How much time do Medkits actually save you?
Medkits have been subject to a lot of scrutinies lately. The subject was already becoming contentious not long after Wraith was nerfed, but then CoH came out and dialed everything up to eleven. Love it or hate it, the survivor meta has more or less transitioned from the non-healing meta to the self-healing meta.
Healing and efficiency
How long is a typical heal? 16 seconds, but it's 16 for two survivors. So collectively, that adds to a total of 32 seconds, the same pre-nerf Self-Care. (insert explanation why Self-Care didn't deserve to be gutted here)
Standard Medkits
With a standard medkit, it's still 16 seconds but it's 16 seconds on one survivor. So in terms of efficiency, you effectively save 16 seconds because your teammate can still do gens, unhook, be chased, whatever they need to do.
So the math is simple. Brown has 16 charges for a 16-sec heal that only requires you, so 16 seconds are saved. For a yellow, it's 24 (assuming you commit to a half-heal). Purple would be 32 if you healed with it twice.
Green Medkits
Now, this one is a bit more complicated. Not only are you healing without a teammate, but you're healing 50% faster as well. I'm going to be sharing my methodology behind this simply because I'm encouraging you to try to do your own math as well; this was really hard and I'm willing to believe I may be off. Feel free to correct me.
Alright, 32 seconds. Cut it in half and we get 16. Factor in the 50% speed boost, so 16/1.5, and we get 10.7 (rounded up).
32-10.7, and we get a difference of 21.3 seconds. So 1 heal from a green medkit effectively saves 21.3 seconds for the team.
Excluded Variables
Obviously, none of this includes the time you cost the killer in the chase that you effectively nullify, the killer could ignore you and tunnel a teammate, etc etc. There are also no add-ons being taken into account atm.
Toolboxes
Why do I mention toolboxes? I thought the best way to put this into perspective.
The best toolbox is a commodious toolbox. Gives you a 50% repair boost and has 32 charges, effectively saving you 10.7 seconds off gen.
10.7 vs 16, 24, 21.3, and 32.
Add-ons
Both of these have add-ons. I know many of you are thinking of BNPs right off the bat.
Fortunately, when BTL was reworked, I went through the effort to see how much a toolbox saves when used with a +8 charge add-on (not the best, tbf, but minor difference), a BNP, and a single Streetwise.
With some rounding involved, I concluded that this combination saves... 31.7 seconds. All of that for 31.7 seconds. Now, obviously, if you use BTL, this gets higher, but let's ignore that for a bit. 31.7 seconds on a decked-out toolbox with a perk vs a base purple medkit that saves 32.
How does this compare to a Green medkit with add-ons? With 50% heal speed, you might as well just use charge add-ons. So let's say you're using a +16 and a +12 charge add-on. How much time do you save?
First, how many heals is it? 16+16+12 equals 44. 44/16 would be 2.75 heals. If a heal is 32, then 32*2.75 would be 88 collective seconds spent healing.
Whatever, it's cut in half so back to 44. 44/1.5 = 29.3 (rounded down). 88-29.3, and you 58.7. Yes, 58.7 seconds have been saved.
CoH
I won't be on this long. I've ranted on CoH a ton but since we're discussing medkits, I thought I'd bring it up.
It has Self-Care's old 50% penalty, so the numbers aren't nearly as ridiculous as a green medkit since it's just as efficient as a teammate healing you. So 32/1.5, and you get 21.3 (rounded down). 32-21.3, and you end up with 10.7 seconds saved.
Not as strong, but it's infinite. But the real kick is that it stacks with medkits. So, you can turn that Brown into a Green if you want! You can turn a Purple's painful 32 seconds saved into a painful 42.7! Green? Now it's 24 seconds saved (this is an example of diminishing returns when it comes to stacking action speed buffs).
Nuances and the problem
Now, obviously, there is a lot of nuance to this.
A killer can chase, hit you, and then be forced to leave. Not only did you get a fast heal, you effectively made the killer waste their time.
You could never be seen by the killer and never use the medkit.
But here's my problem with this. Patch 2.3.0, heal times were increased from 12 seconds to 16 seconds. The stated reason for this change was to give the killer a form of slowdown through gameplay without touching gen times. This change enabled the ability to spread injuries to build pressure; either they risk staying injured trying to do gens, or get off and spend a long time healing.
