Killers: How do you feel about the 'Heal Tech' ?

WolfyWood
WolfyWood Member Posts: 452

Personally, I don't think survivors should be allowed to perform conspicuous actions a few seconds after being struck, and also think that killers should be able to pick up through healing.

This change obviously should not happen in the game's current atmosphere, but maybe later when survivors aren't in a questionable spot.

I'm shocked I haven't seen anyone talk about this before, so I'm asking out of curiosity.

Comments

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    I don't mind the actions after getting hit. It's usually a trade off if the survivor is willing to do it. I just don't like the healing preventing a pick up

  • WolfyWood
    WolfyWood Member Posts: 452

    I forgot unhooking was a conspicuous action that's my bad, mainly meant finishing generators/heals in front of the killer's face feels goofy.

  • Caiman
    Caiman Member Posts: 2,595
    edited March 10

    I think a killer's action should override a survivor's action, so kicking a gen should force survivors off it and picking up a survivor should force healing survivors off.

    But being injured should not limit survivor actions, I don't think there's any problem there. If the killer can't stop them in time then they can't stop them in time. Just how it goes.

  • Pepsidot
    Pepsidot Member Posts: 1,662

    Admittedly, NOT a killer main, but I love it. And would really like it to stay, it feels like a feature since it's always been in the game. Same kinda thing with 'point' tech (which is also only used in niche situations and nicely compliments the 'heal tech').

  • theblimp
    theblimp Member Posts: 159

    Just allow grabs when healing

  • Yatol
    Yatol Member Posts: 1,960

    I'm indifferent to it, It usualy only works when the survivor is very near escaping and the killer failed to kill anyone

  • xltechno
    xltechno Member Posts: 1,026

    Heal tech is fine. Therefore, it is also correct that various hook-related survivor perks are disabled and AFC does not activate after being powered. That's all over. No changes necessary.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    kinda bs... killers should have priority to grab survivors off the ground.


    but it rarely matter, so I rather they focus on other stuff

  • NerfDHalready
    NerfDHalready Member Posts: 1,738

    that and bt bodyblocking (which i normally despise) are the only things to clutch a 4 man escape and are healthy, in my personal opinion. removing such stuff will just dull the game even further.

  • ratcoffee
    ratcoffee Member Posts: 1,372

    I think it's fine. I would hate to have yet another mechanic that requires game sense and quick thinking to pull off, to be removed from the game.

  • Deathstroke
    Deathstroke Member Posts: 3,497
    edited March 11

    No both are fine. With gen kicking you can mindgame survivors often expect grap so they let go of it and you can kick gen. Worst case is you get hit at least. Heal tech is fine like that last fun thing survivors have left. It does not really matter at all. There are much bigger things needing fixing.

  • PreorderBonus
    PreorderBonus Member Posts: 250

    I don't think it's fair technically since there's no counter for it, but it's so rare and by the point where survivors can use it the game is pretty much over already, so I don't think it's a big issue. Still, it would be fine to get a QoL update where the killer's action overrides the survivors', like kicking a gen should take priority over repairing, or injuring a survivor should take priority over destroying a pallet (there are a lot of cases where things like chainsaws or Blight's rush hits destroy a pallet instead of hitting a survivor that's right on top of it).

  • concubined
    concubined Member Posts: 140

    I’ve always been giving this advice, do not let your games get to end game, when it does it’s almost always too late. Survivors are strongest during the start and end of a game, the start they have all resources and all spawn in healthy, at the end there are so many end game perks like adrenaline/hope ect and you lose a way to apply pressure (gens). Leaving you in uncounterable situations like the one you’ve mention, heal teaching at gates and more

  • ChaosWam
    ChaosWam Member Posts: 1,794
    edited March 11

    As with any 'tech' that's actually just an exploit, I'd say fix it. Though I do agree it's not very common.

    That said, survivors being unable to do conspicuous actions after being hit? I wonder how that would effect the game, kinda curious on that one.

  • WolfyWood
    WolfyWood Member Posts: 452

    Well someone had pointed out unhooks are a conspicuous action. So they'd have to be made the exception.


    But here are the things that survivors would not be able to do in front of the killer anymore:

    Exit Gates

    Healing

    Generators

    Sabotage



    Obviously this would be a giant nerf, so I don't think it should happen anytime in the near future. But it is something I think should happen eventually, even as a survivor player I do find it silly that killers are powerless to stop these from occurring.

  • ChaosWam
    ChaosWam Member Posts: 1,794

    I would agree it would be a massive nerf.

    That said, could be a really interesting perk for M1 killers or something, if balanced correctly for specific actions.

  • Reinami
    Reinami Member Posts: 5,442

    But that's not a free hook, if anything its a free escape. The killer had to work for and earn that down.

  • ArkInk
    ArkInk Member Posts: 670

    Feels bad when it happens but honestly, if they've gotten that far, might as well let em have it. It's a hype strat for them and I've probs already lost.

  • Xernoton
    Xernoton Member Posts: 5,655

    First off: You can do something against tunneling. There are perks that help you out against a tunneling killer and your team mates can also come and take hits. So that is not really the same. There is of course the option to loop as well. So you can technically counter tunneling with skill. Now try to do that against the heal tech.

    Second, I'm pretty sure that tunneling actually does have a pretty big impact.

    So; no, the heal tech and tunneling aren't alike.

