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Possible self care change alternative

My friend and I were talking about the planned changes for self care and we got to thinking about this alternative. What if it worked the same as generators regressing. You could be self caring, and have to stop for some reason, but when you stop, you lose a small percentage of your progress instantly (possibly the same amount as if the killer kicked a gen), and then you will continuously lose progress until you start being healed (by self care or another person) again.

I think this is a better alternative because it still nerfs the perk, in a way, but would not nerf it to make it nearly useless.

Comments

  • chickenman12365
    chickenman12365 Member Posts: 25

    It's as if running/moving around in real life: if you have a poorly bandaged wound and you start running, you'll be loosening the bandages, and unless something is done about that, your bandage would eventually fall off.

  • Runiver
    Runiver Member Posts: 2,095

    The incoming possible nerf is far from making the perk useless. It will even be probably still meta and the most used perk in game even post-nerf.

  • chickenman12365
    chickenman12365 Member Posts: 25

    Just the way i see it right now, you could be 90% healed and the killer could find you or someone could lead the killer to you. Having the progress reset to 0% wastes all that time you just put into healing, and if you try to finish before the killer hits you, then you're most likely getting hit again, if they're close enough, also resulting in you wasting that time.

  • Veritaseraph
    Veritaseraph Member Posts: 2

    In a way, it is going to be very similar to getting out of madness tier 3 against the doctor. This will make the doctor even more enticing to pick as killer, because it essentially will lock survivors in place for a lot longer.

  • SadonicShadow
    SadonicShadow Member Posts: 1,146

    @Runiver said:
    The incoming possible nerf is far from making the perk useless. It will even be probably still meta and the most used perk in game even post-nerf.

    It for sure will still be top tier Meta. No question about that. Unlimited heals are just so enticing. Good thing about the nerf is that it will play into the killers hands if the survivors are to reliant on it. This nerf will be a buff to nurses calling since they have to commit to the heal not stop it when they hear the terror radius or else they waste even more time as they reposition and restart the heal. Should hopefully help slow the game a bit more.

  • Runiver
    Runiver Member Posts: 2,095

    @chickenman12365 said:
    Just the way i see it right now, you could be 90% healed and the killer could find you or someone could lead the killer to you. Having the progress reset to 0% wastes all that time you just put into healing, and if you try to finish before the killer hits you, then you're most likely getting hit again, if they're close enough, also resulting in you wasting that time.

    This is the whole point of the nerf. To make solo heal more unsafe than group heals. And also to make the killer to also make you waste your time healing yourself by dropping the chase, and coming back from another angle to force you to interrupt your self-care if you choose to use a strong juking spot to heal, instead of going to hide.

    This is all intended, and fine features. At the moment, you can just force a killer to go through strong juking spots and heal yourself there if he doesn't follow, to make yourself relatively safe. Now it can eventually be wasting your time, so you'd have to stop hugging pallets and strong vaults, and go into some other place to heal yourself.
    It's also a good way to stop people from healing in front of the killer, or to make bodyblocking into self-caring 20 meters away a "viable" alternative.

    Taking a hit shouldn't be trivial. And that nerf for SC would be entirely justified.

  • Jack11803
    Jack11803 Member Posts: 3,930

    It should have a 5 second delay before resetting the progress. As of the current idea, going to an injured teamate self caring IS A BAD THING, that’s just stupid.

  • Cryptic
    Cryptic Member Posts: 10

    I actually really like this idea. Thinking about the self care nerf, nurses calling is definitely going to get used a lot more. Nurses Calling, Distressing, Coulrophobia, and Thanaphobia/Ruin sounds like it'd be a lot more viable to run then it used to be in the meta.

  • MaxiferPriest
    MaxiferPriest Member Posts: 189

    @Jack11803 said:
    It should have a 5 second delay before resetting the progress. As of the current idea, going to an injured teamate self caring IS A BAD THING, that’s just stupid.

    5s would be WAY TOO MUCH. 2s is enough or even 1,5s.

  • Echoes
    Echoes Member Posts: 2
    edited June 2018
    It should just reset during a chase only. Done. No loop heals, but you can still stop to let a teammate heal you outside of a chase. Or a 30 second cool down on the ability before you can start it again... or both.
  • Jack11803
    Jack11803 Member Posts: 3,930

    @MaxiferPriest said:

    @Jack11803 said:
    It should have a 5 second delay before resetting the progress. As of the current idea, going to an injured teamate self caring IS A BAD THING, that’s just stupid.

