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Proposed change to Reactive Healing

novak15
novak15 Unconfirmed, Member Posts: 2

Currently this perk sees very little use, but with nerfs to self healing etc., it could actually find its way into survivors builds, since you can get significant healing progress passively.

One huge problem with this perk is that it's basically useless if the killer runs sloppy butcher (pretty common) or somehow applies the haemorrhage status effect. As the perk simply gives you healing progress, it starts to instantly decay when you get value from the perk.

This problem could be avoided by decreasing the progress bar in a similar fashion as the new bnp's do, rather than give you direct progress. Meaning that if you activate this perk, your next heal only requires you to fill 50% of the healing bar while not giving any healing progress.

Comments

  • adaw0ng
    adaw0ng Member Posts: 723

    This sounds actually so good. Nice idea!

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    nope. hemmorage is designed counter these partial healing perks.

    the main reason why i don't run this perk is radius. 32 meter radius means that i have to follow a survivor, wait for killer to hit them then heal. that is very inefficient compare to staying on a generator. I would run this perk with self-care if the perk had no radius condition.

    self-care+reactive healing would be 22.5 second heal. that is really good for 2 perk slots to heal in 22.5 seconds. Unfortunately with 32 meter radius, it is not worth using.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,889

    Yeah I've been saying they should do this for all the partial-heal progress perks (so Solidarity/Reactive Healing/Resurgence). It would make all of them much better.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,198

    I really like that idea. How much would it be? 8 seconds or 12 seconds? How many charges would it take away

  • novak15
    novak15 Unconfirmed, Member Posts: 2

    I feel like it could work with the same numbers as it does now, so every time it activates, it would take away 50% of the charges needed to heal. It definitely would buff the perk but at least it would feel like an usable perk.

    And I definitely agree that it could be applied to every other perk that gives healing progress in a similar way.

    It could be that this was very much a design choice by bhvr, but I would add that these perks were introduced when healing in general was in a much stronger state. Maybe the numbers could be tweaked, but personally I wouldn't still use this perk if they just gave it some small numerical buffs and I doubt that many other people would either.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i disagree. i would definitely use reactive healing if the distance to trigger substantial bigger/infinity. Like suppose you double distance from 32 to 64 meters. I would use this every game with self-care.

    The issue with current reactive healing is that you need to wait for the killer to naturally hit someone within 32 meters or waste walking time to heal. the perk is not consistent. a luck based perk. remove luck based component and I would use it.

    if you make it work on total progress, then you don't even need self-care. it would be complete meta perk like COH where you would just see 4 reactive healing every game. that is probably too strong in my opinion.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,889

    I think 64 meters would make it activate too often and make it too easy to get. It shouldn’t be something you can easily get for free. When I use it with SC or a medkit I always get good value from it. The reason I don’t use it more is because you basically have to run it with those things to ensure Sloppy doesn’t immediately negate it.

  • Sev_Enecho
    Sev_Enecho Unconfirmed, Member Posts: 1

    The other solution is RH removing Hemorrhage (not Mangled) instead of healing a survivor. First hit removes the debuff, second and third give 50% and 75% of a progress accordingly. This way killer's add-on/perk surely have an impact on a match, and survivor's perks, even with this penalty, are more than just a wasted slot.

  • MikeStev
    MikeStev Member Posts: 390

    Reactive Healing + Medkit actually pretty good, even with mangled, you just need to start healing immediately.

  • bjorksnas
    bjorksnas Member Posts: 5,804
    edited November 2023

    It would be a nice buff to perks like, solidarity, resurgence, and reactive healing to not have their healing affected by hemorrhage, Maybe they could reuse the same way / graphic they have for current brand new part on gens where the perks "healing progress" is removed from the needed amount rather than healing you to half.