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My proposed perfect change for the Anti-Hemorrhagic Syringe

MSX_exe
MSX_exe Member Posts: 52
edited November 2025 in General Discussions

Syringes too powerful? Used in chase a lot?

Here's how I'd nerf them to the perfect state:

  1. Syringes should have an animation of activating that lasts 2 or 3 seconds (this prevents vaulting windows or dropping a pallet and immediately activating the auto-heal without losing any distance. Healing mid chase SHOULD be a risk)
  2. The time it takes to heal should be FIXED, which is 24 seconds I believe (more on this in point #3) (this way, the syringe can't do a self heal in 10 seconds with the help of perks and other add-ons, nor can it make full anti heal builds affect it)
  3. Healing speed while running should be 50% slower (example: if you walk, crouch, do a gen, heal another survivor, do a totem etc. the healing speed is normal, whereas if you run, it's half as fast (but only when you run). The reasoning behind this is again, to make healing mid chase a risk. It's much safer to be healed while doing a generator in 20ish seconds than to risk losing a powerful add-on mid chase just because you decided to play with fire)

The goal with these suggestions isn't to butcher the syringe or give it some other powerful effect (like removing exhaustion instantly), it should still be a powerful add-on that needs to be used wisely, but not so unfair and unfun that makes playing it super miserable.

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