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keeping it a stack

AcesSpeedo
AcesSpeedo Member Posts: 300
edited November 2025 in General Discussions

ima be real syringes werent even a problem…styptics yeah, but a 24s heal that can be cancelled by being forced into mend or being hit? hell nah. heck make it a 30s heal idc… but if i see someone pop a syringe mid chase, i try to get the down in 15s if not i leave and find someone in a more vulnerable situation i.e. the injured megalodon.

and the reworked add ons seem even more problematic, like i would rather someone cocky syringe in my face than deal with double lithe or 99sb into fully healed into another on demand sb or lithe into god pallet into dc over the sheer lack of thought going through the survivors brain whilst juicing my ass.

keep old syringe, chop styptics i say

also feel like made for this will be a dead perk bc theres nothing to activate deep wound other than like dead hard - and dead hard is already absolutely poo

Comments

  • LordLazeris
    LordLazeris Member Posts: 23

    I'm not going to deny it. When syringes go to live servers, me and my buddies are using 'em in every match. It's that broken.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    No. New Syringes extend chases by way less now, much more welcomed than free heals. Styptics can be useful if that number is toned up

  • BongoBoys
    BongoBoys Member Posts: 352

    Can't stay as is and can't be the new thing devs gotta think of something else

  • jmwjmw27
    jmwjmw27 Member Posts: 829

    Nah, syringes were insane. Popping one saves you having to heal someone or get healed, letting you instantly hop on a gen. Not to mention using them on the tunnel out with bodyblocks and/or god pallets means the survivor is always getting that heal off if you’re not specifically an anti heal killer or an S tier.

    They needed to be changed. As they are in PTB they’re still super strong, but not nearly as broken.

  • Abbzy
    Abbzy Member Posts: 2,284

    So full swf stacked with syranges and second chance perks on top isnt a problem? Syranges werent op if killer has no strong chase power or antiloop to get hits where m1 killers struggle especialy when you combine syrange with that addon that gives you 5% haste which is almost the same as having hope and to make it not that hot healing speed bonuses from perks also shortened the time it took you to get healed with syrange so again do you actualy think syranges werent problem, if you do than I dont think you ever played more based m1 killer against good survivors or swf team where every hit counts and having 4 less hits means being few hooks or slugs shorter which is very bad in games against survivors that are competant.

    With reworked effect yeah same thing blight wont care or ghoul and other strong killers but those trappers,ghostfaces,dreadges, wraiths,clowns,freddys,doctors and many other killers will get steamrolled by going against few double sprinbursts in the row or whole swf and styptic that thing was like dead hard for people with two brain cels just use it when you are near pallet and killer cant even wait it out only in open this worked.

  • Xxjwaynexx
    Xxjwaynexx Member Posts: 468

    This is just objectively false, I mean I guess if you were bad at looping then the old was better but if you're a juicer this is far better than the previous iteration paired with the pallet update your golden. It can extend a doomed chase easily in the right hands. I mean I main huntress so it's probably a hit anyway but still, against M1 killers this'll be amazing.

  • Abbzy
    Abbzy Member Posts: 2,284

    I mean same problem blight wont care and destroy you the same, m1 killers will get cooked the same but maybe less because old one could heal survivor which meant more time waste for that m1 killer plus free distance (same as sprintburst) after getting hit for survivor so its better little, not to mention the addon that gave you haste 5% for more time it takes to heal with syrange and fact healing speed perks stack and make healing from syrange shorter which is another coool thing devs didnt even knew when they dicided to change this addon so its not that strong I bet.

  • Abbzy
    Abbzy Member Posts: 2,284

    I dont see them as only person running syrange in most of my games, if its just syrange on medkit with some charge addon so survivor can normaly heal and then use syrange its mostly some random guy but the current sarange is normaly used in duos or swf very rarely I see just one in the lobby if there is lobby with them two is minimun I can get most times.

    I dont see the new as busted as old you can us it lest say with sprintburst you run from the killer and get some time before he catches up then you use your syrange to gain other sprint burst and what you can do after is having bloodrush to gain third after unhook or head on for bullyes (which are the biggest part o survivor player base that screams they want to have fun), with head on you can head on killer two times than use ds and third head on with blood rush if you have it.

    Other reason current syrange is busted more that addon that is used with is most and gives you speed 5% haste for like 20 seconds just makes that 16 second heal from syrange guarantee against m1 killer with no strong chase power or antiloop that is solid so most of m1 killers are cooked and they just chase survivor so he heals infront of them and there is almost nothing they can do only hope that survivor will missplay, the current styptic stacks with healing speed perks like bottany and it stacks so you can make the heal time for you shorter like 12 and less seconds which is another big thing.

    Lastly dealing with sprintburst is less of a problem than dealing with another health stage for m1 killers because getting that one more hit you slown down as killer for animation and survivor gets that sprintburst anyway so now its just distance or bully moment and not heal that is fallowed by distance when killer gets hit.

  • SoGo
    SoGo Member Posts: 4,259

    Definitely.

    Or a downside, like making it so you can only use the syringe/styptic, but not the medkit itself.

  • I_CAME
    I_CAME Member Posts: 1,590
    edited November 2025

    This is what I was hoping they would do but it seems I gave them too much credit. I also really do not like how anything strong just gets nerfed. I understand toning things down but completely gutting everything or reworking it into something boring is not the play IMO. It just makes the game less fun to play when everything is weak and has no impact on the game. Which seems to be the direction they are going in.

  • This^.

    That was also the change which confused me the most when I read it. I don't know why they change so many things at the moment which - at least to me - weren't a real issue in the first place.

    And on top they do not only tweak numbers…they completely rework ok stuff to…questionable stuff.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,803

    I feel I'm gonna hate it. I'm already on the record for finding exhaustion perks exhausting to deal with in comms.

  • MoZo
    MoZo Member Posts: 773

    this. it also goes into a never ending cycle of “players use this strong (insert item/perk or whatever) a lot, other players complain about its strength and popularity, devs gut or rework said “issue”, then players drop it entirely and find the next best thing. then the cycle repeats.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,848

    Honestly I feel the exact opposite, Styptics never bothered me much ever since they got lowered to 5 seconds. Syringes needed a nerf, but what they did on the PTB is just switching one problem for another. The heal effect was fine as a concept, it just needs to take much longer