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Buff mangled status effect.

Its no secret that right now the speed healing from the survivors its blunty put, idiotically fast thanks to the convination of medic kits and healing perks, in theory, mangled should be a direct counter againts it, but the reallity is that circle of healing and a green medic kit makes this laguable in many levels, with that in mind i belive i have an idea that would make mangled a direct counter to high levels of healing while at the same time keeping it fair for low level ones.

Mangled cause survivors to take more time to heal themselves and be healed by other survivors, while under the efect of mangled, survivors take 25% more time to be healed.

New efect.

While under the efect of the mangled status efect, survivors take a penalty to heal themselves and be healed by others based on the amount of healing perks and items being used.

  • Being healed by a single source (this meens no perks and a medic kit, another survivor, inside a circle of healing boon etc) imposes a penalty of +25% to the amount of time needed to regain a health state.
  • Being healed by two diferent sources (circle of healing and a medic kit as an example) imposes on a penalty of 40% to the amount of time it needs to regain a health state
  • Being healed by 3 diferent sources (medic kit, circle of healing botany) imposes a penalty of +55% to the amount of time it needs to regain a health state.

Arguably there would be a cap to the amount of healing that can be reduced, this would meen that teammates woudl still get a benefit from having their own healing perks and healing other survivor, but this would still create a balance so healing doesnt become overwheling, specially againts M1 killers. This would also have the added efect that survivors will be "pseudo" forced to act as a team.

Im not completly sure if theres a way to stack 4 recovery states but i tink you get the idea, altought im not sure this numbers are fair on themselves this would make it so healing doesnt become absurdly strong as it is right now (theres a lot of videos showing people how fast and easy they can heal even mid chase while in the proximity of a boon totem).

Opinions?

Comments

  • ProfSinful
    ProfSinful Member Posts: 271

    I don't think mangled needs a buff, I think that there needs to be a maximum healing speed. I've been running CoH + We'll make it and with that combo you're able to heal survivors in 4 seconds. Four. Seconds. Personally I believe that numbers like that are absurd and have no place in the game, and this is with a reasonable requirement of 2 perks, which a lot of people are willing to dedicate for a specific role in soloQ/swfs.

    I think that under no circumstances should a survivor be able to be healed an entire health state in any time less than 8 seconds (which is currently how fast you can heal a survivor while using We'll Make It). Denial of pressure almost immediately off hook is, to say the least, insane and there's no argument you can make to justify 2 survivors taking FOUR SECONDS to reset someone (even less time if you have a second person healing with you). I'm all for perks like We'll Make It or even CoH existing in their current state, however I am also strongly against the idea that healing speed should ever be uncapped. Health states are the most valuable thing in the game, and being able to spend those freely and be reset in less seconds than I have fingers on one hand is ridiculous. Mangled is fine as it is when you're not worrying about 2 people healing someone in CoH or in my case, one person using CoH and WMI for equal results. Pre-boon totems it was good for slowing down the game in a different sense and if not slowing it down, it at least generated pressure in the form of injured survivors.


    TLDR; Healing speeds are the problem, mangled is fine. Healing speeds need to be capped at 100% bonus healing speed MAXIMUM (capping the maximum healing speed at 8 seconds)