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
-
What is accomplished by nerfing medkits is putting a hard cap on survivors constantly self healing at insanely fast speeds. It's been a problem in the game pretty much since day 1, but it has taken years to actually see it properly addressed. Survivors were never supposed to get to a point where self healing was better than being healed by teammates. It was insanely time and resource efficient and the game is balanced around things taking up a certain amount of time for multiple characters rather than just a single character.
14 -
Self-healing times with medkits were insane before this update, and it basically removed any pressure a killer could cause because an injured survivor could heal themselves repeatedly. This meant other survivors could work on generators with no time loss.
Now survivors have to rely on their teammates more for heals, which means more survivors getting off generators to heal and the killers not requiring gen slowdown perks just to keep the pressure up. In return, the most annoying gen slowdown perks were nerfed.
Additionally, medkits heal other survivors significantly faster by default and start with more charges by default. All of this is to encourage altruistic healing, and not negating the killer's pressure just by self healing in a corner with no time loss on generators.
Realistically anyway, it doesn't make sense for balance purposes that healing yourself is faster than another survivor healing you. Therefore, these changes to healing made the game far more balanced.
9 -
why the surprise? it was to be expected
medkits were and still are by far the strongest item in the game allowing for multiple heals at insane speeds the healing meta was absurd and needed to be toned down a bit.
5 -
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.
1 -
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.
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.
1 -
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.
1 -
Git gud I guess?
However yeah I would've preferred them not make all medkits the same
0 -
U can get a full heal out of it tho? Are you using Botany or something?
1 -
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
1 -
I do run botany and get 3/4 of a heal from a medkit.
0 -
So that's the reason why..
0 -
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
1 -
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.
0 -
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.
0 -
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.
0 -
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
1 -
Maybe because medkits were absolutely broken and game changing.
2 -
They also forgot they got their disgusting franklins demise crutch perk to make any items useless.
0 -
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.
0 -
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.
0 -
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.
1
