http://dbd.game/killswitch
Not healing is a permanent exposed status effect
Comments
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They did it to themselves as well.
I got into a bunch of arguments saying how self care is beneficial to killers, and they would rant on about how it's better because they don't have to find someone else to heal them so it saves time.
Now survivors just run adrenaline and don't heal so they don't waste any time on healing at all, a lot of people don't think about the larger impact on the game and see one perk being used a lot and assume it's an issue.
At this point, when I'm playing survivor, I'd rather go down committing to the last gen so the other 3 survive.
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Yup.
A survivor decides to not heal during the whole match and then get adrenaline for completing their objective? That survivor ######### deserves it.
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The thing about it is that by opting not to heal you're putting more time into gens. Meanwhile it doesn't hinder your ability to loop making it overall more time efficient. If you're skilled at looping, being injured or exposed is very non threatening against the majority of killers.
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Why is exposed even a thing then if being one hit the entire match isn't threatening at all?
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A very good question. My guess is, the devs perceive it to be more threatening than it actually is.
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Yea, those damn hillbillys and their chainsaws, no wonder he's an F tier killer.
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For one, it existed when looping wasn't as common of an occurence. Secondly it's still threatening against low to mid tier players. And sure, being oneshot all match sounds hefty but when the counterpoint is a match that lasts 5 minutes, and then thanks to the Adrenaline meta everyone is healthy again, that all balances it out. The reason there's such a prevalent no-heal meta is because it just outright is the optiomal way to play at high tiers. Not complaining about it or saying its OP, but that's the reality of things right now.
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looping... wasn't as common...???????
Yea, we only started looping in 2018.
5 minute matches btw.
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I didn't say it was non-threatening, I said the devs perceived it to be more threatening than it actually is. Still, arguably the Hillbilly's chainsaw is only threatening because it allows him to move very quickly, thus potentially cutting down on loops.
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Billy is incredibly loopable when using his ability, what?
I know you don't play this game very much but lets pretend billy chainsaws every loop.
95% of downs I've seen with a billy are when the killer is revving up 2cm away from the survivor.
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When the exposed status effect/oneshot mechanic was created (ie: since day 1) no, looping was NOT a common tactic.
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Those infinites killers rightly complained about were non-existent, then?
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The thing is that BHVR didn't nerf healing because of self care itself, if you remember the stream then you know they did it to adress the game length, in fact right after the stream many people were against it knowing that BHVR would use this as an excuse to not change game speeds any further, its just a band aid fix in typical BHVR fashion. If it was up to me the healing nerf should be undone in favor of a second objective (like it should have been done a long time ago).
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I literally said "potentially". Look it up. You seem to have a serious problem with adverbs.
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I'm not saying it didn't exist early on. I'm saying WHEN ONESHOTS WERE CREATED looping wasn't happening. You know, before people actually played the game at all? Before the devs realized survivors could effectively loop for extended periods of time.
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You seem to have a serious problem addressing actual posts and instead like to nitpick at people.
You're saying one hits aren't as threatening as they are but they're currently very effective in game.
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I'm saying the devs think they're more threatening than they are. You're the one putting words in my mouth and then getting upset when I (rightfully) correct you.
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I think we tend to forget the majority of players are in the rank 10 to 16 bracket and are not good at looping. Therefore, exposed is a big deal to that majority.
That said, the healing nerf created a worse gen rush and several of us tried to warn of that back before it happened, but we were dismissed as being survivor-sided. Why spend the extra time healing when they can just hit the gen and trigger adrenaline? Nerfing adrenaline is not the answer. They will still rush the gens. Have to encourage them to spend more time away from the gens.
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rightfully correcting me by pretending billys ability somehow makes him less likely to be looped? lmao
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Again, potentially. You're always ignoring adverbