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What if Haemorrhage was the “Ruin” of healing?

TheClownIsKing
TheClownIsKing Member Posts: 6,278
edited January 2021 in General Discussions

So what if Haemorrhage caused healing progress regression whilst not actively healing, such as interrupting a heal, or countering those sneaky survivors that like to heal to 99% to keep using their resilience or dead hard until they’re about to be hit.

This still wouldn’t make Haemorrhage amazing, but it’s something better than how it is now.

Additional note: credit goes to @ReverseVelocity for this suggestion. Another idea is that instead of passive healing progress regression whilst not actively healing, Haemorrhage instead had the properties of old Ruin. I.e. good skill checks give 5% regression, and greats give no bonus progression (failed skill checks give the normal 10% regression and noise notification)

Post edited by TheClownIsKing on
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Comments

  • Mooks
    Mooks Member Posts: 15,132

    sound interesting!

    a new effect that actually gives some reason to haemorrhages existence without making it too oppressive 👍

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    That seems like a good idea and would make things more intense. I just have to ask how fast would the healing regressing be? Also wouldn't you have to slightly change how much other things effect healing speeds?

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    I really like the idea, even tho I really like this effect as it is since I usually track people with blood. But generally, it's a pretty balanced idea that turns a close to useless status effect to a great one

  • JoByDaylight
    JoByDaylight Member Posts: 707

    I love the idea!

    I'm colorblind so I can't really track blood on the ground on most maps, but this gives me a reason to use Haemorrhage add-ons.

    This also makes anti-healing builds much more intimidating.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    No thanks, I like my Resilient builds.

    We already have to suffer through Mangled, don't add a Ruin Hemorrhage on top of it.

    As killer I also like Hemmorhage for tracking purposes.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    That wouldn't really do much but screw over uncoordinated teams more than they already are, and occasionally the Resiliance genrusher type that pretends they aren't genrushing but they kind of are. But msotly the uncoordinated team thing, and I think we all know they/we don't need anything else stepping on our necks, thank you very much.

  • DawnMad
    DawnMad Member Posts: 1,030

    Sloppy is A tier in my book and this would just put it higher up in the A tier since it's somewhat rare that a survivor gets interrupted healing. Even in my Spirit matches with Sloppy it happens 2-3 times max a match.


    If a change like this happen lets please not remove the increased bloodpools. They actually come in handy once in a while.

  • RaSavage42
    RaSavage42 Member Posts: 5,738

    Take it one step further and say 60 seconds past puts survivors into Deep Wounds (even though it's a bad mechanic)

    but it makes sense to me

  • Klakky
    Klakky Member Posts: 444

    If u heal mid chase get ready to be tunneled

  • Slashstreetboy
    Slashstreetboy Member Posts: 1,811

    That´s actually a great idea and would give hemmorage some much deserved usefulness!

  • Bwsted
    Bwsted Member Posts: 3,452

    It's a nice idea in theory, but it would be unbalanced without self-care basekit or some sort of aura reading ability to find your allies to get heals.

    Survivors can at base counter ruin by either staying on gens or cleansing totems. But they can't counter this at base unless in a SWF. Your suggestion would mostly penalize soloq, which we don't need as of right now.

    I agree that hemorrhage needs to do something more. Maybe let pools of blood last longer beside being more frequent.

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171

    I'm not really sure I see this being too useful.

    Like generally Survivors finish healing themselves after they start healing.

    They don't start healing and then stop unless you're interrupting them.

    And if you're chasing them, you'll ideally be downing them, not just leaving halfway through.

    And if you do abandon them, any advantage from Hemorrhage will probably be overshadowed by the time you'll have wasted on an unsuccessful chase (which is time the other Survivors will be doing gens, totems, or healing).

    Like, the only time I see this coming in handy is if a Survivor is 99%'ing to benefit from Resilience, if the Survivors are solos who run around doing random things randomly, or if the Survivor is healing in your face.

    And, like, all those are already not that dangerous to you as Killer.

    Like, I don't think this would hurt to be thrown onto Haemorrhage, but I also don't think it would really make it a powerful or good status effect. It'd still just be, "Oh, haemorrhage. Ok."

  • Withered8
    Withered8 Member Posts: 1,255

    Like the idea, but like others said you would need to definitely then review some of the perks that cause that status, like sloppy and bloodecho, as it could make them too strong.

  • Deadeye
    Deadeye Member Posts: 3,627

    Just as a side note: that would also mean that a missed skillcheck with for example a brown medkit would completely render the medkit useless, as you won't be able to finish healing anymore, also meaning that you will lose all the progress shortly after.

