Nerfed Med Kits?!

What is with the nerfing of med kits? That has to be the DUMBEST thing to happen in this game and the one thing that has really frustrated me in this game. What is supposed to be accomplished with this? Bring back the way they were before this last update PLEASE, it's so ridiculous! The rarities of the add-ons, the speeds, and the charges all need to go back.

Comments

  • devotedDBDenjoyer
    devotedDBDenjoyer Member Posts: 269

    I agree until the "heal others significantly faster" part, the highest they go is 50% (purple) which I wouldn't call significant. 50% was good when it was on green medkit for self healing, yes, but this is using medkit on other people, which means you're throwing away your own self heal (for a medkit without charge addons) just to heal someone else 50% faster. I wouldn't say that's incredibly amazing. If we're considering speedboost addons (10% + 5%) and healing perks, I can sorta get what you mean, but basekit medkits healing other people super isn't worth unless it's ressing people off the ground or healing the guy getting tunneled. If you're playing like a medic build maybe I can see the niche in a 50% heal.

  • alaenyia
    alaenyia Member Posts: 650

    You can tell the killer mains in this post haven't played for very long. Med kits got a massive nerf about 3 years ago to what they were just before this. The fact that a med kit will not give you one full heal is ridiculous and makes them useless. Especially ones you get out of a chest. This is a finite resource. People in here are talking as if you could previously use a medkit to heal for the entire match. Nah, fam it was a one and done. There should never be a med kit that has less than one full heal. I am not disturbed by them repeatedly slowing them down but not getting one full heal is ridiculous, especially since the majority of survivor players are solo queue with no guarantee a team mate will heal them.

  • Crimok
    Crimok Member Posts: 3

    Because they were broken and only injuring survivors wasn´t pressure. It still isn´t really pressure, because they are still strong enough with Addons. They should also nerf toolboxes and or gen related survivor perks because they also did nerf most of the Killer regression perks.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    It didn't really make sense to have selfhealing better than altruistic healing. It is still better, but not that much.

    Medkits are still good item.

  • not_requested49
    not_requested49 Member Posts: 1,981

    Git gud I guess?

    However yeah I would've preferred them not make all medkits the same

  • not_requested49
    not_requested49 Member Posts: 1,981

    U can get a full heal out of it tho? Are you using Botany or something?

  • not_requested49
    not_requested49 Member Posts: 1,981

    And even then, purple medkits are super rare as well

    Simply no point in bringing anything other than a brown medkit anymore since there is no difference

  • alaenyia
    alaenyia Member Posts: 650
  • tuttoinunavolta
    tuttoinunavolta Member Posts: 271
    edited June 2023


    Every medkit will give you at least one full-heal. Botany Knowledge is the problem here, look at its effects:

    • Increases your Healing speed by 30/40/50 %.
    • Reduces the Healing efficiency of Med-Kits by -20 %.

    That second Botany effect has been there since 6.1.0. You could swap it with something like Resurgence or Renewal to get more self-heal value out of medkits in a match

    Also, pre-update medkits absolutely granted more than one heal. I used to run yellow or green medkits with both increased charges add-ons almost every match and I could always get so many self-heals it was crazy. I think Botany Knowledge might have been sabotaging you for a while

  • MrMori
    MrMori Member Posts: 1,930
    edited June 2023

    I disagree, it was warranted. If some killer playstyles begin overperforming as a result then we can nerf those instead of keeping around broken medkits to counter broken killers. Keep in mind that the bigger the gap is between the weakest and strongest builds, the less viable weaker killers and builds become.

  • alaenyia
    alaenyia Member Posts: 650
    edited June 2023

    You are probably right about the botany. I specifically noted medkits pulled out of chests. Those do not have add-ons and if you are the last survivor (or in with people who aren't altruistic) they are a 1 and done (Or a not even 1 and done in some cases). I am just appalled that killers are complaining about medkits when they have been nerfed into the ground compared to the beginning of this game. These people would lose their minds if they had to actually go against a team from 4 years ago. Every survivor item has had a nerf (and many have had several), medkits, toolboxes, keys, flashlights but I still come in here and see people complaining that survivors are somehow privileged by these barely useful items. I do not bother to bring any item in with me because the value is so low it is not worth the bother of dealing with getting tunneled and camped out of the game over a brown toolbox that got me nowhere after thano.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    What sort of an argument is this? Because things were oppressive years ago they should remain such indefinitely?

    Medkits were adjusted. After the adjustment they were found to still be by far, the strongest items in the game. They were changed again. They're still very powerful but less so.

    You're getting spooky scary tunneled and camped out of every game? Classic complaint. Timeless. What about your teammates, who also brought items? Are they getting picked on by the big mean killer mains for also bringing items? What about when every survivor brings an item? Is everyone being targeted in that circumstance? At that point isn't the killer just kind of playing the game? But no. You've got a main character complex to fulfill. I'm sure there's some other reason the killer is downing and hooking you aside from just playing the game. If you keep stretching the truth eventually you can tell yourself any story you please.

  • lifeisstrange
    lifeisstrange Member Posts: 300

    By doing this all they did was encourage brining tool boxes and now killers complain that its tool box/bnp/gen rush spam. maybe shouldnt have complain about medkits in the first place

  • HugTechLover
    HugTechLover Member Posts: 2,482

    Maybe because medkits were absolutely broken and game changing.

  • lifeisstrange
    lifeisstrange Member Posts: 300

    They also forgot they got their disgusting franklins demise crutch perk to make any items useless.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    A medkit, at base w/ no addons, allows for one full self-heal. Botany Knowledge specifically reduces the efficiency of healing items as the trade off for otherwise faster healing.

    The means Botany Knowledge is preventing your ability to use a base medkit for a full heal.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Franklins is not a gen stall or aura perk. It's not even the backpack build you hate. Do you think killers get to run every perk in the game simultaneously?

    If I get my bnp out and deplete my toolbox while the killer is chasing someone else Franklin's does nothing. If I see items scarred about and drop my item before getting hit franklins does nothing. If I get hit and immediately pick up and drop by item the perk does - you guessed it- nothing. You have a fixation on perks that do very little for reasons I do not understand.

  • Orochi
    Orochi Member Posts: 184

    As someone who has brought a Med-kit into their games 90% of the time since the start of my DBD career (and still does even after the recent nerfs), I can tell you they were just too good. I tried to sweep it under the rug but knew changes would come eventually.

    Killers leave me in chase a lot because I waste a too much of their time, and being able to heal very quickly and get back to gens and such was VERY good. It also allowed the ability to 99% your heals multiple times a match and keep injured bonuses like Resilience with little risk. It just saved SO much time to have multiple self heals (on top of having Circle of Healing was a bit ridiculous).

    Med-kits are still great, just not stupidly great.