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Sloppy Butcher has become irrelevant thanks to CoH
As the title says. It's really sad how the former counter to healing has lost any relevance due to how strong CoH's effect already is. At this point I'm unironically using Forced Penance on my killers just to prevent the boon abuse for at least 80 seconds. That way survivors stay injured and actually have to worry about the killer.
Comments
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I don't really understand why people are saying this.
Before Coh people didn't heal. They stayed injured so sloppy bassicly did nothing.
Now they do heal and take 4 seconds longer per self heal if you apply.
I would argue that it's better then before cause it's actually has a effect now.
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It kind of became irrelevant when inner strength came out.
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I don't really think that's accurate, personally. Not because it does much versus CoH- it does something, but not really enough to be a hugely relevant time waster - but because it was already kind of irrelevant before. It's tied to M1 attacks only, healing speed was already pretty high, and a lot of survivors are just comfortable being injured so they can make use of perks like Dead Hard.
It's mostly the same. It comes into play more often, but does less, so it averages out.
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Inner strength works a maximum of five times per game, across all survivors.
The power disparity between it and Circle is so vast as to be laughable.
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Boons should work only for the owners of these perks, and while killer is snuffing the totem, it breaks giving killers a change to left a hex: pentimento, and if not the totem is respawning again after 30 seconds or maybe even longer.
Mods if you're reading this, take this amazing feedback to your team.
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Killer perks should trump survivor perks in every case. Full stop. Killers get 4 to a team of survivors' 16. Sloppy Butcher should flat out disable healing speed buffs. Stridor should ignore Iron Will. Predator/Bloodhound should negate their respective parts of Lucky Break. So on and so on. And NO survivor perk should negate any killer's power (that means you, Dead Hard. Limit that nonsense to M1 invulnerability only).
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Sloppy is a relatively good(For a secondary effect) chase/"Hit and Run" tracking perk because of its massively empowered hemorrhage(100% faster then normal hemorrhage) causing a near perfect blood trail leading to survivors.
So while its healing debuff was the main reason to run it the empowered bleeding shouldn't be ignored which has been heavily mitigated due to CoH.
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That's true.
Playing sloppy and bloodhound in the past was just funny.
Just a giant trail of glowing jelly behind them
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Does 4 seconds really matter when they still heal ridiculously fast?
I'd say sloppy is a dead perk now, personally.
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Self care lets you heal at 50% rate. Boon totem at 100%. It's not a worse self care. It'll be only useful for skilled solo q players, not broken SWF.
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I agree with this. The case that this isn't true makes it hard for it to be believable that the killer is the power role sometimes
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Funny how times have changed. Because there used to be people in this same forum who would write "being injured does not matter". Now everyone is realizing survivors being injured does add pressure to the game.
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And why it should for other people? Making it working only for owner will be still powerful. SWF doesn't need any more busted perks. Thank you.
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The worst perk lmao. Then don't use it. No one is forcing you to run boons.
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Boon totem heals at +100%, so its 50% vs 200%. While the proposal to only make boon usable by the owner might be a bit too much, I never understood why CoH gave two massive boni, ie free Selfheal AND +100% healing speed. I think even with a moderate +33% (the same as Botaby Knowledge) it would still have been a good perk, so +100% is just a no-brainer. The killer perk enduring once started at +75% stun resistance, and that was quickly deemed too strong and curbed down to 50% and I think the effect of CoH is much stronger then that and it should be nerfed on two fronts: curb down the healing bonus and make Boons destroyed, so setting one up is a tactical descision. Some people said "Yeah, lol, then I wouldn't use them anymore" and I think thats a good thing, because right now they are a no-brainer, if not everyone under all circumstances wants to use something, then its about right.
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I haven’t used sloppy butcher at all since boons. For me it’s just not worth it anymore and I’d rather bring something else.
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It's 50% vs 100% while self healing. Healing takes 16 seconds. I honestly think it should work only for owner. Imagine how many time survivors would waste if they were blessing 4 totems.
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Sorry, but am I missing something? Basehealing is 100%, self healing is 50% of that speed, while CoH has +100% healing speed, ie 200% base speed. Its true that you miss those extra seconds for blessing the totem, but its a force multiplyer: every surv in the game runs back to the healing spot and is patched up and running again just a short time later, thats what makes CoH so frigging strong. And you cant shut it down, because they can just rebless it, so its way, way stronger then a Hex, which is gone for good, once 1 of 4 survs stumbles over it.
I cant wrap my head around why CoH has +100% healing speed AND can be reblessed an infinite amount. Why the double whammy?
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Oh boi you're missing a lot. CoH gives you a self care ability at 50% rate + healing speed at 100% so it's from 32 seconds to 16 seconds while sel-healing. And healing someone takes 8 seconds from 16.
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Sloppy itself still... exists, but the playstyle attached to Sloppy got killed dead with boons. Injuries don't count for much of anything unless you commit to them nowadays. When CoH is in play, you'll rarely encounter random injured survivors unless the team has fallen apart.
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You know what?
Why not make that the main innate effect of hemorrhage while keeping the current faster bleeding effect.
It would make both sloppy and all Hemorrhage perks/add-ons much better while not being overpowered.
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With the exception of Exposed, SOME instances of Hindered, and Oblivious, every survivor condition should be a lot nastier than they are.
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Honestly I'm more sad that Wraith got to nerfed to smithereens rather than the addition of COH. What a massive kick in the nuts.
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Yeah. Honestly, it's not just Sloppy - it's basically every 'attrition' based style (aka: hit and run) due to the omnipresence of CoH and how ridiculously well it stacks with other healing perks. It counters several perks and...honestly, entire killers (Wraith).
I'm astonished that boons went live as they did, particularly this one. It's a souped-up Self Care for the entire team, for the cost of a single slot. So, so dumb.
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The thing about CoH that proves it's broken beyond just the boon system is that it's invalidated every other healing perk that came before it. I used to run We'll Make It religiously and I had to take it off my builds after accepting just how obsolete it had become; 16 seconds is the amount of time a We'll Make It heal eats from the team, but that's exactly as much time is consumed by a CoH heal, whether it's two people together or just one, and it can be active whenever, not just by one player after they unhook. Self-Care is slower than CoH even if you have to put down the totem yourself. Inner Strength consumes the totem and takes nearly as long to activate as placing the totem and then healing yourself without extending any benefit to your team. Second Wind? You could run to the totem and heal up in only slightly more time, without nearly as many restrictions; this perk only helps you more than CoH if you get tunneled off hook, you don't get hit with BT as deep wound will eat your bonus health state, and you survive for 20 seconds. The best use of Botany Knowledge right now is to supplement a strong medkit with CoH with insane healing speeds. No One Left Behind was already dead with the introduction of the endgame collapse. Solidarity isn't worth the perk slot and never was, but especially not now - in a specific situation, the team can heal two injured people in 24 seconds, or 48 seconds of team time. CoH makes that situation take 16 seconds for each survivor, or 32 team seconds, and is less restrictive for when it's useful. Autodidact? Why have unreliable but occasionally lightning fast heals when you can always have lightning fast heals?
We're Gonna Live Forever is more of a bloodpoints perk than a healing perk, but again, CoH gives the same doubled healing speed - though I will concede healing a slug isn't a situation where you can pick your location, so it's less dead than We'll Make It. So WGLF and For The People are the only ones that still have their own niche.
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