    I still like the idea, but I think this ios probably not as niche as on first thought. I would probably even try that with Unnerving presence or something.

  • Deadeye
    Deadeye Member Posts: 3,627

    love how "committing to a chase" is called tunneling. What did you actually want to say with that? You want to heal mid chase? Like "pls stop Mr Killer, I wanna heal first"

  • Deadeye
    Deadeye Member Posts: 3,627

    I disagree with that o.O

    • if "sitting on a gen" is a ruin counter, "keep healing" would be the Haemorrage counter
    • healing takes way less time to finish, so much less likely to finish it without being interrupted
    • you can heal wherever you want to hide, gens are shown to the killer, so you again are more likely to be interrupted

    Don't get what these points have to do with solo Q

  • Phasmamain
    Phasmamain Member Posts: 11,543

    They would have to balance haemorrhage addons and perks accordingly but otherwise that sounds great!

  • chieften333
    chieften333 Member Posts: 1,554

    Jesus, that's actually a pretty good idea.

    It would actually make that debuff something to worry about, and make the associated addons actually useful to some degree.

  • NMCKE
    NMCKE Member Posts: 8,242

    I was thinking Hemorrhage had a "Blood Hound" effect where not only do they leave more blood trails behind, but it's more visible and easier to follow!

    This would make Hemorrhage do what it's supposed to do, help the killer track the survivor with ease. 😊

    We can add your idea as well, it will help! 😅


    Blood Hound should be reworked to reveal the auras of all injured survivors when you successfully land a successful attack. Gain a 5%/6%/7% haste effect when successfully putting a survivor into the dying state for 15 seconds.

  • Nameless
    Nameless Member Posts: 869

    "Wait. I can't mindlessly 99 myself, still get the benefit of Resilience and pop a selfcare when the killer is getting close anymore? There would be an actual risk to it?!"

    I like the idea. It gives a useless status effect an actual purpose, even though my guess is that the effect is going to be very minor unless you successfully disturb people healing on different occasions. At least hemorrhage does something now lmao. It would also make Resilience a lot riskier while still not rendering the perk useless. You still get the benefits during a chase and if you're injured and working on a gen you still get a boost. You just can't selfcare yourself anymore whenever the killer gets near.

    I do believe that similar to Ruin, the people that will be affected the most are the people in soloqueue though. I still don't think it's going to be oppressive though.

  • th3
    th3 Member Posts: 1,885

    Make self care basekit then.

  • chieften333
    chieften333 Member Posts: 1,554

    *heals across the map in a corner while you die on hook*

    But seriously, self care is somewhat useless, but it would take away from the team aspect of the game if it was made basekit.

    There was an explanation somewhere that perks like self care and I believe deliverance "create" a teammate to help you. Essentially destroying any pressure the killer is applying to the other survivors because you no longer need someone to help you.

    If it were made basekit, then applying any pressure with low mobility killers would be an absolute nightmare. With the high mobility killers still suffering a small bit because everyone would know that people don't need to heal each other if they're injured.

    Self care would still take 32 seconds, but it demolishes any injury pressure the killer can create with hardly any effort.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    I love the idea!

  • th3
    th3 Member Posts: 1,885

    If HAEMORRHAGE 

    actually worked like ruin did on healing that would absolutely be a huge buff for killer, this would just balance it out especially since it isn't a hex like ruin.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    As if Resilience builds are meta and a problem. They aren't. The perk doesn't need a nerf, and Sloppy Butcher is everywhere as it is.

    Let's get real. Killers would be rejoicing if survivors everywhere were self-caring instead of doing gens. Especially if the killer has Mangled. Self care wastes so much time that it's basically a 3v1 when a survivor slinks off somewhere to selfcare.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    Why not make it the Ruin of healing?

    Good skill checks regress healing by 5-10%, while great skill checks grant no bonus progression.

    :P

  • CheyeneKL
    CheyeneKL Member Posts: 723

    HELL no. It's a cool idea but utterly too killer favored. Sure, hemorrhage is a fairly useless status effect (unless you often rely on tracking blood, which of course comes in handy to every killer once in a while). But changing it in this manner would make many killer perk+add on builds absolutley oppressive for less experienced players. Good luck to the mid level players who can't finish heals because the killer has sloppy+nurse's+BBQ!


    There are way too many perks and add ons that give the hemorrhage effect for it to be a reasonable change. If hemorrhage got changed this way, medkits would have to be incredibly buffed to not be rendered nearly obsolete (due to the fact that it is very common to get interrupted during a heal). Which would then screw killers over who DIDN'T have a hemorrhage effect giving perk/add on equipped.


    If anything, I think it would be a cool hex perk. Not even a normal perk, a HEX perk. You'd otherwise have to give survivors a sort of base self care ability.


