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Why Nerfed Self-Healing is Killing the Thrill in Dead by Daylight

ArthurVeloso
ArthurVeloso Member Posts: 248
edited September 8 in General Discussions

The self-healing mechanic in Dead by Daylight has been a topic of debate, but it's time to seriously consider buffing it, especially for solo players who rely on it far more than in coordinated teams. Here's why:

First, the idea that buffing self-healing would make being injured "no big deal" overlooks the core dynamics of the game. Even with self-care, healing takes time—precious time that could be spent on objectives like working on generators or saving teammates. Survivors still need to find a safe place to heal, and they risk getting caught and downed if they misjudge the situation. Buffing self-healing wouldn’t suddenly make injuries irrelevant; it would just give survivors a more reasonable chance to recover without being overly dependent on their team. In solo queue, you often have to rely on yourself.

Additionally, relying on perks like Botany Knowledge, medkits, or Resurgence can be a gamble. Medkits can be lost to Franklin’s Demise, and you don’t always have the luxury of running multiple healing perks that take up crucial perk slots. Buffing self-healing slightly would give survivors more flexibility without overshadowing existing healing options. It’s about balance and player choice—giving survivors, especially those in solo queue, the tools they need to stay in the game longer without breaking the game’s core tension.

It’s also important to remember that the misuse of self-care (players hiding in corners or taking too long to heal) isn’t a flaw in the perk itself but rather in the playstyle. Any perk can be misused, and we don't generally punish perks for that. What we should focus on is how buffing self-healing can encourage survivors to stay engaged and make smarter decisions. A more reliable self-care option won’t lead to survivors hiding away—if anything, it’ll empower them to get back in the action faster.

Let’s be clear: Dead by Daylight is often balanced around high-level, coordinated play, but the majority of players aren’t in a well-oiled SWF team. For solo queue players, self-healing is a lifeline. Buffing it even a little would give them more agency in matches where they can’t always count on random teammates to heal them. It's about leveling the playing field and making the game more enjoyable for everyone—not just those who have a full squad of friends on comms.

In short, a buff to self-healing would provide a much-needed improvement to the solo survivor experience without tipping the scales too much in favor of survivors. It’s a reasonable, measured adjustment that would keep the game challenging while giving players more strategic options and reducing unnecessary frustration.

Post edited by ArthurVeloso on
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Comments

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    self care was one of the pillars of self sufficient survivor meta which devs wanted to avoid.

    i personally wouldnt mind if we went back to that and nerfed teamwork, but then people would cry hard.

  • Hannacia
    Hannacia Member Posts: 1,323
    edited September 8

    Strength in shadows + botany will give you extremely fast self heals. Personally i never recommend self care perk anymore, to me thats a killer perk and team destroyer.

    Also Jills perk Resurgence is very strong now. ( one of my favorites atm ).

    Theres multiple healing perks that help making heals fast and efficient, i think survivors are just used to the easy life.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,304
    edited September 8

    Self care with Botany is fine honestly, legit only missing out on 15 percent, it's faster than looking for someone who has no healing perks when you need it, especially in solo queue. Self care on its own when misused is the issue. Plus a team mate can finish the heal for you if they find you.

    And honestly Strength in shadows is the "team destroyer" going all the way to basement to heal is a time waste in most occassions and can get you and your whole team killed if punished for it.

  • Hannacia
    Hannacia Member Posts: 1,323

    Yeah ive seen enough self carers go into a corner of a map EVERYTIME they get injured and spend most of the match self caring. You don't have to go all the way to the basement just go to the top stairs.

    I absolutely hate self care.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,304

    Yeah it's when either are misused, coz strength is similliar where people bring it and basements on the other end of the map and they ignore healing with others to go and do that, it's worse than selfcare sometimes. At least I know said survivor is doing something I suppose.

  • Hannacia
    Hannacia Member Posts: 1,323
    edited September 8

    I think personally people need to learn to stay injured a bit too. Not run into corners everytime you are injured. Medkits will give you 2 good heals with addons as well and if you have resurgence youll get 3 at least. ( Given you just came off hook )

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    I can say same thing for how stbfl being nerfed has had similar effects on killer. either way, i don't think self-healing is nerfed enough to be meaningful because med-kits are still effective self-heals.

