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Can Desperate Measures get a buff to not be almost strictly worse than Botany Knowledge?

I don't mind that Botany Knowledge is getting buffed to 50%, but Desperate Measures' extremely conditional 56% is a bit lacking in comparison, and the unhooking speed doesn't really make up for it, saving you fractions of a second at most and maybe preventing hook grabs on healthy survivors which are stupid anyway. Can dead survivors be added to fulfilling the condition and maybe bump the numbers up to 15-20%? Ideally, something that makes it over 50% at 3 injuring/dying/hooked/dead survivors to put it back where it was in relation to Botany Knowledge before the buff where it was worse at 1 and 2 but more at 3 and 4.

Comments

  • anarchy753
    anarchy753 Member Posts: 4,212

    The issue of adjusting two perks to compete like this is that they work together. Together you can already stack them for over double healing speed when everyone's injured.

  • JaviiMii
    JaviiMii Member Posts: 286

    Ye, the stacking is where a buffed Desperate Measures would make healing builds busted (imagine someone running Botany, Desperate and We'll make it with a medkit to pretty much insta heal someone with OTR in probably literally a second right under the hook and in the killer's face without having to worry too much). - Personally, I would have preferred for Botany to stay the way it was and give the buff to Desperate Measures in the first place. With the reduction in hit cooldowns the faster unhooking speed would probably come in very handy and while a heal would be We'll Make It levels fast if no one on the team was healthy, it would not be a flat out super speed heal at all times. It would be a slight increase if the team is not in a clutch and would be a game changer in, well, desperate situations, allowing for that desperately needed quick reset.

    I guess as is Desperate Measures maybe needs an additional effect. I kinda fear "forever gens" builds are incoming so maybe something to counter these builds would be nice which would also fit with Felix character theme. - No flat out gen repair increase but something that builds up and becomes more and more powerful as the match goes on and it becomes about "finishing that last gen asap".

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,898
    edited July 2022

    No, botany just needs to be reverted, and that includes reducing the healing back to 33% as well as restoring the medkit efficiency. Neither perk needs any changes from how they are in the live version right now.

  • Tiufal
    Tiufal Member Posts: 1,252

    So whats the problem in healing perks stacking? A survivor running like three perks for one situation of healing another one has quite no other perks than that. So let them heal in 4,5 seconds? At least at that point they would heal more often, doing slower gens, than not healing and pushing gens.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    The situation that happens every game, is not situational at all.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    My idea? Nerf WGLF to 50% healing speed on slugs (100% is crazy fast), and buff Desperate Measures to have a bit faster healing speed on slugs and even faster unhooks than it currently does. That way it can have a competitive advantage in the realm of healing perks.

    Let’s not forget Solidarity or Resurgence, though...

  • KweenPlease
    KweenPlease Member Posts: 305

    I think the devs disagree. They want to buff Botany Knowledge to discourage use of Self-Care which is damaging SOLO QUEUE so heavily.

    Also they don't want to revert changes they realize they messed up on. They made too many changes at ONCE when they hit everyone with . . . Hemmorage effect buff, Legion buff, Anti heal perks being buffed , Circle of Healing nerf.

    4 things that slapped healing in the face and now SelfCare is being nerfed too.

    Botany Knowledge deserves that buff and to keep AT LEAST 25% of its medkit efficiency.

    and HONESTLY I think Desperate Measures could use a MICRO-buff. You will only ever REALLY get it at a 2, maybe 3 person damaged stack. Another 3% on each wouldn't be that big a deal. It'd be 6-12% difference and the 12% would almost NEVER see the light of day. but that's just my opinion.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Self-Care in and of itself was not damaging to solo queue; neither is it a bad perk. Don’t think they’d be nerfing it if it wasn’t. Now it’ll be a worthless perk though.

  • KweenPlease
    KweenPlease Member Posts: 305

    Yes . . . yes it is. The majority of people who use it in Solo queue just want to opt to heal themselves in corners all game and plenty of the time turn down having others heal them.

    They're nerfing it to encourage playing as a group and relying on one another as a party AS WELL AS kind of making up for their mistake of adapting seven different things without freaking testing them to see how each would affect the game.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Because self-healing with current Self-Care is more efficient than someone else healing them - unless they have active perks that speed up healing others. A 32-second self-heal isn’t all game, it’s as much effectual time lost as another survivor taking 16 seconds to heal a survivor unable to do anything while being healed. Like many other perks, Self-Care was made even better with other perks and/or a medkit. But it’s all being removed in one fell swoop.

    Nerfing Self-Care is technically just another a buff to camping too, because you often can’t go for a hook rescue while injured (sometimes not even while healthy either though).

  • Seraphor
    Seraphor Member Posts: 9,396

    I see this all the time, but it's not as straight-forward as "2x16=32". Having two survivors spend 16s healing one of them is still more preferable to having one survivor healing themselves in 32s. The sooner anyone is healed, the quicker that person is safe from another hit, and the sooner both survivors are advancing other objectives or available to intercept or assist another.

  • KweenPlease
    KweenPlease Member Posts: 305

    It is NOT more effective nor is it more efficient. Because they spend time running somewhere else to do so when the other person is RIGHT there. So really it's comparing 16 seconds to something that is more like 40 seconds.

    Then they could immediately go to a gen together and double-stack on a gen.

    The other person is ALREADY at the freaking hook with you and honestly the amount of times I have Botany Knowledge or We'll Make it and they STILL turn down heal is aggravating.

    and a 32 second heal ( which is really always +40 seconds either due to perks, or it taking so long they have to move around. OR them going down because it took so long thus putting their time to waste and they never get the second health state ) THAT IS HALF A GEN pretty much.

    and no one uses SELF CARE ONCE in a match. They run around and hug corners all game and Self Care all match long and wait for hatch.

    and SelfCare ONLY assists in Medkit efficiency by 20%. Just run a freaking Medkit by itself or with Botany Knowledge which has 33%.

    If you're running all 3 that's too much because Selfcare will only be there for 20%. You might as well run Streetwise instead or Built to Last which are far superior. There is NO defense for Self Care. It encourages bad habits.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    It can situationally be better to be healed faster by another, but it may not be necessary. Let me ask you this: generators do or do not have co-op efficiency penalties? Assuming two people occupied with healing are often going to do co-op repairs together after healing.

    I can’t control how other players use it, but if someone is rejecting a heal by someone with healing speed buffs that is bad. Though in the case of Botany, it doesn’t reveal itself to other survivors. Not every survivor goes into a corner to use Self-Care either, but it could be the right play if the killer is trying to tunnel them out. The other three survivors, in the meantime, should be repairing generators and taking aggro.

    None of this really matters in a couple weeks though, unless the devs have a reasonable change of heart about Self-Care and other perks on the chop block.