  • Hexling
    Hexling Member Posts: 657
    edited March 12

    No you cant literally if the killer throws the game to tunnel there's nothing you can do about it no perk will stop it. Thats why no matter what band aid fixes bhvr tries to do with perks it hasnt worked. You can literally counter heal tech dont let them get to the gate. You can literally counter it by hitting them before they get there using your logic.

  • Xernoton
    Xernoton Member Posts: 5,655

    So you meant the fact that a killer can throw the game to force a kill? Yeah, that can happen. It's unfortunate for sure but also not an easy thing to fix. You'd need to grant that survivor complete invulnerability, which comes with a bunch of different issues.

    For a heal tech however, you don't throw the game. So even that aspect is not the same.

  • Dreamnomad
    Dreamnomad Member Posts: 3,875

    I don't see it as an issue. I think if the survivors are able to successfully pull it off then they deserve the rewards.

  • Hexonthebeach
    Hexonthebeach Member Posts: 449

    Don't allow healing past the exit gates. Then Killer could have a chance to pick the survivor up.

  • Hexling
    Hexling Member Posts: 657
  • drsoontm
    drsoontm Member Posts: 4,638

    That would have the additional advantage that survivors wouldn't linger so much.

  • jokere98
    jokere98 Member Posts: 580
    edited March 12

    i was always thinking about mechanic similar to Video Horror Society, where if killer hits survivor, all survivors in certain area around the killer can't do some actions (healing, repairing. maybe cleansing? not sure about the last). so, no more prolongous heal techs, no more gens being done in the face

  • Xernoton
    Xernoton Member Posts: 5,655

    It doesn't matter. Survivors aren't safe until they're out. Or at least they shouldn't be. And that survivor isn't out yet.

    It's not the most pressing concern but it is something that should be patched out eventually.

  • crogers271
    crogers271 Member Posts: 1,737

    First off: You can do something against tunneling. There are perks that help you out against a tunneling killer and your team mates can also come and take hits. So that is not really the same. There is of course the option to loop as well. So you can technically counter tunneling with skill. Now try to do that against the heal tech.

    I don't get the logic here. What you are saying is that there are lots of things the survivors can do to prevent the tunnel from being successful. Which is true.

    But that's also true of the 'heal tech'. There are lots of things that the killer can do to prevent the heal tech situation from ever arising.

    A better comparison would be if survivors said they needed some sort of counterplay when they were on death hook, already on the killer's shoulder, and within 3 meters of the hook. Yeah, they have no counterplay at that point, because they lost all their counterplay options,

    Same thing with heal tech. If survivors manage to get within a certain range of the gate and if an ally that can help them, they've escaped. Just like once a killer has a survivor on their shoulder and is within a certain range of the hook rescue is now impossible. That doesn't mean counterplay didn't exist, it means that side lost their opportunities to do so.

  • Hexling
    Hexling Member Posts: 657
  • Xernoton
    Xernoton Member Posts: 5,655

    There is a difference in countering something and preventing it. The heal tech can be prevented not coutered - tunneling can be countered not prevented.

    Also, this "just win before the gates are opened" argument is pretty weak. I said it before but I'll repeat myself: The game isn't over until it's over. That survivor has not escaped yet. This is a slippery slope. Because then we could also argue that Devour Hope shouldn't be a hex perk and it wouldn't be an issue. After all; "jUst WIn bEfORe iT hApPenS" could be applied here as well.

    There are some things you simply won't be able to prevent other than by winning before they occur. This doesn't mean, that they're fine.

  • Hexling
    Hexling Member Posts: 657

    I wouldn't mind that at all since I don't care about escaping in the first place.

  • crogers271
    crogers271 Member Posts: 1,737

    Also, this "just win before the gates are opened" argument is pretty weak. I said it before but I'll repeat myself: The game isn't over until it's over. That survivor has not escaped yet. This is a slippery slope. Because then we could also argue that Devour Hope shouldn't be a hex perk and it wouldn't be an issue. After all; "jUst WIn bEfORe iT hApPenS" could be applied here as well.

    There's a reason slippery slope is a fallacy: it just presumes we keep going in a direction with no limitation.

    The argument is not: as long as something can be prevented it's an okay mechanic. That would be a silly argument.

    The argument is: just because something has no counterplay doesn't mean it needs to be removed. I'd say the absolutist position that every game element needs counterplay is an incredibly weak argument. That would mean that survivors would need some type of counterplay action to stop killers from putting them on the hook.

    To use your examples, there are lots of things survivors can do to prevent tunneling. But once they are on the killer's shoulder and at the hook, they have no more counterplay. Just like the killer has no realistic way to stop (counterplay) heal tech once they've got to that point (being a few meters from the gate with teammates), survivors have no realistic way to stop (counterplay) being on the killer's should a few meters from the hook.

    My argument is there is nothing inherently wrong with either: just because the game can get to the point where no more counterplay is available doesn't make the situation problematic because you have to consider the entire game.

  • LeFennecFox
    LeFennecFox Member Posts: 1,233

    It's in line with stuff like locker saves where there is no counterplay from the killer. It doesn't happen that much, but having someone barely escape because you can't interact with them is silly.

  • drsoontm
    drsoontm Member Posts: 4,638

    About "heal tech", with the devs seemingly against no-counterplay moves, this one sure takes time to be fixed.