Hemorrhage made those perks useless
There are currently 3 perks that are getting countered by Hemorrhage.
Solidarity (useless if H. is in play)
Reactive healing (you must be healing at the time you get progress)
Resurgence (it looses half of the value even if you start healing after unhook)
I've tried self care + reactive healing combo and it worked nicely until I got knight with sloppy, a really common perk nowdays that I see every third game...
I feel like Devs need to rework those perks in some way to make them more consistent. Maybe make it that you don't loose progress from those perks or make it that if a condition is met (getting unhoked, healing someone, someone gets hit in proximity) then those perk will give you the benefit next time you start healing (like you heal 2* faster and medkits are depleting at half rate than normal...
Comments
-
Adding a slight delay before the effect whose name I despise spelling kicks in would help Solidarity, and I'd definitely like to see Resurgence clear that status effect when you're unhooked- it only happens twice a match, I'm okay with it being a little more potent.
Reactive Healing is a whole other can of worms, I don't know how you make that perk more useful at all, let alone in the face of... the heal-drain status effect.
2 -
Aura reading perks are useless if Distortion is in play.
Healing of any kind is useless if Broken, Plague or Legion are in the match.
Deliverance is useless if you get hooked first.
It's almost as if perks are situational and have counters to them.
3 -
I don't think your perks should ever get hard countered just because someone bring something. Healing is not completely useless against plague, legion or broken. Broken is for some time, you still want to heal in endgame against legion and against plague you still need to pick people up from the ground... Those 3 weak perks are just doing nothing if hemorrhage is in play which is stupid. Also distortion should get nerfed in my opinion...
0 -
- the killer still sees the auras of other survivors, and you rarely see all survivors using them in the same match and if you are an experienced player, you do not need these perks in most cases
-The effect of (Broken) occurs in certain circumstances, and as for Plague and Legion, healing may benefit you at times
-This can be avoided if you know what to do and when to do it
All of the above written require some skill and can be encountered
But in the vast majority of your match the killer will hit you and then you receive the (Haemorrhage) effect and It does not require much skill
Some add-ons can give Survivor this effect
0 -
Well, sure, but these perks are already situational and already quite weak. I don't think it's absurd to talk about maybe helping them still fill their niche when that status effect is in play.
It's not as though the killer won't get value from their h... status effect, if those three perks are buffed. Unless something silly like complete immunity were implemented, they'd still be able to leverage the heal-drain on survivors they're actively chasing.
1 -
Yea, i do think that the status effect is fine but it should be a little slower imo too. hem actually removes your whole heal bar in like 5 seconds it's pretty brutal sometimes
0 -
It would be great if some of those perks get a new effect that reduces Hemorrage's effect.
0 -
Are you trying to say aura perks, broken-inducing effects, legion, plague and self-unhooking are considered bad AND have hard counter in meta effect?
Because solidarity, reactive and resurgence were considered weak perks even before hemmorage buff. Making them high risk low reward.
I am not saying I am bothered by it too much (I don't play thrash perks so I don't play any of those 3 mentioned - not saying I am playing just meta perks. But I make my line at inner healing, saboteur and breakout level bad). Most of perks on both sides are useless. But it's weird that when this is brought up, someone would still argue high risk for meager effect is reasonable.
2 -
Doctor's abilities are mostly useless on a survivor if they just happen to have calm spirit.
Counters exist. If your build is countered, you take it and try to work with it.
1 -
If someone has calm spirit, then you still have a really good power in chase + tier 3 slowdown, you are just having trouble finding them. Also calm spirit, unlike sloppy, is not very popular in the first place. I play doctor from time to time and calm spirit never really bothered me. The problem is that sloppy renders 3 perks literally useless nowdays which bothers me since I'm really enjoying reactive healing + self care combo.
1 -
I would like to see a bit more variance in perks. So please look at them and make them more useful.
0 -
So there should be literally no counter to survivor perks, but killer powers being countered are completely ok.
0 -
You missed the point.
How often do you see calm spirit? It also counters doctor if you go lockers, should we ban lockers then? Doctor is still viable even when there 4 calm spirits (which never happened)
My point was that sloppy (somewhat meta perk) makes 3 weaker perks completely useless. Meanwhile calm spirit makes 1/3 of doctor's ability less viable (you can still tell if someone is nearby because you get points).
How often do you see calm spirit and how often you see doctor.... Now how often you see sloppy? Every third game or so.
2 -
I can name plenty of perks almost no one uses on either side that have counters that make them useless. This is not a sloppy butcher issue, this is a game issue.
0