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What was the point of changing Mangled/Hemorrage effects?

The more I think about this change (from permanent until fully healed to timer) from the past few months, the more pointless this change was.

Sloppy Butcher effectively is the same as before and any other Mangled addons are also effectively same as before.

Its still the most used effect that killers can easily run and they do pretty much every second game.

So what was the point? The timmer before it expires on everything is long enough that Survivor will heal anyway or by the time it expires they would probably not get heal in forever anyway.

If this change was aimed to turn it down a bit, it failed. It changed nothing.

Comments

  • VomitMommy
    VomitMommy Member Posts: 2,257

    Interesting, I lost interest in sloppy butcher completely. It's not really better than some add-ons we can use for exactly same effect.

    Sloppy is 90 seconds, where survivor can wait on hook up to 70 seconds. So if survivors want they don't really need to wait that long...

    It can have meaning in two scenarios:

    • You regularly drop the chase, which is viable to few killers (Wraith)
    • You always return to hook and hope survivors heal there and won't manage in time

    Issue is Wraith has addon (and several other killers) to get basically Sloppy butcher for 70 seconds (on surprise attacks). I don't see value of perk, which I can get from addon.

    I am going to choose almost any other slowdown over sloppy.

  • SoGo
    SoGo Member Posts: 4,255

    I don't think it was Mangled that needed a change, but Haemorhage.

    My suggestion: Make Mangled last until healed and put Haemorhage on a timer instead.

  • Royval
    Royval Member Posts: 1,116

    for scrubs

  • Eelanos
    Eelanos Member Posts: 467

    Small Vigil buff. That perk was useless because everything the killers can apply on survivors is generally timed by buffs on them instead of debuffs on survivors or straight up are infinite duration if or unless X condition applies.

    When they nerfed it I saw everyone getting rid of sloppy and I just kept it because I know 80 seconds of sloppy for a survivor is essentially the same as it being infinite anyway.

    I suppose the nerf was also one of those "perceived nerfs", where a perk falls to irrelevance not because it's actually weak but because people just hate nerfs in general and any nerf will make them abandon the perk in hopes they find the next strong thing. The thing about this is, eventually people realize the effect is still strong anyway and go back to it, and I suppose that's where we are now.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i think few reasons to why they changed it.

    1. Nurse. Nurse has add-on called fragile wheeze that made you get mangled for entire game. Spirit also used sloppy as being injured vs spirit was huge boon to her. Weakening mangled → Nerfed high-tier killers
    2. Slugging. Killer like Singularity would use sloppy butcher to slug. Putting fixed timer make sloppy butcher useless for slugging as timer will deplete before mangled has any relevancy. → They also nerfed singularity after by reducing overclock duration and his speed.
    3. Many survivor complaint that med-kit were not as good for healing because mangled would increase self-healing time to 30 seconds. As a result, they nerfed sloppy butcher so that mangled could be bypass by med-kits by waiting out the timer.

    I literally don't use sloppy anymore. I use Scourge hook: Gift of pain+Agitation now. It sucks that you have spend 2 PERK slots for mangled but the fact that mangled times out on the hook makes all mangled useless except for gift of pain because gift of pain works when you unhook someone and if they do complete heal, you still get mangled effect indirectly because of action speed debuff.

    the only point of hemorrhage is to mess up med-kit charges. it is not very good because in many cases, if survivor completes the heal, they void the entire effect anyway. The initial patch notes was to changed mangled. specifically mangled. Hemorrhage got put on a timer because it was in the cross-fire of mangled.

  • devoutartist
    devoutartist Member Posts: 174

    it add one variable it let's perks like vigil shine and i do use the perks decently enough you noticed the difference so for example you got hit by sloppy you get chased and then the chase extent to the point the effect expire lets say the killer ditches you you can heal without the negative effect anymore wasn't the case before it's not more of a natural slowdown of hit and run strats but not a be all end all anymore

  • CautionaryMary
    CautionaryMary Member Posts: 808

    Yeah, my only issue with Sloppy Butcher was the hemorrhage. I assume that they nerfed the perk given that healing was nerfed via Medkits and the Circle of Healing nerf.

    At least people can use Resurgence and Reactive Healing as Sloppy isn't as prevalent though.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,764

    I only cared about the hemorrhage aspect, they could have nerfed Mangled for all I care. Now Sloppy is not reliable because sometimes you don't know if a heal will regress or not.

  • HolyDarky
    HolyDarky Member Posts: 1,381

    I still don't like this change and would be happy when the developers would find a different solution for it. In my opinion the developers should nerf Mangeled from 25% slowdown to 15% (so it fits with the new healingspeed). Meanwhile, give some perks and medkit Addons the ability to counter Haemorrhage to make them more useful. This would make these two status fairer and would provide more perk variety.

  • Rick1998
    Rick1998 Member Posts: 465

    hemmorage could be annoying on killers like doc , pinhead and a few others. Mangled has been been an issue in my eyes but it also got guuted because of what hemmorage was doing .

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    the mangled nerf was a welcome change constant sloppy butcher was absolutely exhausting to play against

  • Haddix
    Haddix Member Posts: 1,080
    edited September 2024

    I don't know. We've got addons applying it for 45 seconds now. So very effective.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    To cater to casuals, or to take away more of killer's limited options.

    Survivors don't like being hooked, nor downed, nor injured, nor chased, nor even found. But they've especially harped on healing speeds apparently being too slow. And anything that slows down healing, or interrupts their healing, therefore needs to be nerfed. So that may be the reason.

    Killers liked splitting damage, not just tunneling, as long as it's was worth it. Killers like Wraith and Ghost Face could do this. Others, to a lesser extent, could do this. But the devs didn't want that. They wanted quick quick heals, and disavowed perks which used slow heals as their slowdown (Sloppy, Thana, Dying Light, etc), as opposed to gen defence as slowdown. Not only did they nerf Sloppy, but also any add-ons or perks which has those effects. Sloppy applies those effects for 90 seconds, and those add-ons usually apply it for less time. A survivor is now on hook for 70 seconds, or more with certain perks. So that's how you kill anti-heal for killers.

    Tangent time. Now killers don't have slowdown, period. It's no wonder why all killers do these days is tunnel and slug. But survivors are faster on gens than ever. That extra 10 seconds did nothing. The math does not support a killer winning. It supports them losing or drawing by default.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I don't understand. It was an alternative to full gen defense, and encouraged killers to spread pressure instead of tunnel. Why would you despise that?