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Bring back OG instaheals
Like them making instaheals not heal fast anymore just ruined the game. I can get tunneled all game and there's not much I can do about it decisive just isn't good enough they can just continue chasing after the 5 seconds. If Moris are fair so are instaheals hands down. Thank you for reading.
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Neither are fair, that is pretty much the community's consensus on this.
We all want Moris, Instaheals, even keys to be nerfed because of how much it can change the tide of the match with how little effort the other side has to put in.
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The insta-heal nerf was a net improvement.
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Instaheals being nerfed ruined the game? What?
Moris will likely be changed when keys are changed. The instaheal nerf was deserved.
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Use Bottled Time if you want?
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Eh, i'd rather nuke moris and maybe keys, stuff like that feels gross
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They should at least stop insulting us by calling it "insta-heal", should be "in a little bit, when I get around to it heals". I would rather it go back to the way it used to be, even if they reduced its frequency in the bloodwebs.
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Me running borrowed time wouldn't do anything for me if I'm the one running it if I'm getting tunneled
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Okay well how am I supposed to deal with being tunneled other wise?
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Sure, but in return, we restore the ebony Mori back to it's original state also. We got a deal?
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How else should I deal with being tunneled? Decisive only stuns for 5 seconds and I can just be followed right after.
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Okay well how am I supposed to deal with being tunneled other wise?
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Bottled Time (Scyptic agent). It's still basically the old insta-heal.
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It isn't called bottled time it's borrowed for one and 2 it's still dumb because I'd have to mend still which would take even longer
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Septic Agent is referred to as Bottled Time since it acts like Borrowed Time. 🙂
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Okay, i'll start using the official names to everything >.>
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Haha, I've never heard it called this before, but that's pretty good.
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The deep wounds bar doesn't go down as long as you're running, and if the killer is in full tunnelvision mode on you then you're probably gonna be running most of the time right?
Besides the benefits that instantly becoming healthy gives you (like no bleeding/injury moans) + the ability to insta-pickup someone from the floor the current styptic is probably better than the old one. As it isn't revealed until the killer actually hits you, and it can even tank instadown attacks.
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Do whatever you want, but someone was confused on what Bottle Time meant. 😅
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Yeah I realized what you meant 4 minutes after I posted my bad but it's still not very effective because you'll take about twice as long healing since you have to mend.
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I don't think the Styptic was fair no but getting one healthstate should be fine like 16 seconds to heal is absurd since the killer will probably pick up before then the pink shouldn't fully heal no but it should at least give a healthstate in 7 seconds it's basically useless at this point.
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Think about the killer pov... you downed a survivor, you have a cooldown after an attack, another survivors runs to you, instaheals and bodyblock you forcing a hit.
Now chase is completely wasted.
And its not useless, it can be used during a chase... but i quess too many survivors can't loop a kiler for more than 16 seconds.
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Instaheals were nerfed I think 7+ months ago. I don't know how in all this time since that nerf you haven't learned to live without them. If you said this just after they were nerfed I'd assume your new to the game but 7 months later it's hard to understand sorry.
They were broken, like moris and keys are. They needed nerfed and the new ones provide a lot of counter play for the killer.
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All I want to say is that the name is Styptic Agent not Septic Agent. We really do not want any DBD players, who plan to go into any medical field to ever confuse the two as:
- A Septic Agent is something that is Bad. Sepsis (septic adj.) defines a widespread immune-resistant infection, leading to eventual abrupt cascading or simultaneous failure of multiple organs (septic shock.
- A Styptic Agent is something that is Good (other than individuals that are predisposed to thrombosis). Styptic (from Greek stuptikos ‘to contract’ ) agents are anti-hemorrhaging substances that contract tissue around ruptured blood vessels to prevent further blood loss.
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Few additional tidbit of medical information:
Topical styptic agents in the powdered form (like the Styptic Agent) are considered the far more effective option than those that can be administered intravenously (the Anti-hemorrhaging Syringe) with a syringe in cases of profuse bleeding, as they can be applied immediately to treat injuries in combat situations. While there are several types of intravenous anti-hemorrhaging agents used for cases of massive blood loss and hemorrhages they all suffer from very similar contraints on their efficacy. These are typically based on whats known as coagulation factors - essential proteins in our bodies responsible for the process of coagulation, like proconventin (Factor VII) or AHF (Factor VIII), an essential protein responsible for anti-hemophiliac clotting.
