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Why anti-healing perks and addons are getting nerfed while devs buff healing perks?

Hi! Hope everyone is doing fine.

This is not a "Us vs Them" post but i have a genuine question for the devs and the community:

Why perks like Sloppy Butcher, Gift of Pain, Deathbound, Leverage and many other perks and killer addons that are meant to slowdown heals are handicapped or just plain nerfed while we see every patch new perks to make healing even more fast than before?
I'm not against healing as i think they are much more easier to balance and healthier to the game than perks focused on exhaustion or repair speed, but why the counterpart to healing perks are nerfed or just forgotten every new patch? Even Thana that used to be a good slowdown for the majority of killer was nerfed to work at only 1 killer in the whole rooster.

I used to play a lot with Sloppy and other now i don't see any reason for using the perks, since it was nerfed if i hit and run the effect will wear off eventually and survivor won't really bother to heal through the mangled because they can just wait it out or just power through the status with the big amount of perks they have.

That's it. Thanks for the attention.

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Comments

  • Blueberry
    Blueberry Member Posts: 14,459

    The healing meta has got more and more outa control while simultaneously nerfing all the anti heal killer perks. Realistically I think we want healing to be slow because it encourages split pressuring from a killer. If heals are all insanely fast as they are right now it discourages split pressuring since it isn't giving you as much pressure and encourages tunneling since you know just injuring them without downing and hooking them is meaningless.

    Across the board healing perks need to be toned down while buffing many of the anti heal perks. Revert the Sloppy nerf. Gift of Pain is underwhelming from how bad scourge hook spawns are. I'm actually alright with where Deathbound is. Leverage is just very undertuned and the number needs to be wildly higher. Like We'll Make it is 100% and Leverage is 30%? Like what. Coulrophobia (and all TR perks in general) need like a 15 second lingering effect to be decent. No Quarter only targeting self heals is pointless, it needs to apply to all heals. Any killer addons that apply only Mangled or Hemorrhage need to be combined into one. No one runs these. The only ones we ever see get used even sometimes are addons where their effects are combined.

    We also just need more anti heal perks in general. There's like 4 times as many heal perks as there are anti heal. Give some more variety.

  • crogers271
    crogers271 Member Posts: 3,269

    we see every patch new perks to make healing even more fast than before?

    So new healing perks, by themselves, really don't change the balance that much. Because of how the healing math works running a bunch of them has declining returns and severely eats into what else the survivor can do. Conceptually whether there are four healing perks or twenty, it doesn't have too big of an impact on balance (kind of like exhaustion).

    Now, can any of those individual perks be unbalanced? Sure, and some of the decisions BHVR has made on buffs/nerfs have surprised me, but quantity of perks is not a huge factor in that.

  • Rickprado
    Rickprado Member Posts: 893

    I wouldn't mind having strong healing perks if anti-healing perks were stronger. But the issue is the ways killers have to prevent heals are less and less effective and survivor have stronger and faster heals every day.

    Another issue is perks that aren't really related to healing but affect healing, like Franklin's Demise. It would be one of the best anti-healing perks because of how strong it was against medkits but the devs nerfed it for no reason. Also, the Vigil meta is killing the mangled and hemorrage effects, since they last 66% less time, making them effectively worthless.

  • Rickprado
    Rickprado Member Posts: 893
    edited November 2025

    It would be true if they didn't stacked. You can stack Botany + Desperate measures and have a wooping 70% faster heal speed at all times; You can combine We'll make and Botany and have a 150% speed; Do no Harm and We'll Make it and heal someone under 8 seconds. I'm against this? No. It think we should incentivise builds that are not based on exhaustion and gen speeds. But i think killers should also have plenty of tools to hinder, reduce or even block healing at all. Its a much more fun way to slowdown the game than using gen slowdown perks.

  • CrossTheSholf
    CrossTheSholf Member Posts: 868

    They need to revert sloppy butcher and the anti heal status effect e

  • crogers271
    crogers271 Member Posts: 3,269

    But listing the percentages doesn't actually show the impacts of the stacking.

    Healing another survivor with We'll Make It takes 8 seconds

    Healing another survivor with We'll Make It and Botany takes 6.4 seconds - you've burned a perk slot for slightly more than a second and a half. Does it have an impact? A little, but I'd say less than if a survivor went for a more diverse build.

    We'll Make it and Do No Harm (maxed) - 5.33 seconds - you now have a conditional heal for an extra second over the prior combo, or 2.7 seconds over just running We'll Make It.

    This is why the multitude of perks doesn't really have an impact. Not only does this require you to meet multiple conditions (for We'll Make It and Do No Harm the survivor needs the hook rescue and it needs to be two stages for max values), even when you do you're getting relatively small benefits.