    Also, I guarantee that if this was implemented as a base mechanic for the hemorrhage status effect, you'd get players quitting, like people STILL DC for Legion. Nobody enjoys mending and healing simulator and a change like this would be just about the same thing.


    Anyways, I think it would be awesome as a hex perk. Ruin for heals, with maybe a little something else to make it even more worth taking. But definitely not as a base mechanic for the hemorrhage effect.

  • CLB198
    CLB198 Member Posts: 315

    I originally thought you meant old ruin

  • Ohnoes
    Ohnoes Member Posts: 608

    Sounds cool to me.

  • Bwsted
    Bwsted Member Posts: 3,452

    This would be an interesting solution, but it would probably need an increased chance of triggering a skill check as well.

  • Nameless
    Nameless Member Posts: 869

    No you're not wrong there. Unless you dedicate your entire build around gen rushing, Resilience really isn't a problem at all. The only people that will be affected however are mostly the ones that do have builds dedicated to gen rush. For those that just run Resilience for its overall useful effects, this wouldn't affect them much. You still get the boosts on gens, in chase and healing someone or yourself while injured. You just won't be able to 99 yourself anymore, but I don't see how that's a big problem. It just gives you a choice whether or not that small percentage boost is worth being injured for if you are able to be healed.

  • Nameless
    Nameless Member Posts: 869
    edited January 2021

    I didn't complain about Selfcare though. Neither am I a killer main, so you'll have to look for your petty arguments elsewhere. I merely made fun of the idea that people would complain about not being able 99 themselves anymore so they would still get the benefit of the small boost Resilience offers as well as being fully healed when the killer gets close by. I don't see why there being a bigger risk to using the Resilience+Selfcare combination would be such a terrible idea so yes I made a joke about it. If you're offended, then my bad.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    What if, as you lose your healing progression, the medkit regains the equivalent charges you used?

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    It would force survivors to not get too greedy trying to hit greats.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I think taking Haemorrhage from Sloppy would be sensible. But I’d leave it on Blood Echo as it would be the perfect buff for it.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    It could be a slow regression, but just enough to make the 99% strategy unviable, and enough that extra time is wasted with a follow up heal if an interruption of the first instance of healing occurs.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Good god no.

    It’s not as though I’m requesting healing progress regression be base kit. It would need to be put in a build. This survivors still need to consider their own builds when it comes to healing. It’s not like brown med kits are rare in the blood web.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278
  • th3
    th3 Member Posts: 1,885

    There are 7 addons and 2 perks which apply the status effect. Which one would apply the healing regression?

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I’ve already previously stated that I think it would be fair if Sloppy had Haemorrhage removed.

    I think it should stay on Blood Echo. That perk needs improvement, and this would indirectly buff it.

    And as for add ons, that means the killer is choosing whether or not to use Haemorrhage in their loadout over other available add ons that they’d usually prefer to pair together.

    Lastly, the healing regression doesn’t need to be fast. It could be slow. Something that would only lead to full regression because the injured survivor doesn’t have a med kit or healing perk, and cannot find/reach a team mate at all at any time.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    I think it should state "hemorrhage: injured survivors bleed more frequently. Afflicted survivors have healing regression at 2% per second when running, repairing, cleansing or sabotaging. If a medkit was used for this healing, charges are refunded to the medkit at an equal rate to the healing regression"

  • savevatznick
    savevatznick Member Posts: 651

    The game is so dark that no one can track blood on most maps. It's so dark some CHARACTERS become matte black silhouettes you am barely see. Don't blame yourself haha.

    Also good idea.

  • AnnoyingNarrator
    AnnoyingNarrator Member Posts: 222

    Do not make it a hex perk. Right now, no one ever uses hemorrhage because of how useless it is, make it useful and Killers will use it more often. This is killer favored but it has to be killer favored, otherwise, no killer would use it, like how it currently is. Yes, it would force less experienced survivors to be in a bad position, but it will teach them when and where can they heal. Making it a hex perk would render it completely useless as why run it when you can run Ruin for gen regression or Devour Hope for instadowns. Besides, if a survivor makes a mistake with a skill check when healing, they made a mistake so they should be punished. In most cases, survivors finish the heal in one go. I do think that if they make this change it needs to be split from sloppy butcher, as that would make the perk too strong.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    Not a bad idea, it would need testing and adjusting but overall is something worth looking at from a design perspective.

  • Deadeye
    Deadeye Member Posts: 3,627
    edited January 2021

    I know. Just saying, it sounds niche at first, but it will affect more than some might expect. It surely also is a heavy nerf to Selfcare