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

Syringe Change Recommendation

Rareware0192
Rareware0192 Member Posts: 362
edited November 22 in Feedback and Suggestions

What if instead of instantly recovering your Exhaustion, we make it so that Syringes allow you to recover Exhaustion while running? So instead of popping a syringe and able to use an Exhaustion perk immediately, you pop a syringe and if you can run the killer for 40 seconds you get to use your Exhaustion perk again.

EDIT: I would also like to add that the duration of the effect would be 60 seconds. So you pop the syringe and for 60 seconds you recover Exhaustion while running (aka you’ll recover Exhaustion no matter what you do). This is to account for survivors having the Tier 1 version of an Exhaustion perk.

Post edited by Rareware0192 on

Comments

  • Wezqu
    Wezqu Member Posts: 722
    edited November 22

    I would say this might be the best suggestion for the change in my opinion as thats how exhaustion originally worked you could recover while running.

  • Elan
    Elan Member Posts: 1,402

    Syringes shouldn't affect exhaustion at all.

    Rework:

    After being healed your aura will be hidden from killer for 25s.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,267

    They should have kept the old syringes, but made it so the heal lasts for fixed duration (can't be affected by perks etc.), and it's cancelled if you perform a conspicous action (e.g. gen repair).

    You can't even use the new syringe to recover your exhaustion if you are healthy, because you can only use a medkit if you are injured. It kind of sucks.

    The devs really cancelled the anti-tunneling/-slugging changes AND nerfed medkit addons that help offsed tunneling and slugging. I really don't get it. Both recent patches that have supposed to reduce tunneling and slugging actually nerfed survivors (off the record, tenacity, styptic agent and syringe all got nerfed, and they all can help against these issues). The devs are doing the exact opposite of what they said they wanted to do….

  • UndeddJester
    UndeddJester Member Posts: 4,944
    edited November 22

    Sounds fair to me. Also opens some nice build options, which I always appreciate.

    Skillful play is rewarded on the Survivors part, it's not automatically free or affected by healing speed add-ons/perks, and its something that an m1 killer can see and either commit to if they want to incur the risk, or ditch without incurring an immediate big pressure loss as said survivor still wants to heal.

    It also gives players an effective tool against tunneling killers, that isn't prevented by slapping a Survivor off hook to put them in Deep Wound. Makes Blood Rush a decent option for anti tunnel cause you can get 3 uses of an exhaustion perk.

    I like it, though would it still consume the medkit? Perhaps it should only consume the add-on, like BNP?