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How do you feel about self care?
Comments
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Decent
The main issues with it are seeing people rely on it on too much and make bad plays with it, but the perk itself is actually fine.
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Decent
When used sparingly, it can be a great perk, especially for solo players who feel they cannot rely on others.
What I would say though, is that if you see a nearby survivor, or know where one is, and it's safe to do so, don't waste time healing, but instead run to that survivor and get healed quicker.
Basically, it's a self-preservation perk, and if someone is using it to get back in the fight I'd rather that than have them downed quickly.
5 -
Decent
its not a bad perk, can just cost a lot of time if over used
1 -
Decent
If you have no other choice, it's pretty good. But for me, its main use is the ability to preserve that little bit of a Med-kit's charges. Speaking from experience, that extra little bit of a Med-kit can turn a three-man escape with one Survivor bleeding out into a four-man escape.
The main problem with it is people misusing it, and frequently killing their team in the process. Especially when Sloppy Butcher is involved. NEVER self-care with Sloppy without a good Med-kit.
1 -
Mediocre
Best killer perk :)
In all seriousness it's good in some situations. But I feel it's not worth a spot in my builds. I never really think "oh man if I had self care that could have changed the game".
1 -
Decent
I always run self-care because I want the option to heal. I've had too many solo games where my teammates let me heal them and then run away without healing me.
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Mediocre
In the words of Immortan Joe, "MEDIOCRE!"
Self-Care allows a Survivor to heal themselves.
And that can be very powerful. One Healthy Survivor can literally be the difference between winning and losing a match.
The problem is there are like 10 other things that do the same exact thing and they all do that thing better.
Self-Care also tends to encourage bad habits among Survivors; while Health States can be important - gens and hook states are a lot more important.
- It doesn't matter if you're fully healed if you've spent 32 seconds letting the once 80% gen regress with Ruin while the Killer was chasing your teammate.
- It doesn't matter if you're fully healed if your teammate goes to second stage or freaking dies because you're busy rubbing your tummy in a jungle gym across the map.
- It doesn't matter if you're fully healed while the Bubba is munching through pallets that your teammate is desperately using to extend the chase.
Before anyone comes in with anecdotal evidence; yes, Self-Caring can be game changing.
However so can literally every single perk in the game.
Self-Care isn't unique in it's function and it isn't the best of it's kind either. It's biggest drawing point is that it can be used infinitely - but DbD matches usually end within 15 minutes and are often decided in the first 5. A perk that takes over half a minute to be used is usually a waste of time.
It's Mediocre - it does it's job, but not very well. There's almost never going to be a time where you will benefit more from Self-Care than from using an alternative self-heal. BUT you can still benefit from using it in certain situations.
1 -
Decent
I still run it because of Franklins and just not being able to depend on other survivors to heal me.
0 -
Decent
Decent. You can combine it with other perks also to make it more useful, I am one of those that don't really think every perk needs to be 100% strong though.
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Bad
Not really worth a perk slot. It's way too slow and takes way too much time.
1 -
Really good
In my book, this perk is still in the meta.
0 -
Decent
It's a decent perk when you don't want to use a medkit and rely on random teammates.
I prefer medkits though and I don't think it's needed in SWF but it's decent for solos.
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Decent
it does what it says on the tin, and like a tin people will still use it wrong or stupidly
0 -
Mediocre
I don't see myself ever using a perk slot for self care, however now that I think it's actually a decent perk so my bad for voting for mediocre. However like someone already said earlier, people tend to rely on it a bit too much and make bad plays with it
0 -
Mediocre
Big waste of time if on it's own. With desperate and botany, it has an effective use and allows you to heal everyone else faster too.
0 -
Really Bad
Do not run it,use Inner Strength its going to be a Universal Perk Soon
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Decent
Use it only when you won’t be a detriment to your team. Learn to play while injured before running Self-Care to not misuse it.
My strategy is to heal only around a quarter at a time and stay on the move in case I find someone to heal me quicker or there’s an objective to prioritize.
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Bad
Compare to other perks like well make it or hell even inner strength its pretty terrible. There's a lot of perks in dbd and it kind of hard to beat the top tier stuff. Your adrenalines, exhaustion perks, prove thyself and just faster healing perks. If the situation is so dire you find your healing yourself at a slow speed then you have already lost that game. There is exceptional circumstances where it helps but its never turns the game as hard as a well timed exhaustion perk, a faster healing speed or pushing gens harder. Sure some perks will have more narrow restrictions to get access to there power but the sheer game changing potential perks like ds adrenaline, etc makes self care a flexible and inferior choice.
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Mediocre
When used in combination with other healing perks it can be fairly decent. Issue with that of course is you're obviously using multiple perk slots for a single thing (self healing). Inner strength + detectives hunch is arguably stronger then any self care combo simply because any self care combo is hyper focused on self healing. On the other hand, the Inner strength + detective's hunch combo offers some utility outside of self heals (e.g. Finding important hex totems or finding gens on an indoor map). This is especially the case considering that in November, Inner strength will become a general perk. Self care by itself is just straight up terrible in my opinion. I've only put it in mediocre because it still does have some synergy with builds focused on healing.
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Really good
Self Care is a perk that always gets overlooked as a 'noob perk'. While not so necessary when playing in trios or quad SWF Self Care only takes 16 seconds longer than having another survivor heal you, which IMO makes it a must have for solo or duos. The time it takes to run and find a teammate to heal you while also balling up survivors, which makes the killers job easier, is completely negated with Self care. I can't tell you how many solo queue injured players I've seen run over to unhook somebody else only to go down a moment later. It happens all the time because they are not running a healing perk they can use beforehand and do not know where the other survivors are. This reason alone snowballs more solo queue matches than anything else.
Self care was the first, and still best, healing perk in the game. As an added benefit you gain 20% more charges for your medkit to use to speed up heals on yourself or other teammates, something that frankly should be removed from the perk as it's the only unconditional heal in the game.
Don't listen to people who say it's too slow, it isn't. I've played since beta and Self care is a must have for the solo player.
0 -
Decent
It's good for when you can't rely on rando team mates to heal you or if you don't have anyone around to heal you but sometimes it's better to run perks to help you find teams mates to heal you. Running on one health state is risky though.
0