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Better Than New Needs a Buff.
In its current state it's just not worth it, sure 16% is a good amount but for only for blessing, cleansing, healing, and opening chests. Most of the time you won't do those actions (except maybe heal somebody else). Which makes the perk so situational 90% of the time. I really think this perk either needs a rework or a buff. In its PTB version its values could have been buffed along with the duration lasting longer.
A good change is to allow to also effect unhooking, exit gate speeds, and repair speeds along with its current effects, but give it a duration instead of making the survivor lose it when getting injured again, for an example:
''Whenever you heal a survivor, that survivor will be granted a 16% bonus to repairing, healing, blessing or cleansing totems, opening gates, and opening chests for 80 seconds''.
Not sure if this would be too powerful but it would totally be a huge improvement in my opinion then its current version.
Comments
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It affecting repair speed would be too strong
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Idk…I’m already questioning why this is a perk when Leader already exists. Leader can affect more than one teammate simultaneously and gives a 25% buff. And it still gives value even if your team takes damage.
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It should affect healing, cleansing, blessing, unlocking, gate opening, sabotaging, and unhooking.
It would be too strong if it affected repair speed though.
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Because you can stack this and Leader, so they had to play safe with the numbers. All you have to do is heal someone, and you can theoretically heal everyone so that they get these buffs.
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I feel like it is worse leader.
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There should be a time charge. Like you get a perk buff icon after healed.
Then anytime you do those thing. The charge is slowly decreased. Instead of having the time cool down right after healed
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It could do with buffs but recently there's been a lot of perks introduced/buffed which increase gen speed, which is an effect that should be used with caution.
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They could add unhooking to that. Maybe even allow them to heal survivors who are bleeding out faster than 16%.
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There's enough repair speed perks. Like seriously, we don't need anymore. Same with gen regression perks. Just enough of both of those. Game is already turning into 4 gen regression vs. multiple repair speed perks and those types of games are never fun.
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The only buff I'd say is that BTN stays until the survivor goes down. The perk is already situational and then you have killers like Legion and Plague that make it a dead perk basically
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The game is already too saturated with gen repair speed and gen regression perks. We need new ideas here for a change of pace instead of playing tennis with gens
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I can get behind that, alongside a little number buff, like 16/18/20 instead of 12/14/16
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It should affect all survivor actions except repairing and vaulting.
And numbers should be higher. Make it 30%?
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It might be too strong if paired with Leader's 25% tho.
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You are not losing Leader's effects when you get hit. And Leader works on multiple survivors.
I can not see any problem.
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Serious question for you all: why can it not effect repair times? Requires pausing to heal, then goes away if that survivor takes damage. Survivors don’t have too many perks that effect gen speeds. Overzealous functions similarly but you don’t ever see that run. You obviously can’t stack Better Than New with Resilience. Prove only works on co-op repairs.
But killers can stack all of their slow down and gen defense perks options? I’m seeing a double standard here.
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That's the point. If you get +30% to all actions bare vaulting and repairing from BTN, and you're with someone using leader, you get a 55% bonus to your actions. And that's without counting items and addons, alongside other perks. It seems to me to be too big of a boost honestly.
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Doing gen faster isn't equated by killer's ability to slow progress. If killers had perks that reduced the time required to go from a hook state to another, it would be the same. Doing gen faster means a lot of pressure on the killer, and a lot of leasure for the survivors. It's not healthy for the game, as seen by the fact that gen time was recently given a slowdown.
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And what's wrong with 55% bonus speed ability on other actions? It just affects chests, totems, sabo etc. And survivors are wasting 2 perk slots for that.
Do you really thinking it is that good lol? Anything is good which keeps them away from gens. And plus for this build, they will use 2 less strong survivor perks which is great for killer player.
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They do: Scourge Hook: Monstrous Shrine. But they don’t even need it with how powerful camping and tunneling are right now. And because generators got base increased charges, shouldn’t that be more reason to allow perks to somewhat offset it?
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This. The absolute best case scenario for BTN is that it's a meme perk.
Like even imagining a hypothetical situation where 3 Survivors coordinate a buffed BTN, Leader, a Boon, a Medkit, and Desperate Measures to pull off some ridiculous midchase heal on someone, at that point it's just the insane coordination involved pulling weight, not the extra 30% from a theoretical BTN.
If you're interested, said situation could work like so: Survivor 1 runs Leader, Survivor 2 runs Desperate Measures and brings an Emergency Medkit with some speed add-ons, Survivor 3 brings Circle of Healing and Better Than New. Survivor 4 doesn't need anything.
Survivor 3 sets up Boon. Survivor 2 gets injured and then healed by Survivor 3. Survivor 3 and 4 get Injured and don't heal. Survivor 1 gets chased and Injured, runs into Boon AOE and stuns Killer where upon Survivor 2 heals them at an incredible speed thanks to all the buffs and the Medkit.
The only real issue I could see would be the 30% increased totem cleansing combined with Leader, and Counterforce to almost instabreak a totem. But with Boons being a thing, I'm not sure I really have a problem with Survivors bringing 3 of their 16 perks to cleanse a totem faster.
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You know what, I was gonna answer something, then I realized We'll Make It gives a flat out 100% health boost and it's not as fast as it sounds, and then I understood I was completely outmatched when it comes to understanding numbers in this game. So yeah, I have nothing to add.
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You left off healing, that’s the potentially problematic one. 55% bonus healing before even taking into account medkits or Circle of Healing, etc, would mean nearly instant heals.
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Make it apply to vaulting speed. Same for Overzealous. Instantly much more attractive perks.
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The point is you can bring Botany for 50% heal speed bonus and it is only one perk. Or better, you can bring CoH + Botany. All team can heal. This combo is just better and stronger.
