Why injured survivors repeair generators as fast as the healthy ones?
For me it makes no sense, that healthy survivors repeair generators as same speed as the injured ones. I would make injured survivor repeair generator 25% slower. That would make survivors heal themselfs more often, because they are playing around adrenaline. Also that change would make the plague a bit stronger. And don't tell me about Thanotophobia, the numbers are too little to use this perk.
Comments
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maybe 25% it's a bit too much, but I agree with you, being injured should have some type of debuff. When there are 1-2 gens left everyone is repairing injured so their adrenaline can activate and the genrush is insane
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While debuffing injured survivors is up to debate, the main disadvantage of being injured is "getting oneshot" (duh) and being louder than unijured survivots.
With the latter disadvantage being disabled whenever the devs touch the engine or just the sounds, being injured could maybe use some tweaking.
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And why also injured survs run/cleanse/unhook/search in chests/go inside the locker/sabotage hooks/heal/self-heal/snap out of it/wake up others/vault/open trap/sabotage trap
... as fast as healthy ones?
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..
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Honestly, with the ######### numbers on Thanataphobia, it should just be a baseline survivor penalty.
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You mean the perk that devs nerf it so survivors can do gen with no problem and we probably never see it get buff because the meta is no heal?
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As long as balance is tweaked.
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Cuz it already comes with downside
1: one shoot
2: leaving blood marks
3: moaning sounds (/"wasting" one slot for iron will)
3.5: stridor
4: thana
And probably some more points I'm missing.
Please just let it how it is, I don't want that self-care becomes meta (/necessary) again, holding M1 at current state is already way to much.
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they repair them faster with the right perks
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Because they wanted to make the slow effect into a perk.
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It really doesn't make sense. 25% is probably a bit much though. 10 to 15% is probably more reasonable.
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Most killer's don't even consider Thanaphobia anymore - not since they "Fixed" it (the effects used to be permanent anytime a survivor died)
Thana does encourage people to heal - but it's hard to consider it when there are so many other perks out there that are arguably better.
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I don't understand why your comment for balanced was Voted Down.
Have my upvote.
I agree with you.
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Imagine having to heal all the time. It is even more boring than repairing gens.
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Probably because a debuff while injured wouldn't be unbalanced.
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No one runs Stridor because it's bad and sounds are messed up.
Thanata is trash, idk why you'd even bring that up.
Being one shottable with blood trails and moaning sounds is pretty irrelevant when there's more than enough pallets and windows to get 5 gens done before you run out. Staying injured isn't as dangerous as you and the devs think it is.
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if you're taken on a 5 gen chase that's on u lol. if being 1 shot wasn't a big deal people wouldn't still be running exposed perks
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"if you're taken on a 5 gen chase that's on u lol."
That isn't what I said at all and not what I was referring to either.
"if being 1 shot wasn't a big deal people wouldn't still be running exposed perks"
Because those Exposed perks are being run on actual rank 1 viable killers where what I said above isn't applying. You aren't seeing those perks being run on any of the M1 killers at red ranks.
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It's just a state to easily tell the survivor's status and for effect. Like hit points, survivors have two before they go down. Injured move just as fast as uninjured (in fact moving even faster for a few seconds after getting hit), they vault just as fast as uninjured, they heal others just as fast as uninjured. They are in a world where after getting chainsawed, impaled on a hook, and then having someone rub their hands over them for several seconds makes them all better, there's no reason to single out gen repair as somehow getting mysteriously affected by injured status. That makes no sense to me. The downward death spiral has never been a great game mechanic.
Then there's the perks to rebalance around it. Plus you would just be kicking solos in the face once again, swf would not even feel this pain.
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I’m sure if that were a thing everyone would go around smacking survivors all the time and people still just won’t heal it will turn every killer into a legion
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This.
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There's also how heavy a penalty to consider. If it is too high, you bring back selfcare as meta and then killers will complain about everyone using selfcare (or medkits) again. If it is too low, they will just power through it injured like before. Likely whatever slowing of gen progression that results will never be enough for killers.
I really don't think there is a 'just right' for this.
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