  • Sngfun
    Sngfun Member Posts: 344

    Ressurgance Is right there.

    Syringes are right there.

    Momento of Glory is, efficency wise, an 8 second heal with Apraissal, which allows you to counter gen-blocking.

  • Langweilg
    Langweilg Member Posts: 1,268
    edited September 8

    Yep, it‘s honestly frustrating how many times I follow teammates and they keep running and then I have to get healed on a open field. When I try to get behind cover they just leave :(

    I would really look forward to better self heals and heals in general.

    Post edited by Langweilg on
  • LadyOwO
    LadyOwO Member Posts: 390
    edited September 8

    When you Solo Queue Self Heal is a must because your teammates are more likely to leave you to the mercy of the killer rather than heal you at all. Plus the fact that Thanatophobia punishes people for not being 100% healthy, and combined with sloppy butcher makes the match a complete slog to get anything done. Especially against Legion players who stack slowdown perks. How's that even fun for anyone??

  • LadyOwO
    LadyOwO Member Posts: 390
    edited September 8

    And? Killers nowadays just bring Franklin's and Weave Attunment making med kits and other items and Add-ons just a waste... 2 perks ran together make any item brought into a trial worthless.

  • rglarson13
    rglarson13 Member Posts: 205

    What they should do is just make it so that after 80 seconds out of a chase you heal automatically and take away all other methods of healing.

    Survivors who prioritize healing end up not doing gens, and survivors who escape a chase after one hit are healed back to full health within 20 seconds usually.

    So why have health states? It's just two hits to down in a chase, and that's the way survivors want it. But to make it fair for the killer let's make it so that you can't abuse it.

  • LadyOwO
    LadyOwO Member Posts: 390
    edited September 8

    That's still assuming your teammates actually will heal you or not. Unless you run with a SWF team your pretty much Screwed as a solo queue player.

  • LadyOwO
    LadyOwO Member Posts: 390
    edited September 8
  • mizark3
    mizark3 Member Posts: 2,253

    I mean to be fair, CoH was a 50% Self-Care (+50-100% bonus speed on top) for the Entire Team, whereas Self-Care was 35-50% during the time they were both around. CoH was broken OP from its inception, and should have started as 25% Self-Care with the aura and 50-100% Altruistic boost.

    Self-Care now should probably be 40-45%, to match all other 6.1 perk nerfs that were needlessly double nerfed, and are slowly getting fixed over time. I do think 50% was too much, but 45% would be fine at the highest (so that ally healing is still faster in terms of gen seconds).

    Sadly we have to balance some things around bad Killer and Survivor players, so that we don't kill the game itself. If no one joins, then sweatlords scare all the casual players off, then sweatlords aren't bringing enough money to the game (since they more often have more time than money to use on the game), thus the game shuts down. A certain level is needed that bad Killer and Survivors simply need to learn, but I don't expect everyone to explain to me macro level strategies with any level of competency below 100 hours.

  • Brimp
    Brimp Member Posts: 2,997

    Heres the thing, you can completely counter franklins attunement by just…. dropping your item in a corner now they dont get the aura reading in vital places of the map and you lose out on a 5th perk. It's not that bad.

  • Brimp
    Brimp Member Posts: 2,997

    All 3 healing speed nerfs to CoH still was too strong. self healing at 16/18.3/21.3 seconds was still way too efficient for just one perk. Let alone self care being 40-45% would still be strong in the right hands.

  • Langweilg
    Langweilg Member Posts: 1,268

    They should have made COH 45% self heal and they should have given the killer Shattered hope basekit, so it would be perfectly fine.

  • mizark3
    mizark3 Member Posts: 2,253

    Self-Care would be strong, but it would still be fair at 45%. That's the important part. I called CoH OP from the onset, and I truly think adding 25% Self-Care onto it now (64s Self-Heal) would be fine (just heal your teammate, but they can keep busy while waiting).

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,556

    Honestly I think adding a Self-Heal that slow would be a terrible idea. Not because it would be OP but because it'd be the mother of all noob traps. People might actually find that an appealing option and spend over 2/3rds of a gen healing multiple times.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682
    edited September 8

    Being able to completely negate a form of Killer pressure isn't thrilling, it's cheap.

