I hope this is the last nerf to the medkit...
Becuase altruistic healing is a joke, I could have a perk that allows me to heal somebody in a blink of an eye and they would still refuse. Likewise nobody is willing to heal me...
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Really wish that was the common case. I usually run resilience and ppl will endlessly teabag and not cooperate with the gen until i let them heal me and it irritates me like hell.
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yeah , some people dont feel confident to do gens or to be useful whatsoever when they arent healthy. i feel your pain...
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that happens a lot to me as well, especially as even if I take the heal I usually pull away before it's totally done so it's at least at 99%.
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I mean, survivors actively trying to sabotage cooperation shouldn't really be considered in balancing.
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If a gen is over halfway, I want the gen finished before I get healed. I've pointed at a gen just to have someone continue to teabag [without we'll make it] and watch me solo the generator before healing me.
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it's not really a question of not feeling confident or when or not to heal, but question of SoloQ issues, you don't have free discord/radar to pass to others the possible location of the killer and with that playing safe, either to save, make gens or start a loop properly, that's why 2 health state is a core game design and killers like plague have a high kill-rate even on top precisely because bypass it, it's like playing with noed and third seal all match in SoloQ with uncleansable totem since if you clean yourself to try to save someone, you release her true power (lose-lose situation), starting a cheap snowball
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That really shouldnt be a excuse anymore with the new UI. If you dont hear the terror radius and if you see the chase tentacle wiggling around anybody thats not you, its time to hug the nearest gen. Also you know where all the completed gens are and the progress of any gens survivors are working on which means you get a better idea of where the killer is the more the game progresses. Decent survivors know this which is why the best counter to Legion/Plague is to remain injured. Being injured is like healthy state but with more noise as long as the killer cant actually down you.
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ui often doesn't mean anything (this system didn't work miracles even when eruption was broken around SoloQ.), killer can be using stealth perks or still can be in a war of attrition around 3-gen eating resources around, you won't leave of the gen by simply because you're listening to killer's TR and often due to the location of the gen, you can't 100% relying on the UI bc it's saying someone is being chased when easily the killer can turn around and change focus with UI still points chase with another person.
2 health state is a core game design in game for SoloQ to a lot of things, and shouldn't be so easy to bypass it without even having to aim or be present at the location of the survivor or some delay timer (at least against legion you can heal, SM have delay to proc expose, same for GH, Wesker, Sadako, etc) but plague is perma in the whole game and work to track things too, and add to the recipe trying things like save in hook with everyone infected, that in SoloQ you are practically obliged to give free power to her , and even if you play perfect against a decent plague medium~high MMR in 3-gen war after 30 minutes, the points you earn on the benevolent emblem nullifies almost any pip chance just because it prevents everyone from healing. It's like play against a uncleansed NOED totem in the whole game without comms to anything.
It's no wonder to be one of the killers with a high kill-rate since most lobbys are SoloQ
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I wasnt saying UI is 100% reliable (but it really is reliable 90% of the time). Sure killers can switch targets or bring perks that distorts the information but that is a information itself since next time youre on the gen, you can factor into account the perks you learned that the killer has. I also dont think its a fair to bring in Eruption as a counterargument since that is the exception, not the norm.
Most other perks are extremely easy to predict and act. Pain Resonance: let go of the gen as soon as you see the aura of the survivor about to get hooked. Dont see aura when the survivor got downed? the killer has knock out: thats 1 less perk you have to guess and worry about. Did a killer just appear out of nowhere when its supposed to have a terror radius? its either tinkerer (look at your gen progression) or Dark Devotion (did the obsession get injured a few seconds ago?) now you know to prepare for the next chase, and in the meanwhile, run like hell.
Combined with knowing all the perks and killer powers (which everybody should be learning) and abit of observation, the current UI gives so much information that there isnt too much youre missing out compared to swf when it comes to your personal survivability so it doesnt really matter if youre injured or not. I personally bring Resilience all the time cause the new UI gives so much info that i can be out and running way before the killer even reaches me.
Plague is extremely easy to counter: Just run around a big enough rock and she will have no choice but to waste 30 seconds trying to catch you. Sure you wont get altruism points but I think the main argument was the importance of having 2 health states and i can assure you that since most killers that can down you with a M1 doesnt have good chase capabilities, remaining injured is not a issue at all. This lack of chase capability means its easy to unhook while shes busy chasing another person and the new ui tells specifically whose in chase and whose on gens so its really easy to figure out if youre the right person to go unhook or not.
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