- Factor VIII (brand name Advate) has to be: 1. carefully pre-mixed with sterile injectable solution (water in many cases) right before administration injected very slowly into the vein 3. re-administered multiple times, or even continously depending on the severity of the patients hemophilia. It is also not meant for traumatic injury cases.
- Factor VIIa ( (brand name NovoSeven ), in its recombinant form (rFVIIa) would be closer to what the is based on.
- While this type is the faster acting (still needs to be premixed, slowly injected ) one and utilized by many military hospitals - especially in hostile areas as was the case during both Afghanistan and Iraq wars - it is also and virtually everyone from researchers, medical experts and the manufacturers themselves makes it very clear that it is what's known as a treatment of the last resort and should only be considered when everything else has failed or past the point of efficacy.
- The medication is also very,very, VERY expensive, costing approximately $15,000 per dose for a 200 lbs. male, (and that is wholesale, hospital charge to patient/insurance would in most instances be $50,000 - $100,000 range, depending on weight etc.)
- Military use obviously does not fall under any FDA jurisdiction, which only allows - well actually allowed as in April of this year FDA approved Sevenfact for additional types of hemophilia - rFVIIa for one very specific form of hemophilia affecting less than 3000 people in the entire US. Consequently rFVIIa agents were widely used to treat life-threatening injuries of soldiers involving substantial blood loss , by the military hospital doctors during both OEF and OIF. It likely saved hundreds of lives, but it also lead to deaths from multiple clot-based strokes, heart attacks and pulmonary embolisms in young people without underlying conditions where these things are a medical rarity. One of the likely reasons was that its use was too broad, likely administered by doctors without sufficient experience with rFVIIa, and for cases that did not actually warrant the administration of rFVIIa.
- However, the are also antifibrolitics (which while having a very similar function of stopping blood loss, their mechanism is different and hence they are not antihemorrhagics) like Tranexamic acid. These are effective, and there are some available in OTC tablet form for non-critical bleeding (typically menstual bleeding). However, these also require a slow administration, and typically first a loading dose , followed by slow infusion.
For those of you who skipped to the end of the above:
In any setting where hemorrhaging wounds are common and rapid emergency wound closure is paramount, topical Styptic Agents in powdered form (DBD's purple vial) are the most effective type of agents which can be both rapidly administered and provide immediate benefit..The currently available ones in an IV form that can be put in a syringe (like the Anti-hemorrhaging Syringe is meant to portray) all take time time to prepare, have to be injected slowly over a period of time (preferably in a sterile hospital setting) and most importantly are reserved for the most critical of cases as some of them can kill you. In a real world setting, the Anti-hemorrhaging Syringe (filled with either an antifibrolitic or antihemorrhagic solution that was already premixed way in advanced, and rapidly injected all at once) would represent a murder weapon, as no such thing exists.
What does exist, and how it could actually be implemented within the context of DBD is to have the Syringe work as follows:
- Instead of the 16s timer to kick in, make the survivor equipped with it to has to spend 15 seconds (or maybe 10sec + skill check) preparing it.
- The completed syringe then has to be applied within 20 seconds, afterwards if not used it disintegrates.
- The injection process takes 2.5 sec (the same as sabotage) but the timer is sufficient to stop both survivors in order to apply it
- Afterwards the survivor injected with it gets healed instantaneously.
This would make more sense both in terms of how these things actually work, as well as create a new important mechanism within the games: you would need to prepare the syringe either close to the hook (with the newly added, failed skill check now putting two survivors at potential risk of death, at a price of rapid heal if the survivor succeeds), or start running right after preparing it further away. There are even other options like repurposing the syringe to only usable for knocked down survivors, allowing the heal to injured to occur within 2.5 sec with a 4 sec endurance effect Just not what it is right now, as the purple medkit with proper addons neither takes 16 seconds to heal others, nor depletes medkit on use.
The main point being: insta-heals are idiotic. They don't exist in real-life, and to those of you ready to say that games need not imitate life, in horror movies they are already primarily reserved for killers. I am a sruvivor main, and the last thing I want is these things back in the game. At the same time, both the Syringe and the Agent in their current form are practically useless. If I don't make it known in the lobby that I am carrying a syringe, I will never get that basement survivor to stick around long enough for me to apply the syringe (if they happen to also have Sprint Burst on top of it, its best to not even try), and even if I somehow cut them off down the line, having the 16 second delay kick in makes the whole thing useless. Finally (and this is by far the most critical thing in need of fixing), not providing any type of a notification to other players about the syringe has now caused me to die prematurely in 2 different trials when it looked like I was trolling when trying to wave them over after moving away from a coop heal action.