This is gone. Medkits throw this out the window. One on its own is fine, but just like Old Toolboxes, when you get a team of them, it's a problem. You cannot use injuries to spread pressure. The only thing you can do is commit to chases (since they'd heal quickly if you leave them) and to tunnel survivors out because you lack slowdown outside of your perks.
Wraith is described on the official DBD website as a hit-and-run specialist, and his playstyle is broken. It doesn't work. Sadako is another hit-and-run killer, and there's a literal #buffSadako movement.
Why do I bring them up? They're hit-and-run because they lack oppressive chase tools. They suffer the worst.
Nurse? Blight? Spirit? Artist? All four of them have extremely oppressive chase powers and are top (or at least high) tier killers. They can commit to chases. If they want, they can tunnel through any defenses the survivor may have. They can brute force their way through medkits if need be, something the lower-tier killers simply cannot do.
With 6.1.0, I believed we were finally taking steps to narrow the gap between the high tiers and low tiers, giving buffs that primarily affected the lower-tier killers while barely benefiting the high tiers. I hope some sort of solution can be found to make medkits/self-healing less oppressive, even if it requires nerfing higher tiers in the process.
Comments
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I understand all of this, yet medkits are pretty much all low-ish mmr players have to survive when you don't know when you'll find a teammate for a heal, whether that be because you can't coordinate with solo q or because your friend is occupied on the other end of the map. Not sure how we could tank a medkit nerf. I'm already dependant on We'll Make It to tackle the heal straight after the hook so that the unhooked doesn't flail around the map trying to find someone to heal them instead of doing gens.
Something should be done to buff hit-and-run killers a bit though, I recognize that. Right now, I feel like the only somewhat efficient hit-and-run playstyle is Legion, and that's because people know it's not worth it healing against them (and if you do, well, you'll be found and injured quickly through Killer Instinct).
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I reject this line of thinking. Something being fine in low mmr but game breaking in high mmr is a problem. Inexperienced/low MMR players will eventually become more seasoned and improve.
The only reason Legion can get by with hit and run is because they can not only injure easily, but they also inflict Deep Wound, which will slow down your healing. Of course, if you can still power through gens while keeping the heals up, even Legion will struggle.
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I understand your point about things being fine in one mmr but game breaking in another, but all I'm saying is that we should be careful how we nerf stuff as to not make the casual players' experience too unpleasant. It's already super discouraging being a casual survivor. People play 300h and are still not good at chases, still have horrendous escape rates. How long is "eventually"? How much neglect is it tolerable to inflict on what makes a good part of the playerbase, because of another ?
I get that things need to be adjusted at high mmr, but all that is done is stuff that majorly impact average-level players more than it does high mmr. Killers were buffed to have higher overall killrates because they didn't kill enough in high mmr. That's all good and fine. Except most it did was make casual, average players' games harder.
So yeah, changes need to be done, but for the love of all that is unholy, let's tread lightly on making the beginner and casuals experiences worse. This game is not competitive by nature, everyone should be able to enjoy it without it taking a thousand hours of experience...
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I think its a very common misconception that people have with this game that "extremes are fine, since average use isn't as bad" instead of "extremes should be more normalized to allow them to be properly balanced." The devs very clearly struggle from it often as well, like when perks like thana get slapped back down to earth with the fury of a thousand suns the moment they became viable. They could have easy addressed the disproportionately strong synergy specific killers had with it, but instead they blanket nerfed it so hard that said problem killer synergies are the only ones who get any value out of it now.
This game has outgrown its scope by years. We really need to start taking that into account when things get changed or updated, the chaotic balance of the game makes everything, even player cleverness, a very wide variable. We need more normalizing and less overall buffs/nerfs, and its always heartening when you see them but disappointing when the hamshank fisticuffs get brought back out.
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Not to mention the added benefit of not having to worry about travel time cause the medkit is always on your person unlike a teammate you have to find
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An important part of medkits is that you don't need a 2nd person, this is important for 2 main reasons.
