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Fixed: Solidarity & Resurgence VS Haemorrhage
Now that we've seen Brand New Part reduce the max amount of repairs needed to complete a gen, let Solidarity and Resurgence reduce the max amout of healing needed to be healed.
- After being unhooked, Resurgence reduces the charges needed for you to be fully healed to 8. This is reset to 16 after being healed to healthy.
- For every second spent healing while injured, Solidarity reduces the charges needed for you to be fully healed by 0.5. This is reset after being healed to healthy.
Rather than make these perks immune to haemorrhage, these changes mean the perks will no longer be completely useless against the haemorrhage status effect, while still being affected by it.
Comments
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What I mean is that there are two extremes:
- Current version, where Resurgence grants 8 of the 16 charges needed to be fully healed and haemorrhage immediately drains the 8 charges.
- and immunity, where Resurgence grants 8 of the 16 charges and haemorrhage doesn't drain them at all.
The changes I proposed are in the middle:
- Resurgence grants 0 healing charges, but it reduces the number needed to 8, and haemorrhage can still drain any of those 8 charges if the killer manages to interrupt before the heal is completed.
Post edited by Nos37 on3 -
I agree, Solidarity and Resurgence were already weak perks, but when they buffed hemorrhage they basically killed them.
i really like ur idea of going with the Brand new part route
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Agreed. Very good idea.
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hemorrhage is specifically designed in the current form to counter those perks. hemorrhage is anti-heal effect. it is meant to counter those partial healing perks. it is arguably the prime functionality of the status effect. the secondary effect of regressing healing is somewhat secondary.
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Haemorrhage is not anti-heal, mangled is. You may be thinking of the perk Sloppy Butcher, where the perk's primary beneficial effect (mangled) is anti-healing and the secondary effect (haemorrhage) regresses unfinished heals. @Devil_hit11
One of haemorrhage's effects is to prevent survivors from staying injured at 99% healed and then healing the last 1% only when it's necessary (whether to bait the killer into a chase or to get Resilience value). The other effect is to make tracking pools of blood easier for the killer.
Haemorrhage killing these perks was an unfortunate side-effect.
Post edited by Nos37 on0 -
agreed solid idea
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Reactive Healing is also affected by haemorrhage, but I forgot about it because who runs this perk when so many killers use Sloppy Butcher.
- When another survivor loses a health state within 32 meters while you are injured, Reactive Healing reduces the number of required charges needed for healing by 50% of the current reamining charges needed to fully heal.
A bit tricky, that one. Maybe if they just make it 50% of total instead of current, survivors might actually use it.
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good idea.
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i think the problem is 32 meter thing. after latest buff, you can heal in 5-6 hits i think according to patch notes. it is anti-heal for parcel healing. all these perk are parcel healing perks. why you would ever want parcel healing perk for survivor? who knows. either way, the hemorrhage works exactly as intended. is hemorrhage good? no but I guess it is better than before.
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You are right, haemorrhage is working exactly as intended. That's why I am not suggesting any chages to it.
The problem is that Solidarity, Resurgence, and Reactive Healing are not working as intended while the survivor is affected by haemorrhage.
I'm not asking that these perks be immune to haemorrhage, but they shouldn't be as heavily affected by haemorrhage as they currently are; especially because they are merely "partial healing" perks.
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i think bvhr does not want to buff these healing perks into 1 full heal because they are concerned of healing being too accessible for survivor. I am surprised that plot twist heals a survivor fully. judging from expectations, I would expect plot twist to only heal survivors for 50% of max total progress to align plot twist with these perks.
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To get 1 full heal from Resurgence and Solidarity, I need to:
- Use 2 perks slots
- Get chased, downed, and hooked
- Get unhooked
- Find another survivor who is injured
- Fully heal them
- Cannot have help from a third survivor also healing them
That does not sound accessible, and that's without haemorrhage in play at all.
If the killer has one common perk (from the pool of general perks; no DLC required), or if the killer has haemorrage addons with long durations, then I have wasted 2 perk slots.
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I have wasted 2 perk slots.
um yeah... that is what hemorrhage is designed to do. they would need buff solidarity and resurgence from 50%->100% for them to be more effective healing perks.
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What are you talking about? I don't understand.
You want Resurgence to just give you a free heal after being unhooked? That's not balanced.
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Haemorrhage was changed to its current effect back when 99%'ing a heal was a very common thing.
Unless the devs have said, or specifically say, that haemorrhage was changed to destroy weak perks, I do not think that is the reason for its change.
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They don't have to be buffed to a full heal just to make them more effective, especially Resurgence, because that kind of buff would be a huge middle finger to Renewal. The 50% is supposed to help you get a head-start on getting you back to full, but that progress is basically non-existent when you're dealing with healing regression. You'd have to start healing as soon as you get off hook/get hit if running Reactive Healing to gain the most benefit from those perks. If the killer is around, then you can kiss that 50% progress goodbye as they can and most likely will interrupt you, losing all value.
In their current state, these perks are pretty dead unless you know for sure the killer you're facing isn't running some sort of anti-healing perk/add-ons, and Sloppy is fairly common in a lot of builds, especially after the self-healing nerfs.
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You'd have to start healing as soon as you get off hook/get hit if running Reactive Healing to gain the most benefit from those perks. If the killer is around, then you can kiss that 50% progress goodbye as they can and most likely will interrupt you, losing all value.
as I was talking to @Nos37, that is secondary functionality of hemorrhage which is to regress heals by pressuring survivors. I think the perks were pretty dead even before hemorrhage was invented to regress heals. they were dead on rival.
it is still better to run self-care+botany then run any of these perks. the way you get value out of these perks is to bring a med-kit to heal but the whole reason to run med-kit is to not need to bring perks to heal. the expectation when you equip healing perk... is that it heals you fully.... not heals you half-way.
that kind of buff would be a huge middle finger to Renewal.
yes and renewal is not that great because of complete-health state requirement. It is at least better than these perks but... still not worth running.
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I just wish Renewal would pause while in Deep Wounds... 😔
Yet another perk instantly shut down if the killer decides to immediately hit the unhooked survivor.
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They could buff it so it can heal you into healthy state even through deep wounds.
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