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Medkit rebalance to better suit an item variability

Elan
Elan Member Posts: 1,419

Base changes:

→ Remove ability to self heal from all medkits

→ Medkit will be now consumed to boost altruistic heal

Caming Aid Kit

→ Decrease altruistic heal from 35 % to 20 %

→ Decrease amount of charges from 24 to 8

First Aid Kit

→ Decrease altruistic heal from 40 % to 30 %

→ Decrease amount of charges from 24 to 10

Emergency Med Kit

→ Decrease altruistic heal from 45 % to 35 %

→ Decrease amount of charges to 24 to 12

Ranger Med Kit

→ Decrease altruistic heal from 50 % to 45 %

→ Decrease amount of charges from 24 to 15

Add ons:

Bandages - decrease amount of aditional charges from 8 to 3

Butterfly tape - decrease healing bonus from 5 % to 2 %

Rubber gloves - increase item effeciency by 5 %

Medical scissors - decrease healing bonus from 10 % to 4 %

Needle and thread - no longer grants highr skill chech trigger, great skill check increase heal progress by 2 %

Self adherent wrap - increase healing speed from 5 % to 6 %, decrease amount of charges by 4

Sponge - missing healing skill check will result in 1 % less penalty

Gauze roll - increase amount of charges by 3, increase miss skillcheck penalty by 2 %

Surgical suture - no longer increase skill check triggerm grats 5 % bonu progress for great skill checks

Abdominal dressing - increase healing speed by 10 %, missing skillcheck immidiately depletes medkit

Styptic agent - grants 0.5s endurance when pressing ability button, no longer grants speed boost

Syringe - press active ability button to deplete medkit and transfer your healstate to other survivor, causes 100s broken status effect and consumes item on use

Gel dressings - increase number of charges by 8

Comments

  • SoGo
    SoGo Member Posts: 4,221

    These are so heavy-handed, it surprises me that you didn't just write a big DELETE instead of all this.

    And also, if we pretended for a second that these would be BHVR approved and coming to the game, why would they keep so many add-ons and variants? You could axe both of the lower tier medkits and most of the add-ons no problem, they are all useless.

  • tes
    tes Member Posts: 1,182

    Being killer main I see why u did it…

    Being solo q survivor - u just mocking…

    I can understand frustration over constant us vs them or upcoming tunnelling changes that will be more likely extremely bad but it doesn't justify proposal of doing something like this.

    There is no point in trying to be like those who, instead of balance proposals, see only “I, I, I am the most important and my comfort only matters”

  • Memesis
    Memesis Member Posts: 729

    Good Lord we don't need to delete med kits. If you want to take away self healing, charges and altruistic speeds need to be buffed, not nerfed.

  • Elan
    Elan Member Posts: 1,419

    Those are pretty reasonable. Goal is to remove self heal from medkits so you have to run self heal perk and tune down the item altrustic heal to be less out of hand with perks like We'll make it or do no harm. If that is in good spot all after we can even talk about possible new ways to heal.

  • SoGo
    SoGo Member Posts: 4,221

    So you want to force everyone to run Self Care Botany again.

    Even though half of the asian playerbase already run them and Botany is THE best healing perk rn.

    You do not need to force this with dropping a nuke on medkits.

  • Elan
    Elan Member Posts: 1,419

    Let’s then say that we remove self heal from medkits and decrease charges across medkit from 16 to 24 making different medkits more meaningful. Camping having 16 charges and Ranger having 24 charges and tweak healing speed. Goal is to make that medkit will serve to boost a single altruistic heal.