- The extra time spent trying to find another survivor to get the heal, and time to get to the place you are healing and back. It also let's the killer know that 2 survivors are together as soon as they heal, so if they're mid chase they know there can only be 1 survivor currently on a gen, which then let's them estimate how much gen progress survivors have, and whether they should drop chase or not
- You cannot leave an injured person zoned, for example if we think of ARP, if an injured survivor is on shack side, and you know no other survivors are on that side of the map, and the killer is focused on main side for whatever reason, if the gens are all on that side, or there is a hook on that side, they can basically ignore that survivor and focus on the others, or the injured survivor has to run past the chokepoint and risk giving a down to the killer, or a healthy survivor has to basically give up a health state to cross to the other survivor
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I just use inner strength to heal myself in 8 seconds no matter if killer has sloppy or any slowdown on healing. I use We'll make it to heal survivors in 8 seconds (10 with slowdowns) no matter what killer has.
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All good numbers wise on the analysis but you left out a couple of aspects
- Yes medkits are useful, but the main question is really how do they compare to toolboxes? Is a squad with four toolboxes more or less likely to escape than a squad with four medkits for instance? If the answer is both medkits and tools are equally useful than that’s fine. On the other hand if one is clearly giving a statistically much bigger benefit than the other is escape rates than that would be a problem that might require one to be adjusted. So you can’t just compare survivors with no items to survivors with medkits, you have to compare survivors with medkits to survivors with tools.
- Also as a minor note you left out using medkits on other survivors. Yeah a lot of players use them strictly on themselves, but you save just as much time when you use them on someone else, healing a second survivor in only 8 seconds or whatever for instance. (In fact personally that’s how I typically use medkits I find when I play Plunderer Ace for instance. 🙂)
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Medkits could probably stand to get the toolbox treatment where charges are capped at 1 or 2 heals. I don't really find them overly problematic on killer because I don't play a split pressure style and my chases typically don't extend for long unless I'm playing like a bot.
Medkits can be ridiculous when you get into the green scissors/32 charge range. I also run Resurgence on survivor a lot of times with a green medkit which lets me heal myself insanely fast after a hook.
The thing to consider here is that medkits are a necessary survivor tool for different reasons at low ELO and high ELO. Low ELO survivors will have trouble coordinating heals and may not know what to do. And high ELO killers that belong at that level don't give survivors time to group up and heal. The issue as usual comes up when there's a mismatch in the matchmaking and we can't tell because everything is hidden. Is a killer not able to pressure because of the medkits or because the survivors are at the far end of the matchmaking range?
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A lot of these issues could be resolved by putting caps on anything stackable. Healing, gen progression/regression, etc. You then balance down the one time instant abilities to be in line. Certainly doesn't fix everything, but it's a start.
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4 Brown Medkits are fine, but 4 Ranger with double charge/speed exist along with 0 Medkits. They need to reduces the gap between these 2 possibilities.
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There's a reason Self care is still popular even by itself. I agree that messing with med kits too much would probably be a terrible idea.
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Good job putting all of this together. I would add that there won't be just 1 medkit in most games. It's mostly 3-4.
Survivors have a lot of tools to be time efficient. This effectively means that games become faster not just shorter. Many killers struggle to keep up with survivors in general. Adding medkits means they can't build up pressure, which means they have to rely on other ways to compete (mostly tunneling and camping) because they have no way of gaining momentum.
I recently had a game where I hit a survivor, they had Overcome, made distance and before I could even catch up to them they were already healed. This wasn't a medkit used for self-healing but the combination of another survivor healing them with their medkit, CoH and We'll Make it. This happened multiple times. How is anyone supposed to know what is going on there? I thought they were cheating but no. Turns out that this was legit. Needless to say I was pretty much done by this point and didn't play too serious anymore.
Of course I understand that this is not normal but it is still possible and it is something that heavily impacts morale during the match.
Post edited by Xernoton on1 -
Perhaps I am giving the wrong impression.
I'm not saying medkits should be absolutely gutted and destroyed. I'm saying that I believe their current form is problematic and should be changed.
I'm personally a fan of the idea that self heals with medkits should take 24 seconds. Still more efficient than a teammate healing you, but by 8 seconds compared to the current 16.
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Self Care is popular outside English speaking regions. Otherwise, it's not that popular of a perk. (Confirmed by Peanits)
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But here's my problem with this. Patch 2.3.0, heal times were increased from 12 seconds to 16 seconds. The stated reason for this change was to give the killer a form of slowdown through gameplay without touching gen times. This change enabled the ability to spread injuries to build pressure; either they risk staying injured trying to do gens, or get off and spend a long time healing.
patch 2.3.0 was one of those changes that affected soloq a lot and did not affect swf at all. Why? A swf can easily regroup and heal everyone in 8 seconds. 2 people healing same person is 8 second heal, so in just 24 seconds, you can heal 3 health-states. Did adding 4 seconds do anything to affect swf's ability to heal? I mean difference between the patch was 6->8 seconds.