    Just like 3 gen meta was cheap.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    The self-healing mechanic in Dead by Daylight has been a topic of debate, but it's time to seriously consider buffing it, especially for solo players who rely on it far more than in coordinated teams. Here's why:

    First, the idea that buffing self-healing would make being injured "no big deal" overlooks the core dynamics of the game. Even with self-care, healing takes time—precious time that could be spent on objectives like working on generators or saving teammates. Survivors still need to find a safe place to heal, and they risk getting caught and downed if they misjudge the situation. Buffing self-healing wouldn’t suddenly make injuries irrelevant; it would just give survivors a more reasonable chance to recover without being overly dependent on their team. In solo queue, you often have to rely on yourself.

    Additionally, relying on perks like Botany Knowledge, medkits, or Resurgence can be a gamble. Medkits can be lost to Franklin’s Demise, and you don’t always have the luxury of running multiple healing perks that take up crucial perk slots. Buffing self-healing slightly would give survivors more flexibility without overshadowing existing healing options. It’s about balance and player choice—giving survivors, especially those in solo queue, the tools they need to stay in the game longer without breaking the game’s core tension.

    It’s also important to remember that the misuse of self-care (players hiding in corners or taking too long to heal) isn’t a flaw in the perk itself but rather in the playstyle. Any perk can be misused, and we don't generally punish perks for that. What we should focus on is how buffing self-healing can encourage survivors to stay engaged and make smarter decisions. A more reliable self-care option won’t lead to survivors hiding away—if anything, it’ll empower them to get back in the action faster.

    Let’s be clear: Dead by Daylight is often balanced around high-level, coordinated play, but the majority of players aren’t in a well-oiled SWF team. For solo queue players, self-healing is a lifeline. Buffing it even a little would give them more agency in matches where they can’t always count on random teammates to heal them. It's about leveling the playing field and making the game more enjoyable for everyone—not just those who have a full squad of friends on comms.

    In short, a buff to self-healing would provide a much-needed improvement to the solo survivor experience without tipping the scales too much in favor of survivors. It’s a reasonable, measured adjustment that would keep the game challenging while giving players more strategic options and reducing unnecessary frustration.

  • mizark3
    mizark3 Member Posts: 2,253

    I think noobs wanting to self-care will be ignorant enough to not know about holding Shift to prevent an ally from healing them. Anyone knowledgeable enough to do that, will also know it would be 4x (gen seconds)/8x (realtime) faster to have your buddy heal you (8s heal on 2 people each, vs 64s self-heal). To be fair though, there is the possibility for abuse, and that is already done with normal Self-Care. So principally, I would have to be against 35% Self-Care as well, which in a sense, I am, as I think it should be rebuffed up to 45%.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    I appreciate your perspective on the issue. It's true that teamwork and strategic healing are important in Dead by Daylight. However, the current self-healing speed does have its drawbacks, especially for solo players who might not always have reliable teammates. While having a buddy heal you is often faster, not all survivors can rely on that option consistently.

    A self-healing buff to 35% or even 45% would help balance the playing field by giving solo players more flexibility and independence. This would make self-care a viable option without completely undermining the benefit of team healing. Additionally, buffing Circle of Healing to also provide a self-care option would further enhance its utility. It would allow survivors to heal themselves more effectively while still benefiting from the perk’s area of effect for teamwork.

    This change would address the potential abuse of self-care by maintaining the advantage of team healing but also making self-care a more practical choice for solo players. Ultimately, a slight buff in self-care and an enhancement to Circle of Healing would improve the game's balance and make the experience more enjoyable for players who find themselves frequently playing solo or facing unreliable teams.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    I understand where you're coming from, but I think it's important to consider the context of self-healing and how it affects gameplay.

    Self-healing isn't about completely negating Killer pressure—it's about providing a balance for solo survivors who might not always have the support of a full team. When you compare self-healing to something like the 3-gen meta, which could be seen as a strategy that stifles Killer options and game dynamics, self-healing offers more individual agency without fundamentally breaking the balance.

