http://dbd.game/killswitch
My Tierlist of Healing perks
Ever since The FNAF release, we started to see a bit of a ressurection of a Healing meta. So, I have decided to put together a list of which Healing perks are and which aren't worth taking. Enjoy!
Botany Knowledge - S+
(An amazing perk, there is basically no sitation where it won't help, several weaker healing perks rely on it, and it also works on self-heals. Easily the best now that the downside is gone.)
Resurgence - S
(A great combination of anti-tunnel and self-healing. The only downside is that Gift Of Pain screws it over, which is a rare interaction regardless.)
We'll Make It - S
(Great, fast and consistent. Thanks to the duration, you can keep it up and running most of the game.)
Adrenaline - A+
(Great when it works, frustrating if you are on hook when it pops. Still, it's one of the best perks in the game.)
Second Wind - A
(Basically a free syringe as long as the Deliverance curse of getting found first does not screw you over.)
We're Gonna Live Forever - A
(Great anti-slugging perk, now that the condition is gone. There are games where you get 0 use out of it, but also some where it saves the day.)
Autodidact - A
(A big gamble, thanks to skill checks being very random, but amazing when the stars align.)
Boon: Circle Of Healing - A
(Great perk, but not always useful. Especially not in solo Q where most people would rather heal through Leverage under the hook than move into the boon.)
Plot Twist - A
(Honestly, it's just a better Self-Care. You go into a bush, use it, and don't have to run around injured. It's also hilarious.)
Inner Strength - B+
(A pretty great trade-off. Cleanse a totem and get a free heal.)
Strength In Shadows - B+
(Pretty good, and kinda underrated perk. It's miles better than Self-Care, especially if you use an offering to have the basement in the place you want)
For The People - B+
(A pretty good way to take pressure off of a tunnelling target. Plus, the Obsession changing mechanic can counter Remember Me perfectly for example.)
Do No Harm - B
(Basically a bit worse We'll Make It. It has the bonus on skill checks going for it, but it still doesn't do as well as the others.)
Pharmacy - B
(Basically an unlimited self-heal tool, with the downside of spending a bit of time with chests. Not bad, just not great.)
No One Left Behind - B
(Actually a pretty impactful perk, it's interesting how little people talk about it. It is for the endgame only, unfortunately.)
Solidarity - B
(I don't understand why people don't run this more, it saves quite a bit of time! I guess there are just more optimal perks.)
Desperate Measures - B
(Someone will always be injured, so the value is pretty consistent. The problem is that it just can't hold the candle to some of the best perks, because of how it works.)
Empathic Connection - C+
(Nice perk on paper, the buff is decent, but most of the time you will end up with a teammate leading the killer to you.)
Self-Care - C
(It basically either takes 2 slots with Botany, or all the game trying to heal. It's a great way to avoid the crow mechanic, so... there's that I guess.)
Clean Break - C
(Unless you have a killer booking it to an almost finished gen, where a second can decide if you finish it, this perk is pretty much useless.)
Moment Of Glory - C
(Somehow, it's even worse than Clean Break, mostly because the chest mechanic takes a long time to do AND works incorrectly 70% of the time.)
Leader - C
(I struggle to even count it as a healing perk, tbh. Even when it works, any actual healing perk is just better.)
Reactive Healing - D+
(I really think the devs forgot about this one. The only situation in which it helps requires a full build around this thing.)
Better Than New - D
(For THE Resident Evil medic, Rebecca sure has an awful healing perk. It's just too conditional to even be worth considering, let alone taking.)
Comments
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I think a few perks are rated a little low here, personally- Strength in Shadows should really be in A tier, imo, the downside really isn't significant compared to how fast the heal is and the bonus of the aura read. Hell, I'd put the combo of SiS and Botany in S, it's among the best healing-related combos in the game.
Clean Break is also definitely underrated, passive heals are very strong and all this requires is that you be healing your teammates, which you really should be anyway most times. Being able to spend 1 second on a heal and then you're doing generators is really really powerful, even if the extra health state doesn't come out straight away. I run this perk a lot myself when I play survivor, it's really quite nice to have.
Otherwise I mostly agree, good placements overall. Something to note about Inner Strength that doesn't really change its placement but that is a nice synergy is that if you run it with Overzealous you get a great loop of having a buff while healthy, then being able to heal once you're injured, then setting up the buff again so that you can heal when you're injured… it takes a little knowledge of totems (or a Map, which is what I use) but it's a very nice little synergy.
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Disagree with Empathetic Connection. It saves so much time being able to just sit on a gen and let others come to you. I use it every now and then, and there's only one clear instance where a team mate brought the killer to me but they were on death hook and I wasn't. So I think it was a smart play as I was able to try take aggro.
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I think SiS should really be in A. Combined with Botany and Wicked it's nutty. You scout where the basement is ahead of time do the Gen in the area and if you're found you loop around basement and get hooked down there then unhook yourself and get a quick heal and go back to your gen. It's such a a massive momentum killer against the killer who wasted so much time for a hook that didn't really do anything.
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I quite like Empathic, i've used it quite a lot and i don't find it causes problems for me. I feel like it enables your teammates a lot and probably up there with kindred in solo q info perks. The heal speed is quite good as well paired with a medkit. Otherwise it counters hit and run killers quite effectively.
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I will never understand why people rate Strength in Shadows so high, especially compared to Self Care. I think both are not really good, but the time you spend going to the Basement to heal yourself with Strength in Shadows (which can also be quite risky, since you are moving across the map while injured) and then to go back to where you have been before is long enough that you can most likely just heal with Self Care.
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Because unless you don't know where basement is, it won't take that long.
Plus, Self Care 100% depends on Botany
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Honestly, SiS placement between A and B+ is a matter of personal choice, imo.
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I like the aura read on it; I feel refreshed after coming out of the basement and I'm looking to help.
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Another good point it has over Self-Care.
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I'd bump We'll Make It down to A tier simply because it's not consistent at all in solo queue. Generally, I feel like you're fighting the other survivors for unhooks in half your matches, to where you get no value at all, and Botany Knowledge will always be the better choice because of that. I'd also rather use Do No Harm over We'll Make It simply because you don't have to rely on being the one to unhook.
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i hate that wglf is just a pocket we'll make it for slugging instead of actually punishing slugging as strong as tunneling, if not more
i hate having to use otr, unb and wglf with windows every god damn game JUST TO PLAY THE GAME.0 -
- Clean break + Resilience + DH are a very strong combination of perks. I would probably lower the healing timer to 45 seconds, 1 minute is really excessive
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Have to disagree with Adrenaline. It's absolute dog water now. A one time situational perk that might not even activate and even if it does the healing half might not proc. They murdered that perk with the nerf.
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yeah its not meta anymore after resurgence buff, it just gives garantied and more value than adrenaline ever could've given, and alot less situational.
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Nice perk on paper, the buff is decent, but most of the time you will end up with a teammate leading the killer to you.
This is the exact reason I use Empathy instead. It gives me the control. I can approach an injured person when I know we're both safe, and I can also avoid them if I'm in chase.
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