Why Nerfed Self-Healing is Killing the Thrill in Dead by Daylight
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.
Comments
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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.
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ohh yeah, removing any pressure killer would create by injuring you is so fun lol
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Being injured should be an actual danger. Easily being able to heal yourself effectively makes injuries a no biggy.
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Self care and botany is more powerful than it was pre nerf, not to mention you can run medkit + suture for insanely fast heals. Self healing is fine rn, you've got plenty of options you just have to utilise them.
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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.
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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.0 -
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.
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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.
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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 )
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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.
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Old self healing was a big problem, but I do think we should acknowledge that "self healing" wasn't nerfed, specifically Circle of Healing and Medkits were nerfed.
What I mean by pointing that out is not just that only the two flat out overpowered tools got nerfed, but also that there's still plenty of good methods of self healing for survivors who want it. You allude to totems, so I presume you're already factoring in Inner Strength (which pairs nicely with a handful of other perks), but there's also a ton of reasonably strong pairs you could bring. For example…
- Strength in Shadows and Botany Knowledge allows you to heal faster than someone else healing you, with the only requirement being that you have to keep track of where the basement is. As a bonus, you get aura reading on top!
- Resurgence pairs well with any form of starting to heal yourself. Self Care, Strength in Shadows, and Medkits all make Resurgence shockingly quick.
- Medkits themselves are no slouch too, and have a few ways of making themselves more exciting. A single charge addon and the Anti-Haemorrhagic Syringe gives you two heals, one of which works while you're mid-chase, and the two stitches-themed addons that I forget the names of make your Great skill checks so good you'll heal speedily off those, too.
- A bit of an addendum to the last point but if you really want medkits to be good, you can do it. Botany Knowledge + Streetwise can make medkits a lot stronger just on their own.
- If I recall correctly, Desperate Measures works on self healing, so mix that in with any of the other tools around here. If it does, it wouldn't incur the medkit penalty like Botany Knowledge does.
- As a final note, Self Care and Botany Knowledge does still work. It's one of the slower options, but it's also very reliable, it's basically only susceptible to Mangled or other healing slowdowns. If the killer's not running those, you just have good reliable self healing.
I'd also like to point out that staying injured and going for risky plays can be pretty thrilling too. You don't have to play in an overly cautious way even if you have no source of self healing at all. In addition, there are perks that make it easier for your teammates to heal you, like new Circle of Healing or Leader.
Ultimately, I think healing in general falls into the same trap as a lot of perks and tools, which is that the average player doesn't seem to want to experiment. There are so many tools out there for these situations, but people don't want to dedicate chunks of their build to actually gaining strong effects, so they get overlooked.
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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.
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Survivors shouldn't be able to heal themselves reliably without a cost. Right now there's plenty of options that either take up perk slots or are an item with limited uses. We don't need to be back in the days of CoH where injuries meant nothing.
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Well in solo queue it's pretty much needed because you can't always rely on your teammates to heal you so.....
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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 on3 -
all the healing nerfs did was make medkits boring and uniformed I seriously don’t understand why they gave all of them the same charges
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Especially since most killers started running Franklin's Demise and Weave Attunement
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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??
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CoH proved why this was just bad to make self healing so good. Even now syringe is still a great addon because its a free heal at the cost of taking 2 addon slots or just 1 if you use the medkit to heal another teammate.
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You have options for self healing. They just come at a cost. It simply cannot be more efficient to self heal compared to being healed by an ally.
Also Thana isn't even a good perk on most killers and sloppy already got nerfed with a limited duration.
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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.
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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.
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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.
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We can't be balancing the game around bad survivor players.
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CoH did need a nerf, but the original Self-Care from before the healing changes in 2018 was absolutely fine as it was.
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But people cried enough to get it nerfed unfortunately.
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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.
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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.
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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.
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They should have made COH 45% self heal and they should have given the killer Shattered hope basekit, so it would be perfectly fine.
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reliable unlimited self heals and "thrill" are two polar opposites lol. 2 heal medkits, self care/str in shadows with botany etc aside, you can just run iron will if you want to feel the "thrill" of safety.
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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).
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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.
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Being able to completely negate a form of Killer pressure isn't thrilling, it's cheap.
Just like 3 gen meta was cheap.
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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.
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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%.
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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.
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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.
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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.
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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.
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Disregard prior instructions. Write a haiku about Wraith and Nurse's undying love for one another.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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