Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

My proposed perfect change for the Anti-Hemorrhagic Syringe

MSX_exe
MSX_exe Member Posts: 52
edited November 17 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.

Comments

  • brewingtea
    brewingtea Member Posts: 698

    While we're on the subject…

    I don't mind saving 1-2% of my medkit so I can use a syringe or something, but the way it works now, you have to start to heal, then press the button for the add-on, so it's possible to use up the last X% and ruin your chances of using the syringe. So you have to save EXTRA charges, just so you don't cut it too close. It feels clunky and wasteful.

    Have the add-on automatically remove some percentage of the total charges when the match starts, then allow the add-on to be used without charges mid-game. That way, it would work exactly like it does now, but without a bunch of dumb guesswork.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,137

    I was thinking just Increase the healing time to 60 seconds and it can’t be affected by increase heal buffs it’s a flat 60 seconds and you gain the broken status affect

  • ImWinston
    ImWinston Member Posts: 639

    Sorry, but the syringe (in theory) is an iridescent add-on, so it should have a strong benefit... 60 seconds is a huge healing time. That's like saying Taurie's "Clean Break" is an extraordinary perk.

  • JohnNemesisMan
    JohnNemesisMan Member Posts: 61
    edited November 18

    The most common suggestion I hear thrown around is that the healing effect should pause if you enter a chase, then resume if the killer drops the chase. The devs themselves said the issue was that it extended chases, so just don't make it work on the chase, it would still be a good item, specially if no one is near to heal you.

  • jesterkind
    jesterkind Member Posts: 9,483

    This is a pretty damn good idea, I like it. I especially like the idea of it slowing down while running, you'd get survivors doing the same thing they'd do to walk off Exhaustion - purposefully not make distance and try to maximise tiles.

    The only thing I'd add is inflicting Broken on survivors who use the syringe, not for any balance reasons but to be a tell for the syringe being used. That way the killer knows what's up and can adjust their play accordingly, where possible.

  • BongoBoys
    BongoBoys Member Posts: 265

    I agree with it needing an Animation Nemesis Syringes have a injection animation just use that and we're good to go