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MedKits Need a Buff – Let's Fix the Over-Nerf!

ArthurVeloso
ArthurVeloso Member Posts: 248
edited September 16 in Feedback and Suggestions

Let’s talk about MedKits. In Patch 6.7.0, we saw a massive nerf to MedKits’ self-healing efficiency, reducing personal healing speed by -33% while increasing altruistic healing speed to +40%. While it’s great that MedKits are now better suited for healing others, the nerf to personal healing is too harsh and needs to be reconsidered.

Here’s why we need to buff MedKits:

  1. Survivor Independence Has Been Gutted: MedKits were a reliable way for survivors to heal themselves when teammates were unavailable or unsafe to approach. With the nerf, survivors are now forced to rely on others far too much, which is especially punishing in solo queue. Survivors who can’t heal themselves are sitting ducks, completely at the mercy of the killer’s pressure.
  2. The Self-Healing Nerf is Overkill: The -33% reduction in personal healing speed, paired with the faster consumption of MedKits, makes self-healing feel almost pointless. You burn through your MedKit in no time, and you're still left vulnerable if you run botany knowledge. Before the nerf, survivors had a chance to recover from injuries independently, which is vital to maintain a balanced and dynamic gameplay loop.
  3. MedKits Shouldn't Just Be About Altruism: Sure, the altruistic healing buff is nice, but MedKits were never just about healing others—they were a key survival tool for self-preservation. The new changes turn MedKits into glorified team-support items, robbing survivors of their ability to patch themselves up when needed. It completely strips away part of what made MedKits versatile in the first place.
  4. MedKits Already Had Counters: Killers had tools to mitigate MedKit healing even before the nerf. From anti-healing perks like Sloppy Butcher to fast-downing killers like Blight or Nurse, MedKits weren’t some overpowered crutch. Survivors using them to heal themselves wasn’t breaking the game—it was part of their strategy to survive the killer’s onslaught.
  5. We Need Balance, Not Overcorrection: Let’s not forget that balance doesn’t mean stripping away survivors' ability to heal themselves. The current nerf makes personal healing so ineffective that it’s hardly worth the time or resources. Instead of this heavy-handed nerf, MedKits should be balanced to allow survivors to heal themselves reasonably without feeling punished for wanting to stay in the game.

In conclusion, BHVR needs to reconsider this extreme MedKit nerf. Buffing personal healing back to a reasonable level—maybe not as strong as before, but certainly better than the current -33%—is crucial for game balance. Survivors need the ability to rely on themselves, especially in high-pressure situations. Let’s make MedKits useful again!


Post edited by Rizzo on

Comments

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    True, there is no point in running different med kits anymore. You need med kits for self heal since altruistic heal is already faster.

  • Z0mbiv0r
    Z0mbiv0r Member Posts: 306

    I don't think MedKits should let you heal faster than you can heal a teammate, or heal efficiently just by wearing it. There are perks and builds for a reason. Increasing the effectiveness of medkits would take away from survivor 'classes'. If you want to be able to heal and self-heal efficiently, use a build that allows you to do so. In that regard, some perks should give a little buff to self-healing speed.
    The killer has to work hard to achieve hits and downs, so neglecting them simply by holding M1 for a few seconds just because you're using a medkit sounds neither balanced nor fair.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    Exactly! There is no point in running different tear med kits for self healing because they all are the same speed. It is really ridiculous how they were over nerfed.

  • Deathstroke
    Deathstroke Member Posts: 3,519

    Oh god no. If you want to go that route suggest removing purple and green med kits. No-one want's to use 7000 bp for item that is barely useable.

  • MrMori
    MrMori Member Posts: 1,629

    No way, they're still the strongest item in the game, and they're very powerful when using a syringe. A lot of good players will run syringe + some skillcheck bonus addon like surgical suture to get a very strong and fast self heal, plus another syringe heal.