    5s would be WAY TOO MUCH. 2s is enough or even 1,5s.

    How is it too much? What’s a survivor gonna do that defeats the purpose of the nerf in only 5 seconds? You can’t get breathing room or do an entire chase in 5 seconds.

  • Jack11803
    Jack11803 Member Posts: 3,930

    @Jack11803 said:

    @MaxiferPriest said:

    @Jack11803 said:
    It should have a 5 second delay before resetting the progress. As of the current idea, going to an injured teamate self caring IS A BAD THING, that’s just stupid.

    5s would be WAY TOO MUCH. 2s is enough or even 1,5s.

    How is it too much? What’s a survivor gonna do that defeats the purpose of the nerf in only 5 seconds? You can’t get breathing room or do an entire chase in 5 seconds.

    Also, solo survivors are hesitant and take a bit to start healing, not counting any lag

  • MaxiferPriest
    MaxiferPriest Member Posts: 189

    it should only be 2s so that when u SC and the other person comes to heal u u have 2s when u stop SC and he startes healing you. 2s is enough

  • Visionmaker
    Visionmaker Member Posts: 2,051
    Runiver said:

    The incoming possible nerf is far from making the perk useless. It will even be probably still meta and the most used perk in game even post-nerf.



    +1 I highly doubt anyone would take self care off despite the proposed nerf.

    I can get behind keeping the progress for a few seconds because of the teammate issue Jack brought up, but it should fall to zero quickly thus after.
  • NMCKE
    NMCKE Member Posts: 8,243

    +1 I highly doubt anyone would take self care off despite the proposed nerf.

    I can get behind keeping the progress for a few seconds because of the teammate issue Jack brought up, but it should fall to zero quickly thus after.
    @Visionmaker I do agree with the Self Care nerf but I don't think it should remove all of your progress. I think it should be a instant % amount removed then it regress after that instant % removal. Example: Your at 85% progress but let's say you had to stop for a few seconds because of Nurse's Calling. You'd lose 25% instantly and then it will regress by 2% every second either until your % progress is at 0 or you start healing again. I think this should be applied to every type of healing action instead of just the Self Care action.
  • Visionmaker
    Visionmaker Member Posts: 2,051
    edited June 2018
    Nickenzie said:

    +1 I highly doubt anyone would take self care off despite the proposed nerf.

    I can get behind keeping the progress for a few seconds because of the teammate issue Jack brought up, but it should fall to zero quickly thus after.
    @Visionmaker I do agree with the Self Care nerf but I don't think it should remove all of your progress.
    Why not? Not that I don't like your suggestion, I am just curious as to why there needs to be any more of a compromise (beyond a few seconds leeway) to begin with.
  • Abyssionknight
    Abyssionknight Member Posts: 69
    edited June 2018

    I like the nerf personally. The only change I'd make is when you stop self caring the game makes a basic check. Have you moved since you stopped healing? Is there another survivor next to you? If you haven't moved, and another survivor is beside you, you don't lose your self care progress (allowing other survivors to heal you). If you move, or another survivor isn't nearby when you stop, you lose all your self care progress.

    Seems silly that if you've self cared beyond 50% it'll take longer for someone else to heal you than it would for you to heal yourself. Not a fan of a perk encouraging people to not work together when they're on a team.

  • DepravedKiller
    DepravedKiller Member Posts: 182

    @Runiver said:
    The incoming possible nerf is far from making the perk useless. It will even be probably still meta and the most used perk in game even post-nerf.

    I agree with you on this, Now days i don't play any survivor without self care unlocked on them and i will continue to use it after the nerf

  • NMCKE
    NMCKE Member Posts: 8,243
    Why not? Not that I don't like your suggestion, I am just curious as to why there needs to be any more of a compromise (beyond a few seconds leeway) to begin with.
    @Visionmaker I wasn't including the safety seconds with my suggestion. I'm talking about in general, the MOMENT you stop ANY healing action, you'll instantly lose 25% of your progress and then the rest of your progress will be regressed by 2% every second. :)