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Healing issue

Do you feel that healing is a bit too powerful now ? I'd say because of the boon: Circle of Healing we have a problem with it and med kits should recieve a slight nerf. Here are changes that would make it a little bit more fair:

SYSTEM CHANGES:

For each time survivors rebless a totem it takes extra 2 seconds.

Boon: Circle of Healing: Unlocks healing without medkit with 50% > 45% normal speed.

Pharmacy: Med Kit always drop with Gauze Roll addon.

COMMON ITEMS:

Camping Aid Kit: Unlocks the Self-Heal action with 100% > 95%. Icreased altruistic healing speed of 25% > 20%.

Bandages: Increases the Med-Kit's Capacity by 8 charges. > Increases the Trigger odds of Healing Skill Checks by 10%. Decreases good Skill Check zone by 10%. Decreases Great Skill Check zone by 5%.

UNCOMMON ITEMS:

First Aid Kit: Unlocks the Self Heal action with 100% > 110% regular speed. First Aid Kit has a capacity of 24 > 16 charges.

Self Adherent Wrap: Icreases healing speeds by 5% > 10%. Removed: Increases the Med-Kit's Capacity by 8 Charges.

Needle & Thread: Removed: Increases Med Kit's healing speed by 15%. Grants 100% bonus Bloodpoints for Great Healing Skill Checks. > Increases the Trigger odds of Healing Skill Checks by 10% > 15%. Decreases Great Skill Check zone by 8%. Decreases Good Skill Check zone by 14%. Increases the progression bonus of Great Healing Skill Checks by 1%.

Medical Scissors: Increases the Med Kit's healing speeds by 15% > Increases the Med Kit's altruistic healing speeds by 15%.

Gauze Roll: Increases the Med Kit's capacity by 12 > 8 charges.

RARE ITEMS:

EMERGENCY MED-KIT: Increased the Altruistic Healing speed of 50% > 75%. Med Kit has a capacity of 16 > 8 charges.

Surgical Suture: Increases the Med-Kit's Healing speeds by +15 %. Increases the Trigger odds of Healing Skill Checks by 15% > 25%. Decreases area of Good Skill Checks by 23%. Decreases area of Great skill Checks by 18%. Increases the progression bonus of Great Healing Skill Checks by 3%.

Abdominal Dressing: Reduces the Med-Kit's Capacity by 8 Charges. Increases the Med-Kit's healing speeds by 25%. > Increases Med Kit's Personal healing speed by 10%. Increases Med Kit's Altruistic healing speed by 25%

VERY RARE ITEMS:

Ranger Med-Kit:

REMOVED: Increased Great Skill Check zone of 15%. Increased Good Skill Check zone of 16%.

Increased Altruistic healing speed of 50% > 30%. Med Kit's capacity 32 > 24 charges.

NEW: Increased the Trigger odds of Healing Skill Checks by 5%. Altruistic healing consumes 33% less charges.

Comments

  • DrFrozen
    DrFrozen Member Posts: 144

    Not mentioned items remain unchanged.

  • sanees
    sanees Member Posts: 653

    coh gains too much time, even the time spent extinguishing the totem is beneficial for the survivors as the killer spends more time than the survivor

    and we also know that the quick heal completely killed hit and run, thus making camping and tunneling more preferable

    I would do this: "coh gives +50 healing speed (does not give self-healing) base healing speed reduced by 10%

    + while the survivor is injured they interact 10% slower"

    so coh will still be useful for heal builds, but won't be as overpowered

    well, since the base healing rate has slow, we a little buff self care

  • Alcuin
    Alcuin Member Posts: 460
    edited January 2023

    If medkits and CoH were to be nerfed, it would have to come with significant nerfs to Killer perks, add-ons, and powers that debuff Survivors. It's always a sweaty, unfun match when a Killer stacks status effects. You have a ton of casual players simply bringing a brown medkit to ensure one heal in Solo. You're going to push those players out if you keep Sloppy and Franklin's and whatever add-ons as they are while nerfing medkits. The medkit discussion seems to just go one way on the forum.

  • Nikkiwhat
    Nikkiwhat Member Posts: 1,378

    Medkits can be a problem and need a tweak. On their own and solo queue I don't have a problem, but when they're really good medkits (with solid add-ons) and used in tandom with a SWF they become problematic. Especially so if multiple ones brought and unless the Killer brings Franklin's or the ability to inflict the Broken Status IE: PLague, Legion with add-ons and certain Perks, it becomes a huge hassle, as you can't leave folks alone and spread the damage, or break off chases as they'll heal up.


    Perks are fine imo, I use Healing/Support builds when I play Survivor and play solo queue, as well as teamed up with my GF and it's saved our bacon a few times....but have been countered or outplayed and as vastly more limited than bringing good Medkits into the match. Perks have requirements, Boons can be snuffed, take time to set-up & reapply is stomped out. Not to mention Killers can exploit the fact Survivors keep going back to the same Boon areas and catch em in the middle of a heal.f

  • Shroompy
    Shroompy Member Posts: 6,809

    Healing has always been an issue, not Medkits, not CoH. All they do is exaggerate the main issue.

    What needs to happen to healing is make it more of a threat to be injured multiple times in a row. What Id do is increase the amount of charges required to heal each time your injured. So first would be 16, then 17, then 18, etc. And it would cap at 20. There scrapped feature of Survivors becoming more bloody the more theyve been hit could also make a return to show how much they've been hit.

    This way it punishes Survivors more for constantly healing over and over, and also makes medkits (which is the strongest item that can be brought in for how cheap they are) a bit weaker.