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

Botany knowledge comeback. What have you done?! Upcoming balance pit crush thoughts.

LordHeXaGoN
LordHeXaGoN Member Posts: 273
edited June 17 in Feedback and Suggestions

I thought we are done with heal. By nerfing medkits and Self-care you are made heal WORTH when you are have a teammate to heal. But now everyone just can heal themselfs with no problem, you are now even can use medkits for your teammates with no problem they spend much less charges so you can use it more often/

  • This is like flashpoint you know? After all these years/

Ignore that, you are made healing a new good option to make poor killer's life worse/

Ok self-care 35%+50% from botany = 85% 18 sec For this combo.
Selfheal with medkit 127% so healing decrease aspect is totaly ignoring.
Which means you no longer need to spend more charges to heal yourself.
Anyway survivors can ignore medkits healing decrease with those perks now. 50% for nothing.

  • Im playing on both sides even though i think that you didnt think that this is 1v4 game now. (Not 4v1)

    You don't reward killers for doing their job. And you punish them if they don't follow the rules that you yourself have accepted.

Tunnel, camp are dead.( i think this is fine, Oke?)
But fair play from hooks 1 by 1, "shoulder the burden" / Even this is now punished.
Imagine, I caught a survivor, dodged the flashlight. I carry them to the hook, this hook is sabotaged. Ok, I carry them to another one, the same thing, the survivor just overtakes me and does the same.
Hooked them, miraculously, but they were saved, the hooks are broken for 3 minutes due to breakdown. 3 ENTIRE MINUTES. They all run to the corner from where I can't carry to the hook. Half of the map without hooks after 2-3 stages. Slugging? (Well, soon they will take this away from us too.)
Survivors can create the conditions for their slug themselves.
And let's say they can get up and give themselves endurance? It turns out to be a vicious circle where the Killer is weaker than the 4 survivors, who are independent individually, but together are invincible. It doesn't matter what and how the killer does.
And if something goes wrong, there is the abandon option/

Is this what you want? If so, congratulations! Good job!
This mess can't be called balance.
When we have 3-4 true threats over 40 killers still! 40 CARL!

Even surviving alone is too easy if everyone has at least a little understanding of what to do.
You've gone overboard trying to make the game safer for newbies survivors and made squads unbeatable.
When the word "threat" means nothing anymore and horror no longer exist after a long period of time.

This is only my opinion/ You dont have to admit it or like it. Just tell me why my opinion is wrong?

Tagged:

Comments

  • poujh
    poujh Member Posts: 181

    i don't know about your opinion but your math is wrong.
    negative effects are multiplicative and positive ones are additive
    so self care + botany is NOT 35% + 50% = 85%
    it is [100% (base speed) + 50% (botany)] * 35% (self care) = 1.50 * 0.35 = 0.525 charges/second
    so now you divide default heal duration by this speed: 16 / 0.525 = 30.7 seconds (self care + botany)

    and now for medkit + botany, it is NOT 100% + 50% - 33% = 127%
    instead it is: [100% (base speed) + 50% (botany)] * (100% - 33% (medkit debuff)) = 1.5 * 0.67 == 1 charges/second
    so you divide default heal duration by this speed: 16 / 1 = 16 seconds (medkit + botany)

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited June 18

    oke glad you showed it right, but still we are in the HASTE/sabo and Heal meta now.