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It will take 48 seconds for two survivors to heal each other. Hook timers are 60 seconds.

Grum
Grum Member Posts: 273

If the killer is camping, that leaves the survivors 12 seconds to both make it to the hook, and make an unhook play before the person on hook dies.

Unless the killer has sloppy, in which case healing will take 60 seconds and the person on hook just dies.

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Comments

  • solarjin1
    solarjin1 Member Posts: 2,223

    Botany and desperate measures will become more use! survivors will adapt. Unfortunately camping and tunneling will probably be the strongest it ever been but on the flip side gen rushing will be way more difficult to stop.

    Just gonna be more killer raging on gens flying and more survivor DCing cause the killer tunneling or camping them to second stage

  • Ulfberto
    Ulfberto Member Posts: 35

    Increase hook timers 🤣

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    Yes, you will get punished for playing poorly as survivor.

  • bm33
    bm33 Member Posts: 8,274

    Why waste all that time healing when you will probably get grabbed at the hook anyway when in that same amount of time you can complete a gen? Bring gen perks and focus on gens instead.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I would not say something is suddenly good because the base is really bad...


    To OP, I saw this the moment to see base healing to 24sec. Its not simply just 8sec per heal as most killers see.

  • Trollinmon
    Trollinmon Member Posts: 691

    How does one save vs a camping bubba?

    healing should be balanced on its own

    How does this not apply to gens? There are a bunch of healing perks in the game but you seem to be saying that healing should be balanced without this perks. They are trying to shift the meta into a meta where healing is very valuable. Do healing perks not fix this issue? The only reason this scenario is a problem is because both players have zero healing perks and the killer has 3 injured and downed one while also putting one on hook and then camping before these players did a reset.

  • Trollinmon
    Trollinmon Member Posts: 691

    But wouldn't the perk be very good compared to the value it gives vs all perks in the game? Prove is 7 seconds saved with 2 players on a gen and botany is 8-10 per heal. Since we are going into a healing meta then you might be healing players 5 times a match. That's 40-50 seconds of saved time from one perk.

  • fulltonon
    fulltonon Member Posts: 5,762

    Hook is what has to be changed from fundamental anyway, it's the roots of literally any problem this game has.

  • Trollinmon
    Trollinmon Member Posts: 691

    So m1 killer injures all 4 survivors and get a down before they decide to reset. Not all 3 reset and no one knows what healing perks do in a healing meta? Isn't this how PVP games should work. Like you are just straight up getting outplayed making massive amount of mistakes and then the killer punishes you and is going to get rewarded.

    It's is impossible when you make massive amount of mistakes. How is that not something you should be punished when the team is making mistake after mistake after mistake while you still being able to remove the mistakes you make by running healing perks.

    I've beat vulp as soloq vs her Nurse with the old 1900 MM

    Double down on what? We are going into a healing meta. You run 1 healing perk and this removes the nerfs.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Are you implying that you are entitled to a Healthy hookbomb?

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Curious, how does this affect the guy with the instadown chainsaw?

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    Depends on many, many, factors. Sometimes the killer has a power that makes that hard. Sometimes you are hooked a million miles from an open gate. Maybe someone has Reassurance. Maybe the guy on hook tried to 4% and threw away a chunk of his timer. Maybe no one wants to mess with NOED and just leaves.

  • Nazzzak
    Nazzzak Member Posts: 5,843

    It'll take longer than 12 seconds for solo players to even find each other, especially on larger maps. More people will just die on hook.

  • Pepsidot
    Pepsidot Member Posts: 1,662

    Less chances for unhooks end game, too then. Just leave... boring. 😒

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    I don't understand why, though.


    If I am playing Basement Bubba, and you come running down the stairs to save..... your health status is irrelevant. I'm going to rev the weedwhacker and take you both out.

  • Blueberry
    Blueberry Member Posts: 13,671

    So you run healing perks to counteract that time?

  • fulltonon
    fulltonon Member Posts: 5,762

    I think if it becomes actual time pressure/limitation rather than coordination issues, it would hit SWF more than solo q.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    this is why once upon time, borrow time used to apply to unhooker granting them the endurance status effect. you know... an anti-camp mechanic. the explanation you are given is not any difference then facing an instant down killer camping hooks. This would allow you to save survivors when injured & vs instant down. You definitely argue that a perk that allows you to for go healing is possibility too strong but that is just how camping is currently balanced.

    The counter is being good at solo looping and relying less of crutch health-states/body blocking to fix errors. Your describing a skill issue. if 3 people are injured and 1 person get hooked, the killer is meant to be in the advantage and you need recover. its successful killer snowball.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    I agree this is going to turn things like Save The Best For Last killers a statistical nightmare for saves.

  • Grum
    Grum Member Posts: 273

    Instant down killers shouldn't be able to camp with their power. The game needs to be accessible and fun to people of average/low skill levels. People shouldn't just be getting deleted from matches on first hook simply because they messed up once in chase, or got screwed by bad RNG.

    Also there's such things as Defaced Smiley Pin, which would effectively just allow Legion to get a free kill from hitting everyone with their power once.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,848

    Some games are 100% altruistic healing, so those games would have a zero healing speed nerf.

    The Dev update literally says "First, healing will now take 24 seconds by default (previously 16 seconds). This will make each hit more impactful, ensuring that Survivors need to spend longer to heal their wounds".

    Read that a few times. It says "EACH hit" and "ensuring that Survivors need to spend longer to heal their wounds". This requires all sources of healing to have their speeds reduced. It's literally the entire point of the healing changes. If the altruistic healing speed nerfs are reverted, then when aren't ensuring survivors need to spend longer to heal their wounds.

  • Akumakaji
    Akumakaji Member Posts: 5,489

    At the very least they should do a hot fix to Reassurance, as this should help with one part of the killers Duo Terrible, 8e camping and tunneling. 

    "Reassurance now has 3 tokens and can be used by one survivor one after the other. Reassurance can now be activated from 12m away. The killer gets a notification that Reassurance is in play, hopefully peeling them away from the hook."

  • Huge_Bush
    Huge_Bush Member Posts: 5,424

    Not a single killer has ever complained about base healing speed. The nerf to it came out of nowhere and shouldn't be implemented at all.

  • Dbdfan398
    Dbdfan398 Member Posts: 184

    People have just got too used to 7 second heals

  • solarjin1
    solarjin1 Member Posts: 2,223
  • Coffeecrashing
    Coffeecrashing Member Posts: 3,848

    There's no reason to give basekit medkit self healing a separate duration than basekit altruistic healing, considering this is how the game has worked for a while, and I haven't seen complaints about it before the healing nerf announcements. It's clearly not a problem, and people are just using it as an excuse to get the altruistic healing speed nerfs reverted.

    And I'm quoting BHVR because that is their intent with the healing speed nerfs, and their intent only works if all healing is nerfed. Otherwise, the games that have zero self healing would have zero healing nerfs for the survivor.

  • Carth
    Carth Member Posts: 1,182

    Remove hook grabs and do what they did to exhaustion add-ons for mangled(remove them).

  • Volcz
    Volcz Member Posts: 1,188

    This is a nice point to bring up but its unrealistic. Most people aren't going to be running Botany. You'll see it on the casual/newer players who want to experiment or don't know much about perk strength or synergy. Good players/experienced survivors won't be bringing it most likely.