So BHVR somehow BUFFED survivor altruistic healings in an update supposed to make injure matters?
Now this is quite inretesting.
And the fact it's focused on altruistic is exactly what "buffing SWF while nerfing solo survivor" is.
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there's actually no way you can balance the game very well without definitely separating Solo and SWF, so it was the best solution to not hurt SoloQ even more, so they did a good job taking into account the current situation and the feedbacks.
I mean, they keep the base-heal ticks at 16 charges and nerf exactly the problematic point which was being able to self-heal in 8 seconds using med-kits and coh, so, avoided having to mess with various heal/anti heal perks, addons and effects around macro game, puts a debuff on the med-kit's self-healing and thus just tries to force people to group and heal (-2 people on generators) , but still being able to heal yourself with med-kit, but in 20 seconds +- taking into account max potential from med-kit addons (since not stack with coh anymore) with less charges in all rarities.
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-2 people on generator rather than -1, but then it's like -90% healing time.
I doubt it will matter much as long as survivors can coordinate together.
Then there is survivors who can't coordinate very well..
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i mean, sure, we can see the COH situation as a point to be analyzed in the long run, since it allows altruistic healing to be very fast and people have to move and group in the radius, maybe the values have to be reduced or reworked for something new, but remembering that this is a boom, which at first would have to be a second objective in the game for the survivors, working as a time-sink and being worth it in exchange for something valuable.
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You really don't need to "analyze" it as we HAD that exact thing in past, and it was problematic.
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? But back in the day (when Mikaela launched), even though it was 100%, it also allowed (as it still does now) self-heal, it's not comparable (the new one will be 100%, but on altruistic heal and can't stack with items, you can't heal yourself anymore on coh)
One thing I forgot to point out, med-kits' altruistic healings are >>temporary<<, so however much you might want to spend on a teeamate, you're going to be "sacrificing" yourself in their place later on, since the main purpose of a med-kit is heal yourself, and since the charges are right for 1 heal (with a little more than 16 precisely because of the penalty in self-heal all rarities), then it's kind of a choice to bring niched builds around built to last (which can still be easily countered with franklin and other anti-heal perks)
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But then people really didn't used self heal, most of the time they used it for extremely quick healing through altruistic healing which exactly they brought back.
Whether it's temporary or not doesn't really matter, early fast heals can negate most of "pressure" through injuries so more or less injure doesn't matter now.
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even if it is a coordinated team, maybe in the early game, yes, it will negate your hit and run tactic, but in the middle to the end, it will definitely be worth it much more than now, it's more a matter of valuing whether or not the chase is worth to down someone.
changing the subject, I think people are overreacting to the nerfs in gen regression, as if 3-gen and other game design exploits were going to disappear, tunneling will continue to be profitable much more as it is now, and 3-gen will continue "usable" with the cob and overcharge combo together and pain ress has now been "improved" (what I and others are still trying to improve, like giving suggestions for pain res to stop being a scourge perk and improve everyone's experience)
Not that I agree with all the nerfs, but as people have been talking about since the previous mid-chapter, it wasn't just x or y role perks that were nerfed, both had over-nerfs, i.e, centuries ago resurgence, solidarity and other non-meta -survivor perks are dead, in favor of shaking up the meta to reduce usage of some non-issue perks (and other many due to ignoring feedback)
edit: if you had a flat 100% value and allowed self-heal on coh, sure it wasn't used for altruistic healing in most matches, but for self-heal, since by logic, solos are the majority of the lobby in the game (making a presumption since neither you nor I have this data)
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It will be slightly, just slightly better than what it is now, but ultimately nowhere near usable.
And healing speed itself hasn't really been nerfed either, as altruistic healing has been buffed to "compensate".
Please do note I never said anything to gen regression or whatever, it's just that they failed to achieve their first intended goal while making gap bigger between those two side of survivors.
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objectively analyzing it, yes, I can agree with you that they might have failed , which may have increased the gap but that's precisely why I said there in the 1st answer to you, it was the best they managed to do to plesure the 3 roles of the game (killer, survivor and >>solo survivor< <), managing to capture the feedback of everyone, the gap/hole could have been deeper if changes were not reversed in base-kit heal and thought only balancing around swf
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I mean, altruistic healings benefit solo q survivors much less, and that's why I do think buffing it ACTUALLY makes gap bigger by stepping up SWFs.
Old changes were more or less nerfed both sides equally, current change mostly hurts solo survivors while keeping SWF nearly intact.
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Injuries still matter. You can't just run in, take a hit, and go "whelp, time to find a corner and heal myself in 8 seconds without help". You want to do it in an efficient amount of time, you need to find someone else, which means their time is spent not on generators.
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