http://dbd.game/killswitch
Pharmacy will be significantly worse with these changes
Currently, Pharmacy is not a very widely used perk. However, the changes to healing and medkits (specifically the Emergency Medkit) will cause the perk to be much worse than it is currently.
At the moment, from the point of finding a Chest, it takes around 15 seconds to fully heal yourself. About 5 seconds to open a Chest, and 10 seconds to heal yourself with the Medkit.
With the nerfs, Pharmacy will now take around 30 seconds to heal yourself after finding a Chest. That's double the time it takes currently. That's still around 5 seconds to open the chest, but 24 seconds to heal yourself.
This already non-meta perk will be rendered half as effective by these changes, and will seriously need buffs to compensate.
A suggestion I have is to allow Pharmacy to grant a +100% healing speed bonus to Medkits found within the trial. This may sound drastic, but it would reduce the Healing time to 12 seconds, which is actually slightly worse than what it is currently. +130% would put it back to around what it is currently, for reference (this would be ideal, but it's a bit of an odd number). It also has the added caveat of not working on Medkits that are brought into the trial, so you can't just bring in a 2 heal medkit with current Green Medkit healing times.
I really like Pharmacy, but if it doesn't get any counterbuffs, then it will be objectively worse than Inner Healing in every single way. I don't want to see it used less than it already is.
Comments
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The perk allows you to come empty handed or with another item, open a chest 80% faster, and get a guaranteed rare medkit for free that you can take with you if you escape.
I don't see how the healing time change affect Pharmacy in any way.
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Green medkits will take 24 seconds to heal instead of 10.5. That's a significant nerf to Pharmacy.
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That's a nerf to the medkit, not Pharmacy. Pharmacy would allow you to always have a free green medkit at hand even if you don't bring one from your inventory, as it always did.
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base healing time 100% needs to be toned down in general no one asked for a nerf to it people wanted nerfs to medkits and coh not destroying healing all together
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A nerf to the item Pharmacy gives you is a nerf to the perk, even if it is indirect.
Stop being pedantic.
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So an indirect nerf to pharmacy. The same way, base healing changes are an indirect nerf to Self-Care.
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As for OP, I like the idea! But I still think they should just revert or semi-revert pharmacy to it's current state (keep the effects, if you're uninjured you can only get a guaruanteed medkit on first search, if injured you get a medkit everytime)
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Stop being illogical.
The point of the perk is giving you access to healing, for free, whenever you need it while also making it safer to get it.
The advantage of the perk has nothing to do with the healing itself, but to guarantee you have access to it without having to bring your own healing method or depend in RNGesus and is how it will continue to work after the change.
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Read above.
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It gives you an item which is being nerfed. How is that anything but a nerf to the perk? It’s an indirect nerf, sure, but it’s still a nerf. The advantage was both getting access to a healing item AND how quickly it healed you.
You can literally buff it and it will still likely be weaker than before, and that’s okay because green medkits were pretty broken tbf. I don’t even necessarily want it to heal you as fast as it did before. Just give it SOMETHING.
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I think a good idea for Pharmacy would be to give it a Rummage token that lets you get 1 Green Medkit, but the token goes away if you open a chest while injured. You'd always be guaranteed at least one medkit then.
It'd be a good QOL change for the current iteration of the perk, but not really enough if these healing changes go through as-is, however.
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I give you a free lollipop. It is an apple flavored lollipop, and you don't like apple. That changes the fact that I gave you a free lollipop?
The advantage of the perk is being able to not bring a medkit but a toolbox, a flashlight or anything at all and be able to get a free medkit more safely the moment you need healing. And that is what the perk would still do after the healing change.
Nerfing the healing doesn't change the functionality or purpose of the perk in any way. Seriously, I think it's not so hard to understand.
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The purpose of Pharmacy is to guarantee that you have a healing item when you need it most and that you can access it quickly. If possible, you could pre-open and get multiple chests open so that several people could benefit from it and the basement having one meant you always had an easy access Green Medkit in a place the killer is probably not going to bother looking.
The fact that the Green Med-kit was the best item in the game helped with the strength of the perk.
The issue is that Pharmacy is going to do exactly what it has been doing, but now the item in question isn't as broken as it used to be. I feel this is a good thing because the Green Medkit has been the best item to take for 6 years and being able to potentially spawn one for each chest on the map is terrifying, almost as much as CoH.
And this is assuming you don't bring Ace in the Hole to potentially (though unlikely to) double its use and you don't have Appraisal to spawn yet another Green Medkit.
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I wouldn't mind making it more like Residual Manifest. Nerf it down to a yellow or brown medkit if necessary since the medkit rarity doesn't matter so much anymore.
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I never thought I'd see someone try to say Pharmacy deserves a nerf, but here we are I guess.
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I didn't say Pharmacy needed a nerf, I said Green Medkits do.
Pharmacy is fine.
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A nerf to Green Medkits is a nerf to Pharmacy. That's why I suggested Pharmacy provides a +100% healing speed bonus to Medkits you pull out of a chest as to keep it around the same speed as it is currently.
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Yes, I too would like to have a much needed nerf mean literally nothing.
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