http://dbd.game/killswitch
The Botany Knowledge nerf is bad.
The changes to Botany Knowledge are terrible. You can't use Botany Knowledge with a basic brown medkit anymore. You can't use it with a basic green medkit anymore. You HAVE to take add-ons to get the same use out of these items that someone without the perk does, which means there's now almost zero point in looting chests looking for a medkit. That's going to feel horrible.
I understand that the perk is strong, and they're trying to alleviate some concerns around fast healing by inducing a penalty — however, that penalty winds up feeling extra miserable with the Bloodweb's RNG. You are at the whims of a system that could decide you don't see any medkit add-ons for hundreds of thousands of BP. If they're going to start shoving penalties into perks, they can't leave the leveling process as it is. It's just not good.
If you want the perk to be used for outgoing healing only, just make it do that, because this change was 100% unnecessary. Removing the efficiency was plenty enough of a nerf to the perk, not to mention it's thematically conflicting and makes zero logical sense.
By the way, you can take a single Circle of Healing to make sure your entire team can heal themselves in 24 seconds. To heal JUST yourself using 3 perks — Botany, Desperate Measures, and Self Care — it takes 27 seconds. How does this make any sense? And no, I don't think the solution is to nerf CoH.
What I wanted to see was a change to Medkits in general. Change how many charges you can acquire, nerf green medkits, just don't shove the solution onto the perk. Like so many other perk changes it's just going to wind up feeling awkward and bad to use.
Comments
-
Yeah, they should have nerfed med kits instead of botany knowledge
4 -
They should just leave the perk as-is, 30% healing speed increase and item efficiency.
4 -
this
0 -
Green med-kits have mitigated the use case for botany knowledge for a long time, and they are going to continue to do so.
Med-kits were/are the problem. We were probably about to see an increase in Botany usage, but like calm spirit, I don't know if anyone in solo queue will want to run it now. It'll be great in SWF though.
1 -
Either use a medkit for yourself or leave it. You can either think about yourself or others. Not both.
Fast self heals are very strong and since the heal speed was buffed to 50% you could heal yourself at insane speed.
And it's called Botany knowledge, not "get the best out of your medkit".
0 -
I don't think Claudette's perks should have been touched, personally (however, I can reasonably accept efficiency nerfs to SC, and even BK). I totally agree Medkits should have been targeted, because her perks on their own SHOULD provide a survivor with advantages, as they are perks (and the advantages pre-nerf weren't even that advantageous, per se). Medkits definitely were abusable and oppressive when combined with them, and that is coming form a 99% solo survivor player with over 6k hours lol.
BHVR wanting to change the meta is fine, but when certain aspects of the data reflect different demographics for different reasons (i.e. Claudette's perks being fantastic for solo players), that needs to be taken into account. I don't think they did, this time around. Those perks were nowhere near as oppressive as others.
*After proofreading, I admit the majority of my opinion stems from my strong opinion of the speed nerf to self-care. THAT is what I think needs to be reverted before all else, personally. I still concur with everything you said, and stand by everything I said :) I really hope they understand what this does to their solo survivor base
1 -
yeah like I said I do acknowledge that self healing is incredibly strong — but without CoH, it's at the very least limited. you could only fully heal yourself twice in most situations. this could effectively negate killer pressure where it counted but it means that you only had so many charges, and when they were used up you were done.
and yeah, I agree, they ignored the context of why certain perks were picked so frequently. they absolutely should revert the heal speed nerf on self care. the efficiency bonus removals were fine, but as someone who also plays a lot of solo queue I only see pure nightmares ahead where newer players sit there healing themselves for a full minute. it's one deeply baffling change amongst a lot of other baffling changes.
many of these nerfs shouldn't of gone live at all imo, not without updating solo queue QoL first.
Post edited by BearMerchant on1 -
Truly speaking, the overall nerf will add ~6.5 seconds of extra healing time with the same build I run now. It's still more efficient than self-care is currently without botany, but when combined with sloppy or any mangled effect addons... ughhhhhhhhhh. I still 100% do NOT believe the buff to botany's speed justifies the nerf to self-care's. At the VERY least, the changes should have made the combo "break even" to what it was before when used alone, without a medkit. I could accept nerfs individually if the new math left the self-care/botany self-heal speed the same without the impact of medkits or boons. If they wanted to nerf the combo's secondary effects to medkits, I could get behind that. But like we said, it's the medkits that need the hit much more than self-care does lmao :(((
1