General Discussions

General Discussions

Bad Perk University: Self-Care

Hello class, welcome to Bad Perk University! I'll be your professor for today, and we'll be going over the worst perks The Entity has to offer and see how to make the most out of them. This lesson is going to cover a perk that's often considered "bad" by the playerbase for being counterproductive and detrimental to the survivor team: Self-Care. Self-Care is probably one of the most straightforward perks in the whole game. As a survivor, it allows you to heal yourself without a Medkit at half the normal speed. In addition to this, if you are using a Medkit, you gain a 20% increased efficiency when using it to heal yourself, which basically means you consume fewer Medkit charges overall.


So why do players often consider this perk to be bad? For lack of a better term, it's kind of a noob trap. It sounds like a good deal. You can heal yourself without a Medkit, that means you can bring a different item like a Toolbox and still be able to heal yourself if need be, right? Slow down Baby Claudette, there's a couple things you need to know. Under normal circumstances, you cannot heal yourself without a Medkit. You have to have another survivor heal you, and the time it takes to do that without things that slow healing like Mangled or the perk Coulrophobia, is 16 seconds. If you use a generic Medkit like a Camping Aid (Brown) Medkit or a First Aid (Yellow) Medkit, it will take you the same amount of time, 16 seconds, only this time you are spending that time yourself while your teammates can instead spend their time doing other things like repairing generators. This is great, it makes Medkits one of the best items in the game because you are taking an action that would normally occupy two survivors' time and reducing it to one. So how long does it take to heal yourself when you use Self-Care by itself? 32 SECONDS. Well, shoot.


This is crippling for a variety of reasons. 32 seconds is a long time in Dead by Daylight, where time is precious for both sides. This is time that is probably better spent working on a generator for the time being until you come across another survivor, and if you're just not comfortable playing while injured, you can bring aura reading perks to help find teammates easier. If the killer has Sloppy Butcher, or otherwise inflicts Mangled on you, that time increases to 40 seconds. The worst part about it all, if the Killer finds you and downs you, those 32 seconds were a complete waste. In other words, Self-Caring in a corner while your teammates are being chased and downed is one of the worst things you can do. You might as well be AFK (An exaggeration, but still). In a 4v1, the Killer starts with no pressure and has to create it through chases and downs. Let's say the Killer has hooked a survivor and is now chasing another one. This means one of the two remaining survivors has to go rescue the hooked survivor, leaving only one survivor left. The best thing you can do as a survivor in this situation is, if you know the other survivor is going for the save, go work on a generator. Even if you are injured, this is the best use of your time. The Killer cannot chase you if they are chasing someone else, so they cannot stop you from working towards the objective. If you instead spend that time Self-Caring, no one is working on generators anymore and you are helping the Killer. This is also why if a survivor dies and only three are left, it is a bad situation for the survivor team, because if a survivor gets hooked and another survivor is being chased, the last survivor has no choice but to go for the save, and the moment they let go of the generator, no objective progress is being made. (Also as a side note, this is also why as a survivor, it is bad form to DC just because you're up against a Killer you dislike going against or because things didn't go your way in your quest to bully the Killer. When you DC, and if the Killer is at all decent at the game, you doom the rest of your teammates and they now know that you are salty and inconsiderate, and will probably try to avoid you in the future. Please, for the sake of other people's enjoyment of the game, don't intentionally DC. *please DC more often, it makes Killer mains' lives so much less stressful*)


So with all that said, how should you use Self-Care in a way that doesn't make you "that guy"? Well, it's actually pretty straightforward: it's in the perk's description. "Increases the efficiency of Medkit self-heal by 20%". Do you know what this means? Bring a Medkit, and you will be golden. By decreasing the rate at which you use up your Medkit, you get more mileage out of it, allowing you to heal yourself one time and then some. Yellow Medkits are a little strange since they can heal you fully one time, but have enough charges remaining to heal 50% of the way. When you use Self-Care, you can heal yourself the rest of the way even after depleting your Medkit. Since Medkits also heal other survivors faster, you can use these remaining charges to quickly heal them back up, shaving seconds off of healing time. If you really want to beef up your Medkit, Botany Knowledge will increase Medkit efficiency by 33%, so slap that on as well, and you'll be Self-Caring incredibly fast. But when should you be Self-Caring? We already established that healing yourself in a corner when your teammates are in peril is a bad idea. Well, here's the thing, remember that hypothetical scenario of 1 survivor on the hook, and 1 in a chase? What if the 3rd survivor is slugged, or otherwise disabled? What if everyone is injured and nobody can go for the save because they're at risk of being downed? This is where Self-Care and your Medkit comes in! By being able to quickly heal yourself to Healthy, you are more than capable of going for the save, and you didn't even need to spend time finding another survivor to heal you. It then becomes a matter of going in, possibly with Borrowed Time, and unhooking your teammate. If you have to take a hit to protect them, do it happily. You can undo the damage in a heartbeat after you run to safety. By making "Self-Care" as efficient and effective as possible, you turn the perk into "Self-Reliant".


So closing thoughts, how do we make this perk better? Honestly, it doesn't need any changes. Previous versions of the perk were too strong, and I'm glad that it's a thing of the past (Did you know you used to be able to heal yourself at 80% speed and have Medkits be 100% more efficient? Crazy right?). The version we have right now is perfect. Yes, there are issues with a Self-Care build. Mangled puts a heavy damper on it. Franklin's Demise will make you cry. Plague's presence will be a curse on your soul. However, in the situations that call for it, Self-Care is a saving grace. But isn't it still a noob trap? Yes, unfortunately, but this is remedied by being informed. There are countless tutorials and guides now that teach new survivors what to do and what not to do, and in the case of perks like Self-Care, it's a matter of being patient and showing new players the better way to do things. I personally like Self-Care. As a solo survivor, there are times where the only person on the team I can rely on is myself. It's also why Medkits are by far the most common item I will bring with me to a match. Help the team by helping myself. So don't knock Self-Care, it's really not as bad as people make it out to be. Trust me, the other perks I'm going to talk about are far, FAR worse. Thank you for coming to my lesson, see you next class!

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