Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Mangled and Haemorrhage Changes Suggestion

I hate spelling that damn status effect. Always gotta spellcheck it…

Anyway, I think those two status effects aren't in a particularly great spot at the moment, after they were nerfed to be on a timer. I think that was completely unnecessary for Mangled and didn't address any of the problems Haemorrhage had and still has, so I'd like to propose something different.

Mangled: Back to persisting until healed, no further changes.

Haemorrhage: Back to persisting until healed as well, but its effect changes. Instead of just draining partial heal progress by default, it only drains heal progress while the survivor is running.

My reasoning is as follows:

Mangled never needed any changes. It was a useful effect that had multiple counters available, including a litany of strong and viable counter-pick perks that are only made even stronger when Mangled isn't actually in play (or are just unaffected by that, in a few cases), so I just pitch reverting it.

Haemorrhage, on the other hand, did pose some issues and did warrant being changed. The rework it received a while back was pretty good at its (I think stated?) goal of countering 99'd heals and giving value for ambushing healing survivors, but had the unfortunate side effect of also hard countering a bunch of already niche survivor perks and honestly just felt super punishing in general.

Changing Haemorrhage (eye twitch) to only drain when running still allows it to fill the role it shines in, while allowing survivors to use perks like Solidarity and Reactive Healing without too much worry about losing value when the killer's halfway around the map and they're safe to reset. It's a better fix than just making it timed, something that achieves nothing beyond making the status effect slightly harder to use in an annoying way.

Comments

  • fussy
    fussy Member Posts: 2,099

    I think make Haem lose 1% of progress every second is more fair for both sides. Lose it only in running won't help killers with 99% for Resi, it also won't change anything with survivors perk like Reactive Healing. You will lose this progress regardless, doesn't matter what disturbed you to save this progress, because current numbers simply deny it too fast.

  • Seraphor
    Seraphor Member Posts: 9,436

    I think this is fair, but I'd like to see it drain slowly while walking, and then faster while running.

    Either way, it requires sone form of pressure from the killer to capitalise on, as healing under the hook would have no effect if the survivor remains stationary.

  • Langweilig
    Langweilig Member Posts: 3,143

    I agree. Give me sloppy butcher back please.

    They should probably give some perks an anti Haemorrhage effect to not make them useful. Your suggestion to only loose progress while running is very good. To be honest I first thought how should that help.

  • jesterkind
    jesterkind Member Posts: 9,573

    I'm not sure I understand your position- it would help killers with 99'd Resi because survivors would start to lose the progress as soon as the chase starts, so no more healing at the last second after benefiting from the vault speed.

    Sure, survivors could 99 with Resi just for the repair speed bonus and heal before the chase starts, but that's cutting out the actual chase value of Resi so I think that's generally pretty fair.

    As for Reactive Healing, you'd lose progress if you're disturbed, sure, but you have more control over how much- not to mention that sometimes not getting to use RH because you have to run is better than never getting to use RH because the status effect hard counters it immediately.

  • fussy
    fussy Member Posts: 2,099

    "It would help killers with 99 Resi, but actually it wouldn't, but my suggestion is fair, because Resi lose its chase value (wat???)" I read it 5 times, but I can't help but can't find a tiny sense in it.

    but you have more control over how much

    Yes, that's why it shouldn't be implemented, it will be too harsh nerf. Effect will do something only if killer actually chase survivor and you don't really need Haem for chases only.

  • jesterkind
    jesterkind Member Posts: 9,573

    Maybe it's a situation of different priorities. To me, the value of 99'ing a heal with Resi is that you get repair speed and vault speed- you prerun as the killer approaches, hit a few fast vaults, and tap the heal as the killer gains on you to extend the chase further. With Haemorrhage draining as you run, you only get to use the repair speed and have to tap the heal immediately if the killer starts approaching.

    That's still good, which I think is fine, but it reigns in the really obnoxious stuff you can do with Resi and a 99'd heal. I don't mind strategies like that existing, I just want to lower their maximum value ceiling a little.

