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Some QoL and Buffs for Renewal (Second Wind)
So I've been playing with Renewal for a while now, as well as collecting data on it. This is because I felt that it wasn't up to snuff and wanted to be able to prove that to myself with some data, however anecdotal it may be. And my general experience with the perk is that it frequently does nothing at all. The most frequent scenario in my data collection is the perk not being ready to activate by the time I've been hooked, rendering one of its two uses inert. And considering this is meant in part to be an anti-tunneling perk, it doesn't make much sense that it can't be readied or used when being chased or downed.
My suggested changes go as follows;
- Allow Renewal to pick survivors off the ground
- Allow Renewal to heal through Deep Wound to full health
- Allow Safe Unhooks to fill Renewal (hear me out)
- Allow For The People to fill Renewal
The explanations for these changes are:
1 and 2: It takes more than enough work for a survivor to earn the heal, so the killer possibly tunneling them shouldn't be able to ignore it just because they may have been in a dead zone or not had BT active (wont be as much of an issue with the latter in the upcoming Midchapter). And considering it's partially an anti-tunneling perk, it doesn't make sense that it doesn't do almost anything against tunneling.
3 is likely to be the most controversial, but hear me out on this. You won't always have the option to heal someone for Renewal. Sometimes they heal themselves infront of you for no reason, sometimes they're across the map, sometimes they're being tunneled, sometimes someone else heals them. Even with unhooks, sometimes the killer circles back too soon and you can't get more than a sliver filled. Adding Safe Unhooks to the things that fill Renewal would be a great QoL change as it would allow you to trade with the perk and still get value, giving less incentive to just leave your teammates on hooks while you search for someone to heal. I'm not sure if one safe unhook should be able to fully ready the perk, but I wouldn't advise more than 2 to fill it.
4: I honestly don't know why this isn't the case already. You take a big risk to use For The People, choosing to put yourself at risk for your teammates, and it does almost nothing for Renewal users. It's a full heal on another survivor, so why shouldn't it count if that's Renewal's pre-requisite?
All in all, I feel that these changes would make Renewal more fun to use and less of a chore, bringing up new strengths where it use to have frustrating shortcomings. That said, all 4 of these together could end up making the perk too strong. If I had to let one of the 4 go, it would be 2. #4 and #1 are ones I refuse to back down on, however.
But I'm also curious. What do you lot, the DbD community, have to say about these changes? Would it make Renewal a beast, or would it still be a rather mediocre perk that you would only run every so often?
Comments
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I agree with all of these changes
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Honestly for these changes, as Renewal is a great perk, but I can't always get use out of it for some of the reasons you listed. It'd really help with anti tunnel when combined with the new OTR when it goes live if it could full heal past Deep Wounds.
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For The People + Renewal would be so fun.
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Renewal works a bit better if you build around it, or if you can play in a SWF setting. I always pair it with We'll Make It and Sprint Burst. The theory is that you can be more aggressive with saves because you can heal them faster afterwards, and SB allows you to make distance from the hook while your Renewal timer is active if you're being tunneled. It's easier to guarantee use if you can coordinate saves+heals, but solo queue is always questionable.
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I do run it often with another healing perk to encourage my teammates to let me heal them, especially after unhooks, as most either run away for no reason or run off to heal themselves, even with me following them. Most often, We'll Make It is that perk for me, although sometimes I also use Aftercare to encourage them to get free intel for letting me heal them.
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- yes, Renewal gives you the broken status so the killer can know that you have Renewal and now he needs to think about what to do. Do they risk the DS? do they risk Renewal into Soul Guard? just a nice change
- yes, just yes. the perk needs buffs
- yes, Deliverance, a much stronger perk, gets charged by safe unhooks so why not Renewal too.
- imo renewal should charge by completing a healing action not actually % based on how much you healed. Sometimes you find a self-caring survivor and offer to heal them and they accept but their health bar is half charged already. now you have a half charged Renewal. Great! so yes "for the people" should work (or just make it safe unhook based)
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