http://dbd.game/killswitch
So why did we nerf Self Care again?
Comments
-
Lol I used it just once last night, against a Legion of all Killers. I don't know how the DBD math works on healing stacking, but it was quite fast when everyone was injured. Good luck 👍
1 -
TIL that 32 seconds + time it takes to find a good spot is fast.
I'm literally a killer main. 90% of my playtime is killer. Hence why I'm complaining about a 3 year old nerf now. I knew when they did it, but I didn't really care because I never played the role enough to mind. But now that I'm getting more into survivor, I'm annoyed at the change much later.
You'll pretty much never see me arguing for survivors on here. That's why all of my posts get downvoted to all hell; I have the takes of a seasoned killer main. I'm not arguing for a gigabuff to the survivor role. Not asking for a new guaranteed meta perk. Just asking for a niche perk that was never a problem to come back.
2 -
Honestly I think there are things they would enjoy.
2 -
perk that was never a problem to come back.
Except it was a giant problem. I remember these days, when every lobby had at least 2 Self Care and everyone who understands what map pressure is knows how stupid this perk was.
And it comes from someone who plays WAY more survivor than you and has Self Care as one of the most used perks.-2 -
Every lobby where 💀 yellow ranks?
DS, DH/SB, UB, WGLF. That was always the build back then. If you didn't want more bloodpoints, maybe you'd run PT or Bond, Kindred, or another solo queue perk. I never saw self care because it was in fact #########.
1 -
The "Why did we nerf Self-Care again?" title can be read in multiple different ways. "Why did we nerf Self-Care again?" could be used in a manner to where it is "trying to jog memory" or it can be used in a manner where it refers to the fact that something was "nerfed again" when it shouldnt have been. I read it as the later of the two, my apologies.
Im aware that it got nerfed all the way back in Patch 6.1.0, I was there for it, and I still dont agree with the fact that it got nerfed in that Patch and even make reference to it in my original post. Self-Care was kind of a mediocre perk (in my opinion) before the nerf and after the nerf it has become outright useless by itself and still very mediocre even with perks.
It needs a buff. It's nerf didnt really make sense.
The perk ONLY got nerfed because of the high usage rate, but as it stood, the effect of the perk itself was really bad and most people who were using it were either SoloQ and/or new players.
2 -
Sure you never saw 3rd most popular perk those days, buddy. At your professional max pro red ranks was no self-care. Sure.
-2 -
Third most popular because Claudette is the best survivor to start on and the vast majority of the playerbase is bad, yes. No one good ever used Self Care outside of building for FUN. It wasn't meta.
2 -
It was mathematically too efficient.
Back when it let you heal yourself at half speed but as much as you want. A single heal would take 32 seconds. But, normally you need another survivor to heal you, (or you use a medkit which was limited in the number of uses).
Limited uses is a given, it was limited by the number of uses. Another survivor can heal you, but how long does that take? 16 seconds. But its 2 survivors, so its 32 seconds of survivor time spent healing. With self care, that meant that you could heal yourself with the same efficiency as another survivor without needing to actually FIND another survivor and could go somewhere where it was super low risk. And you could do it an unlimited number of times.
0 -
The "Why did we nerf Self-Care again?" title can be read in multiple different ways. "Why did we nerf Self-Care again?" could be used in a manner to where it is "trying to jog memory" or it can be used in a manner where it refers to the fact that something was "nerfed again" when it shouldnt have been. I read it as the later of the two, my apologies.
No, you're good. At least you realized and didn't start derailing the thread to argue about it lmfao
Self-Care was kind of a mediocre perk (in my opinion) before the nerf and after the nerf it has become outright useless by itself and still very mediocre even with perks.
It needs a buff. It's nerf didnt really make sense.
The perk ONLY got nerfed because of the high usage rate, but as it stood, the effect of the perk itself was really bad and most people who were using it were either SoloQ and/or new players.
Exactly. All of that is 100% true. The nerf was stupid and made no sense
2 -
Mathematically analyzing games is almost always useless, as it was with SC. It was and is a waste of time to consistently heal at all. Nothing was ever efficient about self care because the action of healing itself was never efficient to begin with.
If you were able to correctly identify the times healing was needed and use SC then, you were rewarded for the good play. If you weren't, you were punished with half a gen of progress lost. That's a very good risk:reward ratio, my guy.
0 -
Sure, you had to use it carefully obviously, just like literally every other perk in the game, but the point was that it gave you an equal efficiency self heal, as many times as you want, whenever you want.
You also need to keep in mind regional differences. In Asia and South America, it was a perk that was taken by all the survivors 100% of the time. In those regions the meta was to play more hide and seek rather than chase, thus it was an extremely powerful perk in those regions.
-1 -
But not like any perk in the game. 99% of perks amount to what is basically free value. And even if you don't get value, there's no DOWNSIDE that big. Let's say you misclick your DH. You just...don't have it for your next chase. Gen efficiency isn't affected
2 -
Most perks in the game work best if you use them at the best times. Using them at the worst times can be detrimental. There is almost no perk that isn't like this outside of maybe some of the "you do X action faster". But even then, arguably you are paying for the opportunity cost of taking a different perk.
-2 -
Most perks in the game work best if you use them at the best times
And if you don't, they don't punish you anywhere near as hard as SC. Misusing other perks is only detrimental because you don't get the benefit of the perk later. Misusing SC is a game losing misplay because of how LONG it takes
2 -
What? Self Care hasn't been a problem since like 2018.
2 -
Tbf that it's 130% of the 35%. It's multiplicative not additive.
1 -
Self Care hasn't been a problem since 2018.
1 -
Before the 6.1.0 patch it was a perk that could be good in certain situations but was largely mediocre. Now, even with a build around making it a good as possible it's still pretty bad.
2 -
Still really good!
3 -
Not for the amount of investment imo.
2 -
They made it not a problem with nerfs but SC would be a big problem if it was buffed at all, as I said, the ability to infinitely heal on demand at any place on the map is a problem and clearly the devs knew this.
Not sure why I have to keep repeating this?
They will not buff this as it is too strong and starts to put the current highly nerfed state of medkits into question. People can get mad but they best not hold their breath expecting this will be buffed (it wont be).
-2 -
It wasn't problem after the first healing nerf when it went from 24 to 32 seconds to heal with Self Care. Also I never said the devs were going to revert the 35% nerf.
1 -
I'm conflicted — as a self-care-enjoyer, I would love if it were stronger on its own so I didn't feel like I had to run another healing perk to go with it. But also I can see that there are lots of different healing options in the game, and it might be balanced to say, "You can heal yourself any time and place you want, as often as you want, but it takes a long time OR you can have a faster heal that only works in the basement OR you can have a medkit that only works 1-2 times OR you can combo any of those things with a perk that partly heals you in specific circumstances OR you can run a perk that lets you find your teammates faster."
I think we have a good set of options.
0


