How Would You Buff Jane's Perk: Solidarity?
I imagine Jane Romero's perk Solidarity is probably one of the least-used Survivor perks. (I can't remember the last time I saw it.)
Is there was a way to buff this perk without making it OP?
For example, if it were buffed to 90%, 95%, and 100%, it would probably see more use, but would that buff be too OP?
Comments
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Aura vision on injured team mates and they should see your aura too and 65% healing progress. That would make it pretty solid in my opinion. It still wouldn't be meta perk though, so its pick rate would stay low.
Your suggestion sounds like a bit much. I'm not a big fan of 2 survivors healing repeatedly in the same amount of time a single heal would take. Especially with We'll Make It slapped on top of it. I mean, spam healing really doesn't need to be so strong that it works even against Legion, whose entire point it is to keep survivors injured.
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Solidarity, Reactive healing, Resurgence need a checkpoint at their healing, no regressed further than that.
Those perks are weak, then Hearmorhage totally remove them out of the game.
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Hearmorhage need to be removed from Sloppy Butcher and then this perk will be fine. Or at least make this perk don't regres your health progression.
Jill and Ada also have similar perks and similar issues. Nobody uses them for same reason.
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No. Sloppy Butcher and Hemorrhage should stay same as it is. Sloppy nerf would be another M1 killer nerf again, and I don't want to see survivors rushing gens with 99% heals and resilience.
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a small buff to altruistic base healing
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Nah, since Hemorrhage got buffed, Sloppy Butcher is overtuned. Having longer healing AND healing regression is too much for a Perk which is so easy applied. (This is also the reason why you see Sloppy Butcher basically everywhere when a Killer is mainly using Basic Attacks)
In general, aside from Gift of Pain, no Perk or Add On should inflict Mangled AND Hemorrhage.
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Have it work both ways anyone that heals you also gets healed to half and an indicator that you have it like prove thyself
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Why is having mangled effect and hemorrhage effect in one perk is too much and overtuned?
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Very slow heals and if you let go the progress goes away at a very quick rate, I also think it's overtuned to be honest. coming from someone that plays both sides.
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It either needs more power for how conditional it is, or needs to be more consistent. So I'd say either:
Increase the self-heal from 50% to 75%
OR
If you are not injured when healing another survivor, gain a token. When you are injured and healing another survivor, you consume these tokens over time, healing for 20% per token.
(On top of the usual functionality)
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I never thought it was overtuned. In fact, hemorrhage shouldn't affect you a lot because survivors normally heal themselves in safe areas, so there should be no reason to cancel healing. Words from the player who plays both sides and even play SoloQ more.
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i use it on my healing build and it's actually a solid perk. only buff it needs might be some assurance that hemorrhage won't completely **** on it, like protection against hemorrhage until you are being actively healed. same with resurgence and reactive healing.
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One perk is destroying 3 different survivor perks atm and it's not good design. And i did not say nerf Sloppy. I said remove Hemorrhage from Sloppy or buff these perks so they won't lose progress. So my suggestion is fix problem with these perks. There is zero reason to use these perks atm when most killers are using Sloppy Butcher or add-ons which have same effects.
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Nah, this Perk wasn't fine before the Hearmorhage buff, so I'm sure nobody would still use it even if that effect got removed from Sloppy.
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Make it 100% heal convertion, but give it a healing speed penalty, like 25% or something like that.
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Distortion can easily counter aura perks and calm spirit totally blocks killer perks that make survivors scream. Are both of them not good design? And how is removing hemorrhage from Sloppy is not nerfing Sloppy? I think you are contradicting yourself. But I would like to see buffing Solidarity, Resurgence, and Reactive Healing by not being affected by Hemorrhage.
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That's not my experience, I'm reluctant to say Sloppy is OP, cause I'm not 100% sure it is, but I have noticed a correlation with my games being much harder with Sloppy in play.
I keep getting hit and run players who try to hit everyone and then play a style where they hunt around the area whenever anyone comes off hook.
You have to be so wary of getting tunneled with Sloppy, you need to make a lot of distance from the hook to ensure you aren't found, if possible try to find somewhere that isnt a dead zone if you are found, and then take longer to heal and hope you're not interrupted. If you are, then even if you manage to escape unscathed, you're still back to square 1.
All of this drastically eats up gen time... and if you're against someone like Sadako who also forces you to deal with her tapes, or Wraith who really hunts the area for you, or anyone running Ultimate Weapon, it's tough to get any progress on generators going...
I'm attributing it to the fact I loop like chimp... as the obvious counter to this is you're looping halfway competently, then the issue never presents itself... but the moment I see Sloppy in effect, I know its gonna be a hard game.
Edit: Actually being on topic, this perk would probably never be meta, but would be usable in select builds if Sloppy wasn't common/effective against.
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Distortion and Calm Spirit are coming with risks. If killer has no aura perk or scream perk, you wasted your perk slot. Distortion is limited with tokens and you need to reload them. Calm Spirit is giving you penalty for some actions. So i would not say these perks are bad design and i actually believe Calm Spirit is pretty garbage perk atm.
And again, i gave 2 options. Only one of them is suggesting remove hemorrhage. I am also asking buff these perks because obviously they are so bad right now. When Hemorrhage is one of the most popular effects in game, there is zero reason to bring one of the these perks. So i am asking to fix this problem for make these perks viable. And we can do this with 2 ways: Nerfing Sloppy Butcher or buffing these perks.
I don't know why this is so hard to understand for you tho.
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If that would make you immune to bleeding effect than this would be pretty good buff and make this perk usefull yet still bit situational and not A tier or something.
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Saying the way of nerfing sloppy to buff solidarity right after the sentence saying "I did not say sloppy nerf" made me think it's irony...Yes I lack comprehension skill.
I would like to see devs buff solidarity and resurgence etc to cut off heal progress bar like how does current BNP works instead of nerfing mangled and hemorrhage.
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Sloppy doesn't need to lose Haemorrhage. But Haemorrhage could do with a nerf. There's really no reason why it has to deplete health that fast, from 99% to 0% in about 3 seconds, it's nuts because it gives you no time to react, any break in healing is a total health reset.
It would still be effective at what it does if it depleted at about 5% a second. This would take 20 seconds to fully deplete, and it would make perks like Solidarity still useful as you'd finish healing the other survivor, then they start healing you, and you've lost maybe 10-15% health instead of the full 50% you just gained.
This would still make Haemorrhage a Medkit killer because any loss of healing progress is a lost healthstate from a Medkit
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If you stop healing, the progress cut down by half. No regressing. Tada!
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Could also work. Still does what Haemorrhage is meant to do. Delay healing and expend medkits.
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This is more of a QOL change than a buff, but I believe the perk needs is an indicator to let others know you have it. I made a thread on it a long time ago, but having someone cancel your heal on them because they want to heal you first completely invalidates the perk.
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