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Did healing get nerfed too hard?

THE_Crazy_Hyena
THE_Crazy_Hyena Member Posts: 356
edited June 2023 in Feedback and Suggestions

Since the healing nerfs went live, it is hard seeing anyone running Circle of Healing or med kits for that matter. What was even the point of making self-healing with medkits 35% slower than having someone else heal you. I think the efficiency nerfs were enough.

It had a huge and negative impact on solo players especially, if you could not find anyone who could heal you, you'd be a massive liability to the rest of the players on the team, due to how slow self-healing is (in fairness, Self-care should be reverted to 50%, now that Circle of Healing does not work on self healing anymore)

With Sloppy Butcher being an over-used perk at the moment, healing others, or yourself takes so long, when you are not bringing We'll make it. And self-healing against Sloppy is just a waste of time in its current state.

Also, with a self-healing efficiency penalty now being in place on medkits, I think it would be good to lower or remove the penalty on Botany Knowledge. No one runs this perk nowadays. Hell, ever since the efficiency penalty got added, I have not seen a SINGLE person run this perk. That was one year ago. In its current form, it is just a waste of a slot.

Comments

  • adam1233467
    adam1233467 Member Posts: 1,112

    Medkits are still good and the medkit nerf was needed, healing was too strong before, now they are in a good state

  • Gandor
    Gandor Member Posts: 4,261

    The only change is, that medkit addons (if not talking about styptic/syringe or double charges for 2nd heal) make about 0 sense. Most of the games I run brown medkit (because it's practically identical to purple one) and probably no addon at all (or if I do take addon, it's syringe/styptic, because there's no reason to take anything else).

  • Fawiola
    Fawiola Member Posts: 88

    I have always we will make it, botany or both with me. I love it If every survivor have medkit and the killer franklins and nurse calling. Then I heal everyone fast and everyone escape. The face from the killer.... I can imagine :D

    After the update the game is much better. SWF or solo que. You have in solo now much more teamplay.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 356

    True. Med-kits needed a nerf, but with the hard hitting nerfs to all healing, shouldn't something be done to Sloppy Butcher too? I mean, that perk is extremely obnoxious to see almost every game nowadays.

    Just a thought 🤔

  • ChrisPyre
    ChrisPyre Member Posts: 9

    healing didn't get nerfed though. the base healing speed nerf from the ptb was reverted. literally only self healing was and in fact altruistic healing was buffed in many regards

  • Halloulle
    Halloulle Member Posts: 1,344

    Overall I like the changes to healing, tbh.

    Though, I do think two things could need some attention; for one, Sloppy needs close monitoring. There's plenty of M2 injures where sloppy doesn't apply - but there's also plenty Mangled/Hemmorhage add-ons to help with that. Maybe how Mangled / Hemorrhage works needs fine tuning somewhee down the road. And second, there should be a more noticeable difference between a brown and a purple medkit. There is rarely ever a scenario where it makes sense to choose a medkit to heal others over a perk to heal others. They are still most valuable as a personal item - just that now you really wanna have them brown medkits cause they have the best ROI; same value, smallest cost. The yellow, green and purple med kits need, imo, some nice other stuff to make it worth healing other people with it. Idk, that healing someone from mending state is much faster, or healing someone off the ground, that grunts of pain are reduced / silenced or whatever else have you that doesn't change the speed of the basic heal but is still valuable in a significant number of contexts.

  • fulltonon
    fulltonon Member Posts: 5,762

    You can still heal people within 8 seconds just with a perk, how can you call it "too much nerf"...?

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I run leader and have zero problem getting healed. Counters sloppy too.

  • Necromonicon
    Necromonicon Member Posts: 26

    I feel like Circle of Healing was finally nerfed enough so it wasn't overpowered. It wasn't run because it was fun to use, it was run because it was significantly overtuned. Now that it is more in line with other perks, people run other options instead.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 356

    Still, that does require people who actually step up and heal you, instead of running away as soon as the heartbeat sounds.

    Way easier with a group to be honest, as we are on comms. I think the self healing nerfs are negatively affecting solo survivors more than anything. And with the prevalence of Sloppy Butcher at the moment, going solo can be a bad experience, since you have no way of circumventing the slow self healing speeds, and the problems of facing killers with Sloppy Butcher becomes clear.

    A much better way of reducing the effectiveness of self healing would have been to add a group scaling factor to self healing speeds (pre-nerf med-kit or 100%). For example:

    • 2 players teamed up: Self healing and perks that increase healing speed is reduced to 70% of normal speed
    • 3 players teamed up: Self healing and perks that increase healing speed is reduced to 60% of normal speed
    • 4 players teamed up: Self healing and perks that increase healing speed is reduced to 50% of normal speed
    • Solo player: No additional penalty

    This way, solo players wouldn't be as reliant on other players, and you would in turn not screw them over by healing yourself after being unhooked, even with Sloppy Butcher in play. SWF groups would also be much more balanced, as they would require teamwork to heal eachother.

    Granted, with today's healing system, you could always bring one charge add-on and a syringe to allow for two full heals. One slow heal, and one that is always 16 seconds, regardless of perks that the killer brings.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 356

    This is a very good idea.

    BHVR's idea of "normalizing" the med-kits was a somewhat bad idea, as there are virtually no benefits of bringing higher-tier kits into the trials

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 356

    That does require someone else to heal you. I was specifically talking about self-healing from a solo survivor's perspective.