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Old insta heals were extremely powerful, especially the syringe, which could completely invalidate a chase if used on a downed survivor with proper timing. New insta-heals are still extremely powerful, but require at least some skill to use. Loop a killer for 16 seconds after using the syringe and you get benefited, use the styptic whenever you're in a bad spot and the killer either gives you a speed boost or gives you enough time to get to a stronger position. Although you will have to mend if you get hit, that speed boost can very easily end up giving you far more than 16 seconds in chase, which if 3 people are on gens then that's about 48 seconds of progress on objectives.
If Moris are fair so are instaheals hands down.
Nobody is saying Mori's are fair, the cypress is useless and the others are too strong. This part of the post just makes it seem like you are invalidating any killer players ideas about balance, because they have the big bad mori.
decisive just isn't good enough they can just continue chasing after the 5 seconds.
I could've done my math wrong, but if the killer follows your path exactly then it'll take 33.33 seconds to catch up (115% speed). If you use efficient pathing this is more than enough time to find a strong loop, meaning that you can survivor for much longer than that 33 seconds. DS is by no means overpowered, but acting as if it isn't one of the strongest survivor perks is just plain silly.
If you're going to complain about survivor, complain about things that actually make sense. Complain about the gap in how potentially powerful SWF can be compared to solo queue, complain about how the Ranking system is royally [uh oh word]ed, complain about how hits are registered client side for the killer, complain about things that actually matter and would make the game better if changed. Thank you for coming to my Ted Talk.
I've also seen that this is your first post, so you're not starting off particularly strong with this one. Hopefully though you can ease into the forums somewhat quickly, which would also be aided by not posting takes that are scorching like this one.
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The problem with Instagram love is that they removed a lot of progress from the Killer.
For example insta healing a survivor who just got downed with a syringe would completely reset the progress making the killer have to go through the entire thing again.
It wasn't fun for the killer it didn't feel nice it was a pain in the ass and it usually meant that probably last 30 seconds almost half a gen now has to be done again from stage 1
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I do believe that we don't need old insta- heals because they were extremelly powerful, specially on SWF but If we changed the time for the syringe from 16 to 8 seconds that wouldn't be broken. Would it?
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I really don't think the time needs to be (or should be) lowered.
There's a reason why they made it take 16 seconds: that's how long a normal heal takes. The syringe is a free heal that occurs passively while the survivor does other things (being chased, doing objectives, healing someone else, etc). Because this time limit is fixed it also counters any perks/add-ons which apply the Mangled status effect.
I've admittedly thought it would be funny if this syringe-heal wasn't cancelled by a successful attack from the killer (where it could potentially revive you by one state during killer's weapon wipe), but that would probably still be too close to being "discount Adrenaline" like this add-on used to be.
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The add-on description for the Syringe states that perks and add-ons can modify the time it takes to heal the survivor a health state.
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I just get annoyed when I depip just because the killer decides to only target me all game I just want tunneling to atleast keep me at the same rank.
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As a former EMT student I can confirm all of this. A septic agent is something you should never be applying to your wounds, ever.
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i don't think they should come back sorry.
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If you can't play without your insta heal training wheels maybe this game just isn't for you
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Do you also want old bnp and insta blind and old fast vaults?
If I get old insta Moris.... I have enough of these for the next 200 matches on my main. So I would use them every time. Have fun.
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yes please lets put this game back a few years to the good old days of bs and rage =)
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I want them back with the stipulation that makes them only useable outside of chase.
I don't like the insta-heals now, mainly because more people use them in chase, and I don't know if I'm meant to hit them ASAP or not hit them when their med-kits disappear. It's bad game design to force killers to guess at that choice.
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Current insta heals are BS. This is the problem.
7000BP for red one. Heals you one state after 16s and you have to stay at same status for this time? When use it? In chase? LOL.
Its useful maybe when you want to repair gen and heal yourself at same time. But guys, for 7000BP and "very rare"? Its the same delay like when someone healing you.
And the borrowed time (purple) :)))))
You can use it in chase and in meantime you get the hit because killer run over the loop. It should be for 30s at least.
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this is a result of the developers still having perk leveling tied to the bloodweb; it causes add-on acquisiton to increase significantly, which means that the add-ons are less powerful to compensate for the de facto lower rarity. It shouldn't be this way.
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I feel like it would be best if you could only use it either that way or right off the hook. I don't want necessarily to be fully healed instantly off dying state that is unfair.