For soloq on other hand, soloq already has huge problems in term of coordination when it comes to healing. this especially true at low mmr-middle mmr where there is just no team coercion like at all. Its not uncommon for the killer to tunnel you and for you to remain injured near enough entire game. that is why self-care was used a lot when healing 24 seconds. It removes the teamplay required to find two people to heal you. it had 95% pick-rate or something stupid. When self-care got nerfed, less people started using self-care because they realized that healing for 32 seconds was not practical because you would not be doing any generators while your teammate is in chase and if you self-care outside of a teammate being in chase, you would likely get chased as injured which would make you unable to complete the heal.
In essence, your team is wasting pallets while your doing no generator progression from self-caring. No heal meta was more or less forced because survivor did not get many bloodpoints to refund their items if they died and for long time, there was no good healing perk for its replacement. So what survivors did is run Iron will and Spine chill. Iron will removed the survivor noises reducing risk of being injured while spine chill countered stealth killers and allowed to position yourself better to avoid taking opening hits. Survivor did keep their items and add-on if they escaped, but eventually, they removed the ability for survivors to keep their add-on when escaping and keeping of add-on was moved to Ace In The Hole perk. In order for survivors to keep even earnings on their bloodpoint to use med-kits, they had to run a perk called we're gonna live forever and prove thyself. With these two perks, you could earn enough BP to continuously use a med-kit.
After that, circle of healing was eventually released. this perk essentially bridges soloq healing problems and makes soloq as efficient as SWF in term of healing. COH is like old self-care. Strangely,enough, its not used as much as self-care because old self-care had such high play-rate because it was super easy to use. with COH, you need to know where dull totems spawn and the healing is not global like old self-care.
fast-forward into modern age dbd, due to 33% reduction in bloodpoints, survivors received default version of BBQ because the bloodpoints are worth more comparatively to before. So now survivor can just spam med-kits almost every game similar to how killer used to spam add-on every game by equipping BP perk to maintain their add-on.
Wraith is described on the official DBD website as a hit-and-run specialist, and his playstyle is broken. It doesn't work. Sadako is another hit-and-run killer, and there's a literal #buffSadako movement.
Wraith hit & run never worked at base-kit. Healing was always too fast for SWF and too slow in soloq because of information problems. A popular stream popularized this build on wraith called hit & run, It consistent of these 3 perks - Sloppy butcher, Thanotophobia and Nurse calling. The idea was simple, Sloppy butcher slowdown healing, Thanotophobia stacked healing debuffs allowing to acquire tier 5 mangled effect and Nurse calling gave you information to interrupt survivors ability to heal. In essence, you could hit people, leave them, hit another person, leave them and then locate the injured survivor using nurse calling. Stealth killer need lethality to captialize on their stealth and these anti-heal perks gave them pseudo instant down. These perk are low impact-bad now because BVHR nerfed strategy to the ground and stealth killer with it.
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I don't like saying this, because this is a discussion and discussions need different points of view, but if you say 2.3.0 did nothing but harm Solos and did nothing to SWFs, you are wrong. You are factually incorrect.
First off, yes, solos will always get hurt hardest by any survivor nerf. That's just a fact. But to say it did nothing but harm solos? Increasing a heal from 12 to 16 seconds is huge, especially when Self-Care was meta back then despite being 50% as it was for years until the recent nerf. With it going from 24 to 32, the perk was widely considered awful. Why am I restating what you said? Because now survivors will have to group up to heal unless they brought a medkit. That fact alone is a big deal since it makes healing harder, even for swfs. The only time those happen is during unhook scenarios where a team prepares to go for a hook dive or something.
Did upping a heal from 6 to 8 mean much? Well, the pool of collective time spent went from 18 to 24, which is a 6-second difference, which is pretty nice. So yes, those seconds do add up and are meaningful.
Second, medkits... weren't rare. Or hard to get. A medkit is literally one of the cheapest items in the blood web. And I'm seriously questioning just what you're spending your BP on if you don't have plenty of medkits. I have almost 100 Brown Medkits alone on a single character, and I don't even play surv that much (because I play almost exclusively solo). CoH is just a perk that enables a survivor to have a fast, reliable source of healing at all times with minimal counterplay. And no, totems are not hard to find. If they were, you could run Small Game/Detective's Hunch until you learn the spawns.
