R. I. P. Self Care lmao

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  • thrawn3054
    thrawn3054 Member Posts: 5,897

    No, that 33% was of the 50%. Which is 16.5% for a total of 66.5%. Which means with the proposed changes it would be 50% of 35%. That comes out to 17.5%. 52.5% being the new healing speed. Meaning it'll take two perks to slightly exceed the old one.

  • Youko
    Youko Member Posts: 187

    For high MMR and especially solo queue, this perk is very useful.

    Self care is extremely important to counter hemorrhage. If you're short on med kit charges and heals elsewhere aren't available for one of a myriad of reasons, it ensured you could finish the heal. It is also a counter to Franklin's, as good killers will keep you away from your dropped med kit until depleted or bank on downing you if you try to retrieve it.

    If the killer interrupts a heal and you break free of the chase, it gives you the chance to to finish a heal you may have struggled to get otherwise.

    It allows you to stealth heal while not having to risk being caught out trying to find a chest or someone else.

    It allows you self-reliance, which is incredibly important in solo queue. You can't force your teammates to act in a certain manner, only hope that they play in a logical way that helps you. This is neither always nor frequently the case. Self-care gave you the agency to make decisions independently of your teammates. It also provides consistency in a game where so much can be situational.

    If I thought anything would happen with self-care, it was that maybe this nerfed version would become base-kit like BT is changing.

  • DY86
    DY86 Member Posts: 570

    Are u mad bro? Sef care to counter hemorrhage? It takes 32 secs to heal a normal heal, over 40 debuffed with mangled/hemorrhage. Thats half a gen man.

    i play GF with Sloppy+Nurses Calling precisely to find survs doing what u mentioned

  • Adjatha
    Adjatha Member Posts: 1,814

    They've already nerfed CoH three times (radius, +100% healing potency, +75% healing potency) and SOMEHOW managed to miss the part that makes it a problem each time (free, better self-care for the entire survivor team).

    They could move CoH to Self-Care levels (from +50% speed and boost items to -65% speed and not boosting items) and it would STILL be wildly OP because IT WORKS FOR THE WHOLE TEAM.

    If they haven't figured out that self-care for the whole team at the cost of a single survivor perk slot is insane by now, I seriously wonder if they ever will.

  • Blueberry
    Blueberry Member Posts: 13,590
    edited June 2022

    I would have rather them left SC alone and instead nerfed CoH.

    Make SC the personal healing and make CoH the group healing.

  • DanDanXXX
    DanDanXXX Member Posts: 34

    This change is very good.


    It was faster for me to heal myself at 50% speed than to find someone else to heal me at 100% speed.

    Plus the guys on team don't heal for solo.

    This change will change the meta and make it more fun when people are more conscious of recovering others.

  • Youko
    Youko Member Posts: 187

    Ah yes, because I'm clearly too stupid to adapt tactics mid-match when I learn what people are running.

    Man I love interacting with this community. /s

  • Brimp
    Brimp Member Posts: 2,966
    edited June 2022

    To be fair it was either buff self care straight up making it better than CoH even more or buff CoH back to busted numbers. They kinda dug the hole themselves in that aspect.

  • Sludge
    Sludge Member Posts: 768

    medkits still exist you just lose some extra charges

  • Persephone_
    Persephone_ Member Posts: 157

    I feel like it does shine in the hands of extremely good loopers who can use it heal while waiting on a corner in chase. Even if it takes 32 second + the chase time being another 30-60 seconds + being able to take another hit + having teammates that do gens, the killer has basically lost at this point. However, I would argue it's really only a very small percentage of survivor players that can successfully pull this off. In my killer games I often see people try but it ends up being the reason I catch them. It takes skill to use efficiently.


    As survivor I play solo queue and inevitably in low MMR and the need worries me for those games as the new players will continue to use it. I sometimes run Empathy or Aftercare as it is so that I can spy the babies in the corner self caring and go to them to offer a heal if I'm nearby. Some of them will outright refuse though, it's actually comical sometimes.

  • sulaiman
    sulaiman Member Posts: 3,219
  • MB666
    MB666 Member Posts: 968
    edited June 2022

    botany knowledge has been buffed aswell you know...๐Ÿ˜๏ธ (just bring a medkit with botany or selfcare and you are done, you just got self-heals either at almost normal speed with selfcare or faster with the medkit , people dont realize how strong can be botany knowledge now.

    Botany got buffed to 50% extra healing speed + plus selfcare nerf to 35% (ALMOST SAME HEALING TIME AS CURRENTLY now is 85% instead of 83% WHAT A BIG CHANGE๐Ÿคจ?) nothing got change at all my guy.

    the nerf just affect people that run selfcare with no other healing perks , pairing selfcare + botany is the same as always.

    now Botany in the other hand is gonna be BUSTED paired with strong MEDKITS am telling you , am worried ๐Ÿ˜๏ธ

  • AhoyWolf
    AhoyWolf Member Posts: 4,252

    What's the point of a Perk existing if it's garbage and ruins a game without other Perks to support it? Also what's the point of bringing Self Care if you bring a Med-Kit aswell?

    Botany Knowledge would be busted, so let's hope they change it even further.

  • DBD78
    DBD78 Member Posts: 3,463

    This is a good change, for survivors. Now a lot less people will use it understanding medkits is a lot better, or Inner Healing.