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No I don't want the game to be completely unbalanced that'd be ridiculous I just think tunneling is a huge issue because the victim depips unfairly over it either bring back those instaheals to discourage tunneling or make it so you don't depip for getting tunneled (not pip but have no change to rank).
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If Moris are fair, absolutely anything is fair. Mori does not belong to the game in the state it is.
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Plus I can get a 4K as Killer with no perks, addons, or offerings.
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If they changed moris I'd feel a little better about things but one of the core issues of the game is getting a long queue time then not getting to play the match due to getting tunneled that's just ridiculous (I average 30 Minute queues as survivor)
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So you suggest that I as killer should get punished if survivor X is cocky after being unhooked and wants me to hit him so I "tunnel"?
Because this would be happening if you would implement such thing. People would abuse it similar to DS.
No thank you.
The old insta heal was cancer. I had a 4man swf once. I had the old dying light. I was chasing the obsession and when I got her and did the wiping animation, a mate was there and healed her. Repeat 3 times. Then I picked her up and got DSed (the old one). I just wanted her dead, but a mate blocked her once and then again with MoM (also the old OP version) and again.
This was the only match I dc'ed as killer. Ever.
I hope now you understand that the old insta heals were cancer.
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As I said I just don't like unfairly depipping or Waiting 40 Minutes in queue just to play 3 minutes due to being tunneled it's ridiculous fix either and I'm happy.
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hmm, sounds like a bad time with SWF abusing mechanics and not because of the nature of solo survivors.
So, #nerfSWFability and #don'truinthesoloexperience
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I'm sorry to hear about these queue times. Usually I have very short times.
But insta heals are no solution to tunneling or long queue times. It is only one more thing that would be abused.
Oh, I also saw Solos doing this stuff. A well placed insta heal can turn the game. I've seen many diffent versions of these plays. They were all cancer.
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a poorly timed miss on the killer's behalf can turn the game as well. Anything regarding dealing damage / not doing so is very critical when it comes to DbD. (Edit: solos couldn't have caused that terrible experience you describe)
I hate that I can't just have a signature at the end of my posts automatically put there so I don't have to retype my stance on instaheals everytime I make a comment.
I BELIEVE THAT:
Instaheals should come back to DbD as only useable outside of chase with the same effects as they had prior to their most recent changes. This ensures no frustration for the killer during chase or immediately after downing survivors (unless the killer isn't paying attention) and encourages survivors to use instaheals as a quick, perk-me-up item rather than as a killer-survivor interaction item. Perhaps instaheals should force a skill check at the beginning of the heal to prevent being used for a one-tap.
-Kind_Lemon
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A question remains: old insta heal=old syringe or old insta heal= old styptic or both?
I like the bottled time of the styptic now but I would rather not have 2 stage insta heals again, because it has too much impact if it is stacked.
Yeah, the 4man swf experience was insane. Pure bad luck I guess. Critical failure incoming!
I was not as bad as with solos but still bad. I was not as good back then as killer, so maybe it gust gave me lasting nightmares.
Your concept is better, but still flawed. What about Wraith, Nurse, Myers or Pig who often lose their chase. It would be quite annoying to see Survivors still using it in chase
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Even if we're talking about hit-and-run type killers (Nurse excluded because she doesn't care if people insta-heal or not as long as she can keep track of the survivor), I've found the current insta-heals much more annoying than the old ones.
Currently, if I'm committing to an injured survivor, I'm doing so to down him/her, and all the information I have is telling me that this is true. Two things might then happen: I don't see the survivor use the med-kit or I do see the survivor use the med-kit. In the former, I might swing at the survivor and expect a down and then not get one or suddenly find myself in a chase with a fully healed survivor instead of a different survivor who is still injured. The expectation is the real source of frustration for me. If it was like before and I saw the survivor insta-heal in front of me (loss of momentum), I would know that I would at least get a hit before abandoning the chase. That is not guaranteed now.
If the latter of the two scenarios happens, I'm often left with a decision of "Do I hit the survivor ASAP or do I not hit the survivor for 8 seconds?" which is ATROCIOUS game design. No killer should ever be forced to make that decision.
All of this culminates to: insta-heals should be used outside of chase only, which minimizes the effect of immediate frustration on the killer. For killers that tend to lose chases, having more healed people taking surprise attacks shouldn't be too much of an issue, considering that healed survivors will just put themselves back into a more dangerous area ripe for another free hit.
I do not like insta-heals as they are now, and I didn't mind them nearly as much as when I faced solo players using them. SWF comms has always been and will continue to be a major issue, but that should be dealt with separately first before balance around SWF comms comes for everyone.
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