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These healing changes are not good

I really don't think that increasing base healing speeds is going to be good for the game. 24 seconds is pretty excessive in my opinion, especially if that's going to be the speed at which you heal others as well.

Healing is already a pretty decent time sink for Survivors, and a distraction from the main objective. However, if you make it too unappealing to do, then people are more likely to just not heal, and push generators instead. 24 seconds BASE seems way too long, and that's not even accounting for Mangled at all.

Anyway, who's ready for 4 Adrenaline games instead of 4 Dead Hard games, because I'm not.

(Also as an avid Pharmacy enjoyer, please let the Emergency Medkit keep a little bit of it's self-healing speed bonus)

Comments

  • Dinan
    Dinan Member Posts: 33
    edited March 2023

    lets make the game more and more about waiting and pressing m1 instead of chases! bye, i quit.

    CS2 is around the corner so im playing that 😎

  • DreamerSteamer
    DreamerSteamer Member Posts: 34

    Plain and simple, I agree. I like the medkit and COH changes (as well as some killer perk changes like COB + Overcharge). Though the 24s base healing speed seems excessive. That would make self-care even more useless than it already is. Not that important for me personally, I just don't like it when a perk becomes pointless to run. Plus you have to keep in mind sloppy/ mangeled status effect of course, pumping up the time required to 32s and thereby also heavily increasing the time during which the heal can be interrupted and therefore all the healing progress going down the drain.

    All in all I think, there needs to be some further finetuning with this developer update and upcoming patch. And that would be great, cause it already includes lots of good changes (medkits, COH, COB, overcharge). Keep going bhvr, I like these quicker changes we're getting in recent months/ the last year 😉

    👍️

  • Crypticghoul
    Crypticghoul Member Posts: 574

    Yeah medkit self healing speed and charges getting nerfed are both some of the best changes they have ever announced but increasing the time it takes to heal others is not a good change. 18 or 20 seconds might even be fine but 24 is too long imo, especially when you factor in effects that decrease healing speed like mangled.

  • ad19970
    ad19970 Member Posts: 6,421

    I am excited to see how this will play out. But I feel like 20 seconds would have been enough. Or simply nerfing medkits to 24 seconds. I don't know.

    But it's an interesting approach, nerfing the best gen regression perks, and instead allowing killer to slow down the game themselves more, by spreading damage. The only potential problem here is as mentioned, that survivors might just now want to heal at all anymore.

    So I could definitely see BHVR toning the healing time down to 20 seconds.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,910

    Medkits being 24s will definitely be okay. I just feel like normal healing wasn’t really a problem and with Sloppy now it’s just going to be way too long. I’m expecting Resilience/Adrenaline to be meta with these changes (and Adrenaline already was meta). I would much rather they have just put a penalty on medkits that makes healing longer than to nerf all healing.

  • Science_Guy
    Science_Guy Member Posts: 2,029

    Insta-heals like Inner Strength and Adrenaline will skyrocket in usage now. I agree that the base healing nerf is a step too far, especially considering COH is getting obliterated and Medikits are affected as well. I'll give it a try like every other PTB change but this sounds like another idea that should die in the PTB.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    I also highly dislike the Changes to Base Healing.

    First of all, it is an indirect Buff to camping (once again) especially because one of the best Slowdown-Perks (Deadlock) is not changed. When a Killer is camping, to have a chance to save the Survivor, you probably need at least two healthy Survivors. My SWF-Mate and myself can manage this - however, if we are both injured, we will take 48 seconds to heal each other at base. This is too long to try to save someone. Sure, we can start using Medkits or Botany Knowledge, but it is more likely that Sloppy Butcher is used more oftern.

    Furthermore, those changes encourage Survivors to just stick to Gens. Again, when two Survivors are injured, maybe even with Sloppy Butcher - why should they heal each other? Both can do a Gen together, possibly with Resilience and Prove Thyself and are probably better off.

    Then, when it comes to Hemorrhage - I liked the changes back then. However, I think that now Hemorrhage should not apply to Self-Healing anymore. With Medkits being nerfed AND healing being nerfed as well, it probably should not be the case that Hemorrhage exists like that. One small interruption and the Medkit is probably useless for Self-Healing.