Third, let's say you're right. The gap is bridged.... it's still problematic and is disproportionately affecting the lower-tier killers while just being an annoyance to higher tiers such as Nurse/Blight. That is a problem because the gap between the weakest and strongest killer is the size of the grand canyon. It's okay for some killers to be stronger than others; it's not okay for some to border on unplayable in the current state of the game if both sides are playing well.
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Thing you missed for medkits' efficiency is that you need to view the injury time/heaing time in relation to gen times. You technically mentioned this,but I would like to actually detail that.
There's a lot more efficiency involved with medkits,gen time wise.
Basic scenario - Killer takes about 16 seconds to chase a survivor since the start of the match and finally hits them. Using that speed burst,let's say with Overcome,they make it the main bulding of Badham. Now our hero is an average M1 andy Killer so if he tries to chase that building it will take him an eternity. Naturally he leaves. Let's see how it works for the gen times with and without a simple brown medkit.
If the survivor does not have a medkit and desires a heal,they will probably waste 10-20 seconds at best looking for a teammate. They then spend 16 seconds healing. That is about 52 seconds off gens,while the killer has lost about 48 seconds of gen time,assuming other 3 survivors have been doing the gens perfectly efficiently. Not too bad,maybe you got a pallet out of the way along the chase.
Now if that survivor has a medkit. 16 seconds of chase. 16 seconds of healing. The killer only pressured our one survivor. 32 seconds off gens,while losing about 48 seconds of gen times. Net time loss. See the issue? That is the true strength of medkits. Not the speed,really. The ability to self-heal and make the Killer's time efficiency go negative if they have to abandon chase.
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I mean, don't we just cap heal speeds? You say this may hurt low mmr and solo queue which isn't incorrect. But just make it so green med-kits can't heal you in 8 seconds twice. Solo queues with 4 stacked med-kits can just create game speed out of nothing. There is very little time wasted when there is 3 to 4 med-kits involved. And when very little time is wasted gens just fly. Just nerf the extremes, It really won't hurt solo queue/ low mmr that much. They can still heal, its just the extreme 3-4 stacked med-kits that allow 0 pressure to be made outside of downing players so fast that uninterrupted gens are impossible.
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No matter how rare your medkit will be, if a killer brings Franklin - you lost it
And maybe it's my luck, but I'm getting green / purple medkits in my bloodweb like green - 1/5 and purple 1/20, so i need to spend a lot of bloodpoints just to get good charged medkit with good heal speed, that might be taken by a killer just in one click
I'm prefer to use CoH, at least it has no charges and counterplays Franklin, it saved me a lot much more times that medkits
P.S It's okay that killers are using something like bloody butcher or addons to slow down heal speed, but impov lost hard gotten medkits in seconds just by one click is pain that you never should feel
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that is because high-tier killer have a way degrade health-states so that hold-w is not as powerful against them. there are multiple ways to degrade health-states. In the case of nurse and blight, it's in-chase mobility. there is also instant down, range attacks and lower coodown(reducing self-stun) & less sprint burst per health-state.
from total time wasted, the biggest part of healing is not actual time of healing. its the time spent finding survivors to heal you. this is in part why med-kit and COH are strong because you can heal on demand. you do not need find another person to heal you so you save a ton of time from this element. See sloppy butcher for example only increases healing time from 16->20 which is 4 second difference but what makes sloppy butcher strong is not extra time spent healing, its additional time that the survivor could get interrupted from being healed.
for example, if you injure a survivor, and they spent 25 seconds to find a teammate that now begins healing them, that is 45 second time waste for individual survivor that is being healed. survivor are very vulnerable when it comes to being interrupted by actions. 20 seconds spent to heal another survivor is long time for the killer to have a chance to potentially remove your progress towards healing. being healed at 95% is same as being healed at 0%. you only get a reward for healing once you reach 100% healing.
this is why healing disproportionately affects soloq over swf because swf can easily find each other and group heal which minimizes the chances that killer interrupts the survivors from healing. SWF will not spent 25 seconds finding a teammate, they will directly go that teammate in less then 10 seconds in the most efficient routing possible. interrupting 8 second heals is really difficult compare to interrupting 16 second heals. If you ever equipped sloppy against a swf, you will almost feel like the perk does absolutely nothing. you will be really shocked for how fast healing is when it is done in a group.
