Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Why are so many survivors using self care?
Comments
-
The perks you're mentioning that "counter" Inner Strength are niche perks that are usually used on individual killers occasionally or just specific builds in general. With there being 20 killers in the game, the chance of getting them is rather low. It's like arguing that it's not worth to bring healing perks or medkits at all, because you can run into a Plague, or go for a stealthy build, because there's a chance that the killer will be a Wraith with the purple All-Seeing addon.
Inner Strength can be activated at the very start of the match, when you just spawned and decided to look for a totem nearby. After that, you've got a 8 second heal available to you at all times. Trust me, it's not uncommon to do a totem at the start of the match, and become injured only after about 2-3 gens are popped. When that happens, you can spend 8 seconds in a locker to heal up and reclaim your momentum by pressuring the killer once again. With Self-Care, you'd have to spend at least half a minute not doing anything, giving the killer an opportunity to snowball, since there's one person less doing anything productive.
If you play this game a decent amount of time, chance is you know where totems can spawn. The only maps you can truly have problems with are Lery's and Hawkins, which is only two maps out of thirty five.
I think you might've misunderstood my point about perk synergy. I'm not saying that Self-Care having synergy with Botany or medkits is a bad thing, nothing of the sort. What I meant by that is that the synergy sacrifices multiple perk slots, and an item slot, in order to just get better at one, specific thing. Inner Strength however synergizes with perks that cover areas other than healing. Combining it with Head On and Quick & Quiet gives you a chance to confuse a killer in chase, heal during those 8 seconds, and then stun him when he figures it out. It lets you save your teammates as well. Combining it with Detective's Hunch gives you a lot of information; it helps you navigate maps such as Midwitch, Lery's, The Game, Hawkins by telling you the locations of generators, it helps you prevent 3 gen setups, because you can see exactly which gens are close to each other. It also shows you the auras of totems, and more often than not, with just one gen popped you already get to know where all five totems are. It is especially valuable as a solo survivor, because you get a reliable way of self healing and a lot of useful information throughout the trial.
Regarding this statement: "The third problem isn't that big of a problem, but it is important to mention that Inner Strength actually encourages not doing totems once you have your Inner Strength primed otherwise it would be a waste of a future use of the perk."
I think it all just comes down to how you use it. If my team is ahead and I see there still are three or four totems on the map, I will go destroy them even if I've already got one for my Inner Strength. If there is a Hex perk that I know for sure isn't Haunted Grounds, I will destroy it as well.
All totems being done even halfway through the match is something that happens very rarely, so that shouldn't be an issue.
Finding totems isn't difficult either, because if you play the game enough, you should have a general idea where totems can spawn. The only maps that can be actually problematic are Lery's and Hawkins, but that's just two maps out of thirty five.
0 -
I use it. I only play solo queue because none of my friends play. I can't rely on my teammates and I don't know where they are most of the time. If they have sloppy then I find someone but if they don't...I use self care. It's not a terrible perk. It's only bad in the wrong hands. Like people who use level 1 self care the whole match. I mainly use it for the medkit benefits, I usually bring medkits.
0 -
Depending on how the devs time the selfcare or team healing it can be needed.
Solos tend not to know where others are so the time vunerable to find another team mate can be longer than just selfcaring in a chosen safe location.
SWFs mostly will not see the need as it can obviously meet up at the killer shack for a group hug that can be done in seconds.
The same thing could be argued that BT is worthwhile but like asking the question about selfcare, individually who does the perk benefit?
I'd argue that SWFs need to be balanced to best match solos but thats another thread to make
0 -
I do
0 -
dont like self care ?, dont use, but dont say others what the ######### perk use, when you get trash team that just lett someone hook and escape how the ######### you think you can help him without heal? whu i need use bond? is uselles perk too, that you need look whole map for find surv and heal you is not waste time?
0 -
Self care can still be good but at the moment only if you use it with a medkit doing that gives more heals
0