Why would I ever run medkits to heal others...
if killer can just run franklins and force me to use it on myself?
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I mean....there are counters to nearly everything in the game (a few outliers that are problematic). Killers should be able to have a counter to survivors tools and survivors should have counters to killer tools.
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I get that but altruistic healing is with medkits is worthless against it. Which in turn makes medkit nerf even worse since you cant really do whats intended with medkits.
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You still can. You can pick it back up
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Only if the killer never goes for me or they just do the hit and run strategy. You can pick an item mid chase without window or pallet nearby.
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use botany+self care better than medkit. you can heal yourself and your teammates
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50 second heal doesnt seem like a good choice
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im using it and i rarely see killers with sloppy butcher perk.
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So long as medkits allow self-healing it will ALWAYS be better to self-heal with one instead of healing others. You can already heal someone else at an alright pace without one.
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How... how many killers run franklins?
Why ever run flashlights, Lightborn exists.
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The wording of this is odd. If the killer is running Franklin's, you're not going to be able to use the medkit on anyone including yourself. You can try to pick it back up right after you're hit, but you'll have lost a chunk of distance you could've had and you'll likely just get downed/hooked. And you'll still need a heal if you get off the hook.
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Yeah, I was confused by this as well.
Franklin's is one of the few reasons that I would use a medkit on another survivor. If I see that the killer is causing survivors to drop items and I haven't been hit but come across someone injured it makes sense to burn through the medkit and get some value out of it now.
The other two reasons I can think of - end game and I haven't needed it or someone is being tunneled and I want to get them healed as quickly as possible.
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Self Care + Botany takes 30 seconds.
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I thought its longer than that now since any self heal takes 24 charges now? And selfcare makes you heal at 35% slower.
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Yeah don't get me wrong, medkits (and other items) are nice but not that important to keep. Losing a medkit, especially for altruistic healing, is a pretty minimal issue. You shouldn't be focused on picking up an item mid chase anyways. If you are wanting to always have a medkit (or something similar) you could run a whole bunch of perks (CoH, botany knowledge, self care, inner healing, pharmacy, etc). There are tons of options available that you can use. You just need to decide if those are worth occupying a perk slot. Generally I go into a match expecting that I might not get value out of my item. If you become too reliant on your items you will have a bad time
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I believe the extra time only effects heals with medkits.
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Well if they have Franklin's and I figure it out in game I will drop the medkit and heal myself with it and only me. Otherwise I would have used it on someone else aswell.
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I only use my medkit on my self.
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You could also skip those 2 perks and use Bond and then run for a team mate. Saves you a perk slot.
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Because I got a daily telling me to heal 4 Heath states.
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Heals are still 18 charges. The medkits just have a penalty to speed and efficency of 33% (if I recall correctly) when self-healing.
They decided on that to avoid messing with recovery speeds while slugged and altruistic healing. This way it only affects self-healing medkits without messing with all other kinds of healing.
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Self-Care is 35% of normal speed (35/100), not 35% slower (65/100). Before the latest nerf for it it was 50% and some people used to think that was "trash". If it were still 50% it'd be one of the most commonly ran perks today.
Post-nerf, medkits used on yourself take a 33% efficiency loss. Meaning if you use it on someone else you get 100% of its value (24/24 charges, or two heals to other survivors), but if you use it on yourself you get 67% of it's value (16.08/24 charges, or one heal to yourself). If the killer is running Sloppy Butcher, Overwhelming Presence, or an addon that causes Mangled (or Hemorrhage and you get interrupted while healing), there won't be enough charges for one self heal.
In some trials I've seen players bring a medkit in at the start while the end scoreboard shows them running Botany Knowledge (reduces medkit healing efficiency on both self and altruistic heals), and I can only assume their reading proficiency is just enough to be able to log into the game.
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Botany + Medkit is still very viable, you just have to bring a bunch of total charge addons to get enough for healing yourself and someone else.
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There's a challenge in the current tome, that's one reason.
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Selfcare+botany ironically enough is more efficient now.
30 seconds alone vs 16 seconds with 2 or 32 gen time.
Not to mention the time you save not running to a teammate. And you get faster altruistic healing on top.
It does cost an extra perk slot and bond gives more benifits then just finding someone to heal you.
I think both options are pretty viable now. Both with ups and cons.
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so the final verdict is that the medkit update sucked and shouldn't have existed, more and more I see the survivors' items getting worse and worse or simply useless (broken key, just take this item away, no one uses it)
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I would take bond before that combo, as you mention, bond does have a lot more benifites than just looking for someone to heal you.
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That's not true, Mangled just makes it take longer to heal, it doesn't affect charges in any way. Even if the killer has Sloppy you can heal yourself with just one med-kit.
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Medkits were near-universally considered too strong before the nerf. Self-healing is incredibly-strong in this game because not only does it mean that only 1 survivor is taken off of a gen to do it, but it further saves time because you can just do it whenever you want instead of having to look for another survivor in the first place. Being able to fairly easily bring a medkit with 2 or more heals into literally every game was an insane amount of pressure if even one or two survivors did it, and if 3 or all 4 survivors had even 2-heal medkits then it pretty much shut down any sort of hit-and-run playstyle and meant the killer HAD to get the down since only an injury meant nothing.
The nerf meant that 2-heal medkits are the absolute strongest now (not including perks like Built to Last), require an iri addon thus making them not -as- viable to bring every game, and made it so that self-healing isn't -as- absurdly efficient as it was. That said you can still have 4 survivors with 2-heal medkits and it can still bring a lot of pressure for the survivor team, it just isn't a no-brainer to always run a medkit every single game.
I'd still argue medkits are the strongest survivor item behind Brand-New-Parts Commodius toolboxes.
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Assuming you aren’t interrupted by mistake, killer presence, or anything else. Yes. But if you are interrupted then what Harlock said is true. Additionally if the killer hits you with Sloppy they’re probably not dropping chase so you can begin your 50 second heal.
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Are you sure self care + Botany is 30 seconds? I don't want to cuck myself if I pair it with Reactive Healing
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Built to Last stays in my main healing build
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Self care heals at 0.35 charges per second. Botant increases your speed by 50% to 0.525 charges per second
16/ 0.525= 30.5 seconds.
No mangled ofcourse, if mangled is in play it takes 38 seconds
Half it if you get reactive healing to proc once before healing
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So that means my Reactive build is saved. Nice. The medkit changes didn't exactly hurt me so glad to see I can pull this off
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Nah, Medkit nerf was one of the best things to happen in a long while.
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