    If I play with a group, I always tend to run We'll make it, to circumvent the effects of Sloppy Butcher (or add-ons that does the same)

  • ChrisPyre
    ChrisPyre Member Posts: 9


    Survivor is a team game. It should require teamwork. Premades have advantage in every single game. While I agree that swf is particularly potent and it and solo queue need some equalization, the self healing nerfs absolutely do not need to be reverted- especially not when gen speeds continue to ramp up.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited June 2023

    You still have other players in solo and they can heal you just fine, yeah some people is basically non existent but then they are not so common.

  • Dream_Whisper
    Dream_Whisper Member Posts: 750

    The Self Healing Nerf was a necessary changes as it helps Killers get survivors off Gens to aid their teammates with heals; the problem before with medkits being overpowered is that Self Healing, with CoH and every Healing Speed addons and charges; makes any Survivor Self efficient in doing it themselves and less reliance on their teammates. Which in turn makes them do Genators faster...

    Think of it like this before the Healing nerfs:

    All Survivors were completed injured, and needs Healing deal with a peer pressure killer; especially when they are currently busy chasing a Survivor. You are survivor that brought a medkit, and see the other two working on separate genearators, while you are on the other side of the map near a gen 3 also.

    Should you Waste your time going to other side of the map, and Healing the others while they are busy with genearators or heal yourself and fix th3 gen closes to you?

    ... you go for heal yourself option, especially when Self healing is strong and if the other brought their own medkits and one lucky individual has boon a CoH totem over to their side. SO WHY BOTHER WITH AULTRISTIC HEALING.

    Self Healing is a problem, has with the perfect medkit, best addons, and the right perks and well, every Survivor main always stacking Healing perks especially CoH; makes time efficiently on gens much easier as they can literally waste a minute or less of a killer's time in chase just to get one injured state; that survivor can literally fix the damage by themselves in less then 10 seconds?!?

    It needed to be nerf, and Buff AULTRISTIC heals with it, is the best decision they made; anything to make Survivor needed to get off gens so they can stay healthy during that time; is a good indirectly Buff to killer, especially when Gen speed is still a problem.

  • DrDucky
    DrDucky Member Posts: 675

    Run perks to find team mates if its an issue or bring friends.

    And yes self healing should be weak since the time efficiency requiring just 1 survivor is off the charts compared to requiring 2.

  • Zenislev
    Zenislev Member Posts: 160
    edited June 2023

    Nah, it didn't get nerfed enough (or at all really, it was the medkits that got nerfed, not healing). It should have gone up to 24 seconds, but here we are, with gens flying left and right and killers not having any real ways to regress or stall them.

  • uganda_calm
    uganda_calm Member Posts: 125

    I think healing is in a good state right now.

    I myself as a killer main can not really speak from a survivor stand point but for me it seems pretty balanced.

    Healing before was wild, 4 survivors sitting alone in the corner and healing them self within 5 seconds and this only with one medkit. Survivor side is a team game and if your mates not want to heal you, they are just trash. And if you loose because of this its not fair and not your fault but just bad luck.

    Survivors that dont try to play as team should not get to escape. Thats just a fact.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,218

    Not really. People need to learn to play while injured. I found that Iron Will, although giving only 75%, works wonders in many situations. There is also Resilience and Made For This. True, if the killer uses some kind of exhaustion, you are screwed, but these perks are less prominent than Sloppy. Adrenaline is also worth gold,which is the reason you see NOED very often these days too.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Lmao even with the medkit nerfs it’s still the best if not still op so idk what the devs are doing here and also self care can still be strong you just need to revolve a build around it

    I like running self care with a healspeed build this is my self care build

    1.selfcare

    2.BK

    3.DM

    4.resilience or WMT

  • tubalcane
    tubalcane Member Posts: 178

    Killers also got nerfed - Eruption, Pain Res, etc. Works both ways friend.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,049

    Self care alone is workable if you're confident you can hit greats

  • jesterkind
    jesterkind Member Posts: 7,854

    Even then, I think it's still too slow on its own, plus it is very vulnerable to Mangled and Haemorrhage.

  • jeffkillsyou96
    jeffkillsyou96 Member Posts: 249

    Yes being to self heal without a medkit will always be strong that’s why you need to make a build around it

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 356

    I agree. With Sloppy Butcher being used at least 95% of the time these days, I think either the Mangled effect needs a nerf, or Self-Care needs to be brought back to 50% as a decent counter.

    Now, if the killer also runs Coulrophobia, you are kinda screwed.

  • Yoshirama
    Yoshirama Member Posts: 395

    I would like that this circle of healing remove the 33% penalty when you're healing inside the radius, because why would I boon a totem just to heal when I can di it any time in another place?

  • Gandor
    Gandor Member Posts: 4,261

    Nah. The perk got overnerfed - same as Iron will or Ruin or many other perks.

    It just does not make sense as the time investment to set up CoH is so high, you will not get that time back. Meaning it's almost always better to go do gens (maybe take some genrush/chase perk instead - like resilience) and rather heal normally when you meet another survivor. In rare cases it's more important to be healthy (like you are the one being targeted), it's better to take inner healing or even pharmacy or self care as those can actually heal you. The perk no longer makes any sense in vast majority of games