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Healing perks needs nerfs and anti heal perks needs buffs

AdamZ
AdamZ Member Posts: 200
edited September 30 in Feedback and Suggestions

The disparity between surivor healing perks and killer anti heal perks are so big that it baffles me when people say anti heal/heal perks are fine the way they are rn.

Like the most killers can slow down healing is by 55% with leverage,gift of pain, sloppy butcher mean while survivors can have 200% healing speed with we'll make it,do no harm and they still have the most busted of them all resurgence. Just by having resurgence a survivor can heal themselfs each time they get unhooked w just one medkit in like 5 sec.

So yeah, its pretty crazy they can just heal in like 3 sec, and btw i dont want to gut these perks i just want them toned down a bit, so here are my suggested changes:

We'll make it 75%

Resurgence 50%

Leverage 50% for 45 sec

No quarter should work on normal heals not just self heals

And no im not a killer main, i play around 60/40

This way survivors can still get faster healing speeds even if the killer has at least 1 anti heal perk, but it wont be that crazy.

Post edited by AdamZ on

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,471

    I don't think anything needs a specific nerf outside of Syringes. Nobody reasonable is asking for a WMI nerf, and Resurgence was at 50% for a while and it wasn't really used. Do No Harm is already at 50% as well, so I don't think you're actually reading the perk descriptions properly.

    In terms of healing perks, the only ones that I think majorly need changes are Leverage, No Quarter and Self Care, and those should all be buffs. Leverage being made 30% is barely better than Mangled. 50% at 45s seems slightly more reasonable.

  • AdamZ
    AdamZ Member Posts: 200
    edited September 30

    Do no harm goes from 50% to 100% for each hook state but sure i didnt read the description.

    As for no quarter and leverage i agree.

    Dunno abt self care being buffed but sure i wouldnt mind never really ran that perk.

    I still think resurgence should go back to 50% there is no reason someone should be able to reset in just 5 sec by themselfs for free with just one perk.

    Why shouldnt wmi get nerfed? Its not like 75% extra speed would make it slow or garbage, and i mean its pretty free all u have to do is just unhook someone and it last for quite a while too.

    Tho i guess u are right abt dnh, it can stay the way it is since its only 100% when it really counts.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,471

    Why shouldnt wmi get nerfed?

    I just don't think there's really any need for it. In terms of the grand scheme of the game it's probably one of the most reasonable perks out there. Altruistic Healing perks are generally passive, and WMI has an activation requirement.

  • Crowman
    Crowman Member Posts: 10,091

    I remember when BHVR said they had to nerf mangled so it could open up design space for anti-healing perks to only immediately buff and add more healing perks for survivors while giving killers basically nothing.

    I just want mangled to be useful again by not having a time limit.

  • fussy
    fussy Member Posts: 2,099

    It feels like PTB where we tested 24s healing didn't go through, but devs forgot about it and keep buffing healing with 24s healing in their heads.

  • Alicia_Tried6041
    Alicia_Tried6041 Member Posts: 277

    Syringes is all that need nerfed. Otherwise healing is fine.

  • CrossTheSholf
    CrossTheSholf Member Posts: 867

    They need the revert sloppy and the anti heal status effects

  • HolyDarky
    HolyDarky Member Posts: 1,374

    Resurgence is part of the bigger "hooks punish killers" problem. Over the past few months, hooking became more and more worse for killers for different reason: On the killer side, hook related perks got nerfed while hook related survivor stuff became better and better. Resurgence is one of the problems: When you hook a survivor, you want pressure and slowdown but Resurgence takes the slowdown away since you can heal yourself in 4 seconds and then immediately sit on a generator. This perk tells the killer to slug survivors since a slugged survivor cannot be healed in four seconds. Beyond that, a slugged survivor is more pressure than a survivor that sits for 70 seconds on hook and after that comes to abuse their anti-tunnel perks. Old Resurgence was fine but no one used it because it wasn't overpowered and during a time when Mangled and Haemorrhage was more common. The best solution would have been to keep Resurgence at 50% but you cannot lose the gained Resurgence progress due to Haemorrhage.

    Otherwise, Do Not Harm and We'll Make are fine. These perks as well as other unhooking perks (e.g. Babysitter, Borrowed Time) let survivors take care of each other. Yes, they are difficult to use in SoloQ but the issue is SoloQ and not these perks. Therefore, SoloQ should get QoL changes that make the use of these perks easier (e.g. let me see my teammates perks, give them basekit Kindred without killer aura, or a quick communication wheel would be cool). Therefore, I also don't wanna see a Self Care buff because it encourage selfisch gameplay. Syringe needs a rework since it are way too strong. The developers did a lazy number nerf but Syringe as well as Styptic are still unhealthy for the game. I wish the developers would give medkit addons a good and funny rework like Otz suggested.

    Mangled and Haemorrhage should also be no longer time-based since all this change did was to make many add-ons but especially Sloppy Butcher useless. This also resulted in the issue of less add-on variety, which means some addons get more usage and BHVR thinks these addons are overpowered and need a nerf - they like to do this - while the Sloppy Butcher nerf was a huge L to many weak M1 killers. The Leverage change was a big nerf and should go back to its 50%. No Quarter is an awkward perk because against newer/casual player it is a strong perk but against good survivors useless. I think a rework would be better than a number buff. This is also what I dislike about perk changes: The devs give them often a number buff and either it does nothing because the issue is not the number or it makes a perk too strong.