    As for the last part, isn't that how it should work? Shouldn't you have to be actually leveraging your status effect to get value out of it? To me, the way Haemorrhage is designed is as a tool to use when interrupting heals, and reign in 99'd heals on survivors you're actively chasing. I don't really see how it's engaging or fun for either side to just disable specific weak perks with no further interaction.

  • Ohyakno
    Ohyakno Member Posts: 1,498
    edited October 2024

    So getting rid of hemorrhage in exchange for getting mangled back?

    Hmmm. It's close to being a fair trade, I guess. Maybe.

  • jesterkind
    jesterkind Member Posts: 9,573

    You lose random and unreliable value from Haemorrhage, but get to keep it working fully as intended if you're actively using it yourself. It'd still work for preventing 99'd heals and for ambushing healing survivors, but not for just disabling the Solidarity you didn't even know the survivors had.

    You get both status effects, but they're healthier.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    We would argue for something similar to what Seraphor said. We'd still have it drain while not healing but make it at variable rates, like a quarter for being still, half while walking/crouch walking, and the current rate for running (rates can vary but you get the point). It still allows solidarity and resurgence to not be crippled but at the same end survivors can't just walk to hide and then heal without consequences.

  • Ohyakno
    Ohyakno Member Posts: 1,498

    I mean, your version of hemorrhage doesn't do anything. You get that, right? There's nothing stopping 99 heals on a gen. If I interrupt a survivor getting healed under hook and chase their healer they can simply finish it off with their medkit. It gets rid of like all of the utility of the status effect.

    Which again, might be fine if mangled comes back. Just not sure about it.

  • jesterkind
    jesterkind Member Posts: 9,573

    I feel like I pretty conclusively pointed out what this version of the status effect does, so I'm not sure there's much of a conversation here.

  • SoGo
    SoGo Member Posts: 4,259

    Or just swap the two and put only Hemorrhage on a timer.

    Also, yeah, the pronounciation of it is horrendous.

  • fussy
    fussy Member Posts: 2,099

    And like Ohyakno said, your Haem suggestion really just don't do anything. If Haem someday will recieve any change, it must be hard counter to 99% healing still. Point of Resi is having reward to stay in risky state, so "high risk – high reward", but 99% healing is what make it "no risk – high reward". And no, Resi don't lose any "chase value" from this, I honestly don't even want to explain why, it's hilarious take. Even if it was the case, it does nothing with Haem discussion.

    As for the last part, isn't that how it should work? Shouldn't you have to be actually leveraging your status effect to get value out of it?

    For the most part – yes. It was, it will. But your suggestion will also completely remove value from some rare situations like when survivors need to get rid of T3 against Doctor, remove birds against Artist etc. Not a big deal, if Haem will be useless anyway, but I won't be glad to see another status effect will lose gameplay variety.

  • jesterkind
    jesterkind Member Posts: 9,573

    Not sure why there's so much pushback to pointing out that Resi has chase value and that said chase value is a big part of why you'd 99 a heal with Resi, but alright.

    What I'd rather point out here is that the main thing Haemorrhage does here would still completely work with my suggested change. It's still going to be very potent at interrupting heals, because anyone healing with a medkit now can't finish a heal with it afterwards and anyone you interrupt healing someone else wasted their time because the heal progress drains as they scatter away from the looming threat in front of them.

    That's what Haemorrhage is for as far as I can see, it being a counter to 99'd heals is a nice bonus. It's for interrupting heals, and preventing healing in chase. That's what it does, and that's what my change preserves.

    It has other edge cases, but most of those are negative and deserve to be removed.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Sloppy is still strong as is gift of pain, I don't believe any debuff should be permanent, it's not fun to go against and it's well over a minute of time.

    if anything it works in favour of killers as there is more time wasted healing now because it eventually runs out. The perk should never be free pressure, they've already stated it just outclassed every single addon/perk for anti healing with no effort.