http://dbd.game/killswitch
Healing and Diminishing Returns in BHVR's Own Words
stacking them has diminishing returns.
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I knew this post from Peanits existed, but I really didn't expect to see the words diminishing returns perfectly in there.
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I don't think nerfing perk stacking for heals is going to break the game or anything, but its just silly. The way healing perks work they already have diminishing returns and that was something BHVR recognized in the past.
Comments
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So, are the new values going to replace how this works or is it going to be stacked on top of this making running multiple healing perks absoloutley awful
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Diminishing returns on top of diminishing returns is what I think will be the end result, which means a lot of math for no tangible difference.
To use the example they used in the stream: Botany Knowledge and Desperate Measures at 60%.
Right now, that would turn a 16 second heal into a ~7.62 heal.
After the change it would be a ~8.65 second heal.
Botany on its own would be ~10.67 and Desperate Measures would be a flat ten.
Right now, taking the second healing perk they use as an example would save all of 2.5 to 3 seconds. After their change, it will save 1.5 to 2 seconds.
Taking the second healing perk was never some broken thing. Is the change of a second a huge deal? No, but they're really overcomplicating something for very little gain when they said they wanted to avoid overcomplicating things.
And if we start throwing in even more healing perks it gets even sillier.
We'll Make It, Botany, Desperate Measures, and let's throw a Circle of Healing In -
We'll Make It would be an 8 second heal. Burning three more perk slots would take that down to 3.9 seconds.
What would it be with the new system (just for anyone doing the math I think that's 16/((1+1+(1*0.5)+(0.6*.25)+(0.5*0.125))
Or
5.89 seconds.
All of that to adjust the end result by two seconds. I look forward to explaining it to confused new players.
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This also results in wild differences in value between similar perks. Like autodidact would presumably be way more valuable with another healing perks because it adds flat heal progress instead of increasing speed. But like why should autodidact be the default choice to combo with another healing perk instead of 2 speed increase perks?
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I'm curious to see how the game explains this overly complicated new system to you. I've never seen a game that seems so determined to be unfriendly to new players. It's like it's their goal.
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You're correct. I've tried to keep this to just healing, but in this case its a problem that will exist for the way they approach the other regressions as well.
On Healing - while its not a huge thing to me, probably the most complained about is Resurgence and a single heal perk. This won't do anything about that.
Or if we look to gen progression. Resilience and Deja Vu will weaken each other, but Deja and Fast Track, or Deja and Hyperfocus+Stakeout will be unchanged (and there are similar examples on the gen regression side). If we presume for the sake of argument that BHVR is correct and these things need addressed, its a horrible way to approach it as survivors/killers can still do it, they just have less build diversity to accomplish the same goal.
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Yeah this feels like an under considered area. Especially with them standardizing the "charges" system, which has diminishing returns built in.
Now I do agree that what we have isn't completely sufficient, since it would still be ideal to have upper and lower bounds to things like gen and heading speeds, but I'm not convinced this is the way to do it.
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