  • MissiCiv
    MissiCiv Member Posts: 90

    hmm how about a no?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835
  • Seraphor
    Seraphor Member Posts: 9,420

    Sure, but then add another 15 seconds to gen times.

    You'll still screw over hit and run killers, but that should balance out the time saving.

  • AssortedSorting
    AssortedSorting Member Posts: 1,348
    edited September 15

    Something being an essential tool is not balanced if it's to compete with other equipment selections.

    That 16s saved that the other survivor no longer needs to spend healing you is not in a vacuum. That survivor could be occupying the Killer during that time, or repairing a generator, or healing another Survivor, or simply not being in the same spot healing another survivor, which would make being found by the Killer in that scenario more dangerous/wasteful of Survivors time.

    It is 16s of freeform time added to another survivor on the team + whatever time spent between the two needed for moving to/collaborating with one another to start the heal.

    Current Trial dynamics do not support quick self-heals as a balanced tool.

    Which does suck as self-healing gives a feeling of agency.

  • GonnaBlameTheMovies
    GonnaBlameTheMovies Member Posts: 682

    Medkits do not need a buff nor were they overnerfed. Having them as they were eliminated an entire Killer playstyle, hit and run. We shouldn't be encouraging lack of playstyle variety.

    Leave medkits alone and take a good long look at toolboxes, especially event and commodious boxes. The higher tier ones and the green/event ones in particular need looking at. If anything Sabo was overbuffed on some and isn't needed at all on others.

  • CrossTheSholf
    CrossTheSholf Member Posts: 308

    Ok, If we can have old Mangled and hemorrhage back or even buff them. then I'll be fine with this

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    That’s correct! Nobody was complaining about that until circle of healing come to play and stack everything together. Med Kits were nerf as a consequence of CoH stacking, but they were fine by themselves before specially if you run Franklin’s Demise.

  • TsukiYurei
    TsukiYurei Member Posts: 103
    edited September 16

    Healing is still out of control and is super easy to heal by oneself with a medkit.

    Or without a medkit with a swf instead,

    To be honest healing needs toning down.

    And gen speeds is also out of control with swf, Making the games run quick and boring.

    Thus leaving the game in a very unhealthy state, Yes I play both sides regularly and survivor got so easy.


    And don’t get me started on exploits that survivors use and abuse daily.

    If the killer had any exploits like survivors do today. It would be patched in less than a week.

    Yet these exploits have been in the game for months for survivor side to use freely.

    This is meant to be a horror game after all not a walk in the park.


    The best balance dbd had for both sides was 2V8 fact.

    Post edited by TsukiYurei on
  • NecroticSeal
    NecroticSeal Member Posts: 6
    edited September 17

    going to go no. killers used to get ahead, survivors would scatter to the 4 winds, self heal, be back on the gens in seconds. gens move to quickly now. someone mentioned this would be fine if gens had more time added onto them, i dont see an issue with that, or remove the 8 kick limit, which ive no idea why that was even added in. someone complained that survivor items are like perks you can bring in, that person if you're reading this, you realize that you can also find those in chests on the map right? killers dont get those…

    its a team based game, it might be called solo que, but you're still playing with 3 other survivors facing 1 killer. next survivors are going to want a way to get free from the hook 100% each time, with a massive 3 minutes on last stage.

    its not hard to crouch several times, which survivors do, to signal for a heal when you find someone. at this point why not take the killer out of the game, and add them to the stands so that they can eat popcorn and watch the survivors fight over who is going to do gens with whips and flails? well, for those who do gens anyway. i want to see that.

  • YayC
    YayC Member Posts: 116

    Yea they were so over nerfed that they are still in 90% of my matches and are a permanent staple on my loadout on survivor. They are fine.

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    Bruh.

  • GloomySpooks
    GloomySpooks Member Posts: 41

    Idc about medkits, keep them the same, but give me back self-healing CoH so it's actually useful again.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,552

    COH is still very useful. Before it was a little TOO useful.