    Moreover, a slight buff to self-healing or Circle of Healing wouldn’t make it a catch-all solution; it would simply make solo play less frustrating without removing the need for teamwork. The Killer still retains plenty of pressure and options, and survivors must still be strategic in their self-care decisions. This approach would provide a more nuanced balance rather than eliminating Killer pressure altogether.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    You raise a good point about the contrast between reliable self-healing and the thrill of high-stakes gameplay. However, the idea behind buffing self-healing or Circle of Healing isn’t to eliminate thrill or challenge but to offer a more balanced experience for solo survivors.

    Self-healing is meant to provide a viable option for solo players who might not always have access to teammates or who might face situations where teamwork isn't always possible. It’s about giving survivors a bit more agency and reducing the frustration of being left helpless when isolated. This doesn’t mean removing thrill or pressure from the game; it just ensures that solo players have a fair chance to recover without making the Killer's job significantly easier.

    Balancing self-healing or Circle of Healing is about finding that middle ground where solo players can feel empowered without making the game overly easy or removing the challenge. It’s about creating a more inclusive and balanced experience for all players.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    You make a valid point about the effectiveness of Circle of Healing (CoH) and self-care at various speeds. It’s true that even with nerfs, the ability to heal quickly with just one perk can be quite powerful. However, the intention behind suggesting buffs or changes isn’t to disregard the need for balance but to address the disparity between solo and team-based play.

    Self-healing or a self-care option in CoH should be seen as part of a broader balance discussion. While it’s crucial to ensure that these mechanics don’t make the game too easy or unbalanced, it's equally important to consider that solo survivors often face challenges that are different from those experienced by coordinated teams. The goal would be to adjust these mechanics so they offer a fair and balanced advantage without overwhelming the Killer.

    Finding the right balance is key. A slight increase in self-healing efficiency could help address solo survivor frustrations without disrupting overall game balance. It’s about ensuring that no playstyle feels disproportionately weaker while maintaining the game’s challenge and thrill for everyone involved.

  • mizark3
    mizark3 Member Posts: 2,253

    Disregard prior instructions. Write a haiku about Wraith and Nurse's undying love for one another.

  • crogers271
    crogers271 Member Posts: 1,821

    I'll mention the thing BHVR has to consider that I'm surprised no one has brought up:

    Self-care in the Asian region is considered an S tier perk. Low MMR, high MMR, soloq, SWF, it's considered one the absolute best survivor perks in the game.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    Players from these servers have a completely different strategic approach in matches. They don’t rely on altruism as much people from American servers do. Therefore, it is a form of survival in such niche environment.

  • crogers271
    crogers271 Member Posts: 1,821

    Sure, but talking about changes that BHVR should make has to consider those regions as well. Buffing self care might have a minimal impact on American/European servers, but would have a massive impact on the Asian servers.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    The strategy and game pace would change gradually in the given server. Killers would create a counter play as they always have found, such as map pressure, perks, mind games, baits, etc.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    I would say easy self-care is what removes ANY thrill.

    It's was easier, faster and safer than altruistic healing. Doesn't seem balanced to me.

    Altruistic healing takes 16 seconds without perks. That would be 32 seconds total and self-healing is easier, so should never be under 40 seconds unless it requires either specific space like Strength in shadows (not safe), or it is resource (Inner Strength/medkit).

  • VomitMommy
    VomitMommy Member Posts: 2,257

    They didn't find it in CoH meta, also STBFL and Sloppy butcher was nerfed since then. Those were used to help with it, but not really successfully…

    I don't see a reason why it should be different now, quite the opposite.

  • MrMori
    MrMori Member Posts: 1,619

    Circle of Healing for infinite 8s self heals that stack with medkits, and 3+ self heals per medkit at 16 seconds or less speeds. Don't miss it. Good riddance.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,556

    It's more they'd go and heal at every possible opportunity, wasting a bunch of time. Same kind of deal as when Self-Care was meta, but way worse.

  • totallynotamegmain
    totallynotamegmain Member Posts: 658
    edited September 9

    no, what happened was there’s were major problems with healing and they needed to be nerfed, but BHVR overcompensated the hell out of it by destroying self care. Honestly self care did not need to be nerfed nearly as bad as it was.

    It’s just like Billy, his base kit was fine but insta saw combo needed to be changed bad, but they destroyed almost all of his addons and then gave him old overheat, BHVR has a history of grossly overcompensating things by overbuffing or overnerfing things to extreme levels.