But Leader + BTN combo is just meme. I mean why you would interest to cleanse totems anyway. Except hex totems, it is pointless. 55% heal speed is good with this combo but like i said, you can do it with Botany and it is only one perk slot.
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I actually preferred the first iteration of the perk. The repair bonus is nice + still worked if you manage to pull off the heal in front of the killer.
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Botany makes medkits worse though and only works on yourself. Better than New can work on multiple survivors simultaneously and stacks with medkits.
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But you ignored the part i mentioned CoH + Botany combo. It is infinite medkit for you and free heal for your team.
I am just saying that, while you can bring this combo why you would bother yourself for Leader + BTN combo. And this combo does not even adds self heal ability, you need to bring medkit for healing part.
But CoH + Botany combo is pretty solid. You can heal others with 50% heal speed bonus. Plus you can heal yourself faster with CoH.
I just can not see problematic part but it is just me maybe.
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Why bring CoH when someone else might bring it for you? Then you can bring Leader plus Better than New and potentially get all three perks stacking simultaneously.
And to be fair, I’m not definitely saying Better than New would be overpowered if it had its speed bonus buffed. I’m just saying this is the reason they probably want to be careful with it.
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Here’s my buff to better than new
Upon completing a healing action on another survivor, the targeted survivor gets a 7/8/9% speed boost to repairing, healing, Sabotage, cleansing and blessing totems, unhooking, opening exit gates and opening chests.
Survivors keep the bonus until they lose a health state. Stacks.
I nerfed the values down but added back the repair speed it’s pretty much old leader but added back.
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But i still can not see why someone would bring both perks for 55% heal speed. I mean let's talk about 4-man SWF.
One of them will bring CoH + Botany and everyone else will bring Botany only. And they will get great value from this build.
Let's talk about solo-q.
You will bring CoH + Botany. This means you can heal yourself with 16 seconds without needing any teammate. Plus you are giving heal area to your teammates. Plus you will heal them with 50% speed bonus.
I mean if this combo was alright to add, why not BTN + Leader. And for Leader value, survivors needs to stay close to each other. I just can not see the problem part, sorry.
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This would make it a lot better.
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Do you agree with the stacking part? That was the one thing I was stuck on should it stack with another BTN? I think so cause it’s only 18% and if they get hurt it’s gone I think it would be fine
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Assuming all the perks, add-ons, and Med-Kit would stack the strategy I mentioned would increase Healing Speed by 227%. To pull off what I described you would need We'll Make It, actually.
As for We'll Make It being confusing the way percentages work is a bit misleading I guess. It's important to understand your baseline is at 100%. So any increase of 100% is then effectively just doubling something, (100% + 100% = 200% if we assume additive percentages, which is not always the case in DbD) while a decrease of 100% completely negates it (100% minus 100% being 0%).
In this case Healing Speed is a default of 16 seconds. This is because healing actions in DbD operate based on a charge system. A full heal needs 16 charges and the default heal is at a rate of 1 charge per second. So 16 seconds is our 100%.
We'll Make It doesn't feel so great because you're taking the 100% to 200%, which is a reduction of 16 seconds to 8 seconds.
For our theoretical super heal we're adding 227% to 100%, and then 100% from We'll Make It (because I messed up my original math :p).
So we end at 427%, landing us at a heal that is under 4 seconds long (3.75~ish, not considering a Great skillcheck), or fast enough that a Killer cannot recover from their stun and break the pallet in time to swing at the Survivors (3.8 seconds to recover from the stun and break the pallet without Enduring or Brutal Strength (the Killer will also likely have a delay between being stunned and beginning the kick animation)).
Also you're not "outmatched" or anything, the numbers in this game are very weird.
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As long as the values aren't too high then it would be fine, this idea is fine in general Imo, I like it and would be better than its current version, any buff in general to this perk would be nice.
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Again, don’t forget Botany doesn’t stack with medkits, Better than New does. That’s probably a factor, especially since medkits are I think a little more common than CoH.
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But we are talking about perks, not items.
If i have to talk about med-kits, they probably needed to be nerfed. Atm, med-kits are pretty strong.
But even with that, for 55% value 2 survivors need to stay each other. So 2 survivors are wasting their time. And plus for BTN value, you need to be healed first. But alright i guess.
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If it effected repair speeds, it would be too strong. It would be a prove thyself but you can use it without co op actions and also stacks with prove thyself.
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But you have to consider medkits when you’re talking about perks which can stack with them. It’s not like survivors are in an itemless bubble.
And yeah, I agree medkits are strong, maybe too much, hard to tell. 🤷♂️ I definitely think they’re on par with toolboxes though and both are stronger than the other items (maps, flashlights and keys). So I’m not sure if specific medkits or tools need a nerf, but I do think those other items could probably use some buffs or maybe even combine maps and keys into a single item, for instance.
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I agree it’s only 9% to one person I think it would be fine with my version
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Requires stopping to heal first, and goes away upon injury. And again, killers can stack up to four slowdown or gen defense perks of their own.. but there’s no problem there? Have you not heard of Call of Brine + Overcharge following patch 6.1.0? Pain Res + DMS still being a thing? And on and on.
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pain res and dms u let go of the gen, brine and overcharge got fixed. But thats besides the point, we want to encourage a non slowdown meta not contribute to it and buffing this perk to make it a solo prove thyself is not healthy and the argument of (just run 4 slowdown) is not a good one since this should be discouraged. You stop to heal anyway as a survivor, and in decent teams its very easy to have a guy sit on a gen without encountering the killer on a big map especially.
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Thanks for the explanation, but I'll admit numbers are far from my strong point. And I don't think there's any shame in admitting I can't really keep up with them sweet numerical horrors.
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