of resources. Therefore I propose the following:
    1) the dying survivor with a medkit can recover normally up to 95%, without any acceleration (they must recover from a strong trauma), except they have Unbreakable;
    2) after normal recovery, they can come back to the injured state consuming 24 charges (the excruciating pains make them waste part of the medkit's healing potential) or using the purple or pink add-on, if they have it.
    That is, no auto-instaheal and no free card: the action will require more than 30 seconds, and the killer who leaves a survivor with a medkit on the ground for that time is betting they have no enough charges nor purple or pink add-ons, and must accept the risk to lose.
  • NMCKE
    NMCKE Member Posts: 8,243

    Wow, it's amazing how much survivors have become hated. It's gotten to a point that if someone suggests the slightest buff toward them, they shoot it down without bothering to actually read the reasoning behind it.

    Yeah, like I said in my OP, "Balancing isn't all about buffing killers and nerfing survivors." I'll like to say that some fog travelers act like this is a easy mode buff to survivors when really it isn't. I rebuttal to the various fog travelers who are instantly shooting my idea down but they still don't understand so idk...
  • NMCKE
    NMCKE Member Posts: 8,243
    KingB said:
    Maybe if you increased the amount of charges required, a brown med-kit doing this would be sorta op. I think you should only allow it to be used from a purple med-kit. Which would indirectly buff pharmacy (Pharmacy gives a guaranteed purple medkit on first chest search right?). Plus to get the most benefit from running pharmacy you would have to look for a chest and search through one at the beginning of the game. Allowing killers to put more pressure. And this adds something else to be used over self-care/unbreakable which shakes up the meta. But that would pretty much completely kill unbreakable so maybe not have an increased recovery speed. Interesting concept though!
    Pharmacy guarantees an Emergency Med-Kit on your first completed chest search which is the rare (green) variation of the Med-Kits. I appreciate the suggestion, you're one of the few who actually disagreed with reasoning and justification. Additionally, you actually gave me a suggestion on how to fix the problem you saw and explain its benefits!

    +Respect