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Medkit add on oddities and inconsistencies
Self Adherent Wrap is uncommon and adds 8 charges + a 5% speed boost. Gauze Roll is rare but only adds 10 charges? What is the point of those 2 extra charges? It kind of screws you over if you use Built to Last because you won't deplete your medkit with a full heal. The Wrap is just a better add on for cheaper.
Butterfly Tape is common with +5% healing speed, Medical Scissors is one level up at uncommon with +10% and Abdominal Dressing gets bumped up twice to Very Rare with +15%. Why? They were rare before at +25% speeds.
Gel Dressing is now an ultra rare but only adds 2/3 of a self heal. Ok I guess. At least give it a slight speed boost or something. I understand they wanted to max out medkits to 2 heals but this isn't worthy of being ultra rare.
None of these are a huge deal or anything but if you're gonna completely rework an item's add ons you should have some kind of internal consistency and logic. It k kind of feels like a lot of the rarity changes in particular were completely arbitrary other than a way to make us spend more blood points. Maybe I'm missing something though.
Comments
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I feel the same with the old addon that 1 add 16 charges, 1 remove 8 charges with greater speed. Both Green rarity.
Its 24 charges difference between 2 addon, that little speed boost definitely not worth.
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Gel Dressing allows 2 self heals, which is worthy of being an iri, because survivors decided they wanted the all the healing nerfs to be thrown onto self healing, and now self healing needs to have its mega nerfs.
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You can use that to extend a yellow medkit (pre-patch had 1.5 full heal ie 24 charges) and use a bottle or syringe with the remaining few charges that would not produce a full heal.
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It doesn't allow 2 self heals, a self heal requires 24 charges with a medkit. Gel Dressings add 16.
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Medkits are 33% less efficient when self healing, so you need 24 charges to self heal. You need to combine the ultra rare gel addings with any of the other extra charge add ons to be able to get a full self heal
This is a good point I didn't think of. Thank you
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wrap+gel dressing is 16+10 which is 26 charges. it gives 2 heals. its only add-on that allows med-kit to 2 heal fully and have little more to it. This requires 0 perk investment and is complete portable old COH for free. technically you can heal with 8 charge add-on and 16 charge for exact heals.
The only other add-on to add full heal is iri syringe which also adds an extra heal. it has negative of removing med-kit however you can use the add-on to heal within chase which is really strong as it gives 3 health-states and it can be stacked with dead hard for 4 health-states.
I was testing med-kits, its surprising how strong this item is even after its nerf. It barely feels like it got nerfed.
typically if your using build to last, your mostly camping lockers as you deplete med-kit so it means nothing. The only time it could be detrimental if killer has sloppy butcher which gives hemmorage effect where partial heals are not allowed so other 2 charges of build to last would not be usable.
I believe self adherent wrap and the minor charge add-on that add +8 are meant to be combined with the perk streetwise. I did some quick math. med-kit by default have 24 charges. if you add 18 charges. 40/1.25 = 32. 40-32 = 8 so streetwise add 8 charges in total. The result is that you get 2 heals if you use streetwise as a perk.
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Yeah that doesn't change the fact that Gel Dressings don't grant you a second heal alone. By itself it's pretty useless.
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you get 2 add-on slots for a reason. its balanced around having 2 add-on slots. not 1 add-on slot.
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It shouldn't be an ultra rare.
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Addons are generally supposed to have worthwhile effects by themselves, especially the higher rarity ones.
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Yeah, making Gauze Roll a green while also nerfing it from 12 to 10 puzzled me as well. One would've been fine, but both makes it feel out of place as a green addon.
Abdominal Dressing I agree should be 20 or 25% heal speed. But they probably bumped up the rarity because they removed the downside, it used to delete 8 charges from your medkit, now it doesn't. On the PTB there was no situation where this was better for you than it was to just run two healing speed addons, and I think they realized that and changed it.
I'm kinda okay with Gel Dressings being an iri addon, though I wouldn't complain if they made it purple and moved Styptic Agent up to iridescent in its place.
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The game needs to be balanced around effect stacking. BHVR has addressed this multiple times for killers, where certain slowdown perks needed to be nerfed because they might be too powerful if killers stacked them.
This is the same situation, where gel dressing needs to be balanced around a survivor stacking +charges addons.
And this game certainly doesn’t have an expectation that higher rarity addons should have worthwhile effects, because we have many higher rarity killer addons that are trash garbage.
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tell that to killer UR add-on that have been garbage for years. At least when survivor equip an functional add-on combination, the add-on does something in its high rarity.
The killer add-on on other hand are either total garbage or side grade. A vast majority of the add-on, I have never played against them. that's how bad they are.
Like these dredge add-on, i never played dredge that used them. I will never see these add-on as survivor and I likely never will because... well they're bad. Simple as. The newest killer is skull merchant. You think I am ever going to see these add-on in some proper serious build?
Nope, not really. I could same for last killer before skull merchant which was knight. you won't see his UR either. they're bad.
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When the devs announced they would be changing the addons for medkits, i hopefully expected they would rework them, add new effects, allow for new combinations, etc.
Instead we got a flat number decrease on all addons with some of them being more expensive while at the same time being less useful than before.
I do not mean to tell the devs how to balance this but this change feels... lazy. It really gives the impression they just sat 15 min looking at the addons and said "this was 12, well put 10" "this is 5%, now 3%" "this is green, make it red".
And is even worse when some of these changes do not make sense, like having a brown medkit being almost identical to a purple one while the latter cost double the bp.
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I no longer understand why we have 4 medkit rarities.
There is so little difference between them.
I'd really rather they cut them down to 2 rarities, or give the medkits unique features based on rarity. e.g. Very Rare reduces grunts of pain and sounds caused while healing by 50%; healing speed while in the Killer's terror radius is increased by X%. Rare for each other Survivor still alive, grant a X% bonus to healing speed. Uncommon reveals your aura to other survivors while healing. Common reveals the aura of the nearest gen after healing a Survivor.
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I mean yeah, some Ultra Rares could do with a buff, but Ultra Rares are generally really good addons. A lot of the best addons in the game are Ultra Rare. MDR, C33, etc.
It's kinda funny how you said they've been "garbage for years" and then proceeded to use killers released in the last year for every single example.
Ideally the majority of addons should have a tangible effect on their own. I don't think anyone would really be opposed to buffing the addons you mentioned either.
Even if Gel Dressings added 24 Charges, there's nothing else you could stack it with that would give you 3 heals. If it even was an issue (which it isn't), then Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
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Gel Dressings could be made the only charge addon and the others reworked, as they really don't do anything by themselves at all.
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The Syringe is not a Charge addon, I was talking about the Charge addons specifically.
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Right, but you said 'the other charge addons don't do anything by themselves.'
Bandages + Syringe on a common medkit has always been an amazing combo--it is now the best medkit combo AND the cheapest double self-heal.
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Yeah, the Bandages aren't by themselves though are they?
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Why would anyone run only one add-on?
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Bandages + Yellow Medkits were a pretty common combination, actually. Plus it left room for an addon with a different effect if you wanted.
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It’s important for the gel dressings to only be 16 charges, so a survivor needs to use 2 charge addons to reach 2 full self heals.
If a survivor wants 2 full self heals, they should be required to dedicate both addons for +charges.
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You mean before the update? Sure.
They're not useless now, tho.
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those are minority good add-ons. 80% of them are terrible. 10% have potencial to be good but have such severe drawbacks/conditions that they're pointless. The other 10% are legit good and survivor often complain about them because they do something that is not blank slot.
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