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Devs, I dont think Pharmacy needed a nerf...
Pharmacy is disabled completely when you are healthy, you can't even unlock Chests faster.
The change completely removed the pro-active usage from the perk, horrible...
Yeah, you can find multiple Medkits, but first you have to find them, and this can be too time consuming, especially with new gen times and stronger killer chases.
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Yeah their reasoning made no sense
”We didn’t like that your chests could be stolen so now you’ll get the perk activated when 3 chests have been searched already”
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Why should it be allowed to be proactive when it basically guarantees tons of free healing for the team? Just run CoH at that point.
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it's a worse perk funny enough
literally a backwards change
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As non meta survivor, I dont understand why they nerf my usual perks so hard. Calm spirit, Pharmacy, Botany
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Wdym. It was so op. It let you waste time opening a chest and getting 1 full heal. It's not like there is COH or any better healing perks in this game
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Thank goodness they nerfed MoM to make up for this.
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I'll reply to every thread on the pharmacy issue. I agree & I'm really sad one of my fav perks is practically impossible to use. - At least make it a token system; you start with two and for [action] you charge tokens. As long as you have a token interacting with any old chest (for all I care only while injured) gives you a medkit, regardless of it already having been opened or not.
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Oh no the survivor can get 1 free heal with pharmacy by being able to open a chest at the start of the game.
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I agree the new version isn’t perfect at all.
but can we stop pretending the previous version was that great? It was literally one heal, which you needed to waste time for finding the chest already it’s just now you don’t waste the time at the very beginning.
would be cool if they made it so that both versions get combined (you get your Medkit at first search but also later on if you are injured - possibly even with rummage option)
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or one survivor takes plunderers and ace in the hole and turns each chest around the map into a portable selfcare station that can be taken with you, any survivor can take, and the others dont even need any of the perks involved.
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We're talking about Pharmacy. Pharmacy pre 6.1.0 gave a single guarantee 16 charge med-kit which is only enough for 1 heal.
I've ran a Plunderers, Ace In The Hole, Appraisal, and Pharmacy build before 6.1.0 patch and your first chest is a green med-kit than everything else is up to chance. And Ace In The Hole can backfire since Abdominal Dressing Addon exists and you can end up with a med-kit that doesn't even provide a full heal.
Even if Pharmacy was changed to always provide a green med-kit on chest opening regardless of health state, you are running around the map opening chests to get 3 single heal med-kits. You can add more chests with an offering, but at least by yourself that's 5 single use heal med-kits and you've ran around the map opening every single chest. Which is hardly an issue imo.
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I know it didn't allow for multiple before, but I was under the impression the point of the changes was to remove that stipulation and allow you to get more than 1 per match, so long as you are injured. As for the value in that, they're single use at base but they're also fast medkits, and they allow people without other means at least 1 selfcare heal. That doesnt mean as much when its one person, but again, the value increases a lot with multiple possible uses. Also does the perk synergize with others like appraisal and built to last?
Admittedly i havent used it much before the update and havent used it at all since, but these types of changes are usually damage control for the ways people can (and do) stack effects to an exploitable degree.
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