vs soloq on other hand, sloppy is really strong as a perk due to how much more time consuming it is to find a teammate to heal you. a killer could go on a chase, down you, hook you, you get unhooked, hook another person and you still might not be healed by the time 2nd person is hooked. Killed will often refer to this as snowballing injured pressure. this type of play-style allows you to chain-hooks back to back where the survivor is never getting a chance to heal which reduces the killer chase time by a lot because they do not need hit a survivor 2 times in a row.
stealth killer pray on the above gameplay more then other killers because their objective is to use healing and generator like distraction. it is sort of like death spiral trap where you keep trying to heal, but the more you try to heal, the more the killer keeps injuring you. It makes healing become more like endless secondary objective where you eventually accept being injured, but by accepting to be injured, your opening up the window of a stealth killer like wraith to just get the first hit that instant downs you. that is whole principal behind hit & run. its using undetectable as form of anti-loop because.... well you cannot loop if you can't get to a window/pallet to begin looping.
Strong anti-loop killer have no need for this gameplay. they just brute force every loop and they brute force health-states. stealth killer on the other hand really suck at brute forcing loops because their power is not within chase, its before chase occurs. their anti-loop happens before chase begins. not during the chase itself.
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Problem as usual is the skill gap. Any nerf to medkits will just cripple the already pretty intolerable solo q experience even more. While having them strong as they are allows high mmr survs to abuse them.
Tbh i dont think much needs changing yes purple and green medkits are extremely powerful. But how many of those do people actually have? I've got 10 days ish of playtime. Ive worked most of my survs to prestige one. David, kate and michaela to 2. I can count on one hand he number of purple medkits I have. And green medkits are barely more common.
And they are easy to lose. Even god tier swfs will lose players occasionally to face camping/tunneling. Franklin's is a thing, and legion's add on that forces items for consecutive hits on feral frenzy. I don't think medkits are a big enough issue to warrant nerfing them. Especially when you can just slap on sloppy butcher and slow healing times.
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These items aren't rare at all since they made everything cheaper in the bloodweb
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Being cheaper doesn't mean they'll show up more. 10 days of play time, probably 8 of it spent on levelling survivors. And i have like 5 purple medkits across my survivors. And you better be sure i always snapbthem up when they appear in the bloodweb. Individual Purple and higher rarity items just dont show up for survivors much, usually see offerings or addons more. Greens are also pretty rare.
Sure players with 50 days play time probably have a few more but again they are so easy to lose. A few bad games will rinse them out.
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I'd be okay with green medkits being nerfed a little bit, absolutely ! Even making the speed the same but having it be 1 and a half heal would make it less efficient since people would still need to group up to finish that second heal, unless they're using another complementary perk like Solidarity or Reactive Healing. :)
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Nerfing medkits and then nerfing franklins is the perfect solution to this.
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Franklin's? I mean.... Franklin's? Last perk I can think of that needs a nerf.
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All that aside, in my opinion medkits are the strongest item for survivors and as killer I will take a lobby full of flashlights or toolboxes over medkits any day. I have run Franklin's as killer but it feels really mean spirited and I know I find it annoying as survivor
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I was partly memeing, but man I replied to would not have accepted just a medkit nerf so I met halfway (:
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If you nerf medkits you won't see Franklin's nearly as much, I'd guess.
But medkits are the strongest surv item, imo. Especially now that they're cheap you're seeing more and more. I know I don't cling as tightly to my ranger and green medkits now that they're cheaper to replace; I don't feel in any danger of running out of them. I have 3-4 survs I rotate, and have anywhere from 20-50 green kits on each.
Sometimes I'll run a purple or green kit with additional chard/speed add ons and Built to Last, and waste tons of the killers time, even though I am not a great looper. Lose sight of a surv running one of those kits for even a few seconds, and they'll heal.
As a killer, that feels almost oppressive (which is why it might get you targeted as well).
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I agree, tbh medkits are basically objectively the strongest item. As you said even if your not good in chase being able to be anywhere and healing yourself in 16 seconds does huge damage to the killer's pressure. Only killers not really effected by it are plague or some other killer with huge snowball like a starstruck nurse.
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