    Furthermore, the Devs should look at Mangled and Hemorrhage now. Maybe Sloppy Butcher should not inflict both of them anymore. It will most likely be used more, so inflicting Mangled should be enough. In general, with this Nerf to healing I feel that Perks and Add Ons should not exist which both do Hemorrhage AND Mangled, but rather one of those.

  • ad19970
    ad19970 Member Posts: 6,421

    I am definitely not convinced yet. I like the idea of having killers themselves prolong matches more by playing well, injuring survivors, instead of having perks that do so. And nerfing healing like this could help. The question is just whether the new meta will simply be injured survivors rushing gens. But against a lot of killers, staying injured can be very, very dangerous. So we'll have to wait and see.

    If 24 seconds turns out to be too much, I am optimistic BHVR will reduce that to 20 seconds, but I doubt they will completely revert the change, as a lot of the update seems to revolve around the idea of killers being able to slow down the game more by injuring survivors, which is probably also why PR got nerfed so hard.

    I do hope they also keep a close eye on Sloppy Butcher, they will probably have to nerf it before the update goes live, at least if healing stays at 24 seconds. But we'll be able to see for ourselves when the ptb goes live.

    I am just happy to be excited about DBD again, because the game has become a bit stale for me lately.

  • ad19970
    ad19970 Member Posts: 6,421

    The camping issue can easily be resolved by getting rid of freaking hook grabs, and increasing the hook phase duration to 70 seconds or so. Something many people have wanted for a while. If a killer can slow down the game more by spreading damage, they shouldn't have camping to rely on as much anymore. I am positive the devs will have to realise that camping will be a problem, if left unchanged, before the update goes live. No way they can ignore that issue.

    Mangled might need to be nerfed in general, 20% on top of 24 second healing will probably be a bit much. I am sure 15% or even just 10% would do the trick, and still keep Sloppy Butcher and addons that apply mangled useful.

  • Caiman
    Caiman Member Posts: 2,886

    Finally, injuring survivors will actually mean something again.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    Yeah, I would agree. This would fix the camping, especially getting rid of Hook Grabs. I think it would even be fine to get rid of healthy Hook Grabs, the Killer will still get a trade, but at least not a second Hook while the other Survivor is still on the Hook.

    And well, Hook Timer should have been increased with Gen Timer anyway.

    When it comes to Sloppy Butcher, I feel a slight nerf for Mangled should also be fine. Sloppy Butcher is already one of the most easy to use Slowdown-Perks, but leaving Mangled untouchd while nerfing Healing is hopefully an oversight.

  • CrossTheSholf
    CrossTheSholf Member Posts: 308

    Circle of healing could just remove the speed bonus for self healing and add the bonus for healing actions in others. They should also remove the speed penalty to self care tbh.

  • kisfenkin
    kisfenkin Member Posts: 619

    They clearly want us to quit playing Dead by Daylight and buy their new franchise. Not going to happen.

    Before they can justify these healing changes they need to fix tunneling and disconnects. These changes will make it easier and more rewarding to tunnel. What are they even thinking?!

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    This only widens the gap between teams with lots of medkits and no medkits. A no medkit team has spend 24 seconds x 2 people (48 seconds) for every heal

    The 4 medkit team can heal themselves 8 times in 24 seconds x 1 person.

    Basically a medkit or using well make it is the only time you should heal now, otherwise you're better off using adrenaline and sticking the gens while injured

  • MrMori
    MrMori Member Posts: 1,619

    Agreed, and I made a thread. Excellent Medkit changes, but keep healing at 16s and nerf medkit self heals to 65% speed, or 24.5 seconds. Simple fix.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,175

    Imagine trying to heal someone after they're unhooked. With healing speeds being slower now, the killer most likely get to unterrupt and tunnel the unhooked person even easier than before. Imagine having to spend AGES to heal. Yes, medkits needed nerfs. So did CoH. But nerfing base healing speeds?? You're gonna make this game so unfun to play as. Who wants to spend ages healing and working on gens?

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,306

    At least speed up altruistic healing to compensate for these changes, and add a way to get rid of/interact with hemorhage

  • Caiman
    Caiman Member Posts: 2,886

    There's this perk named We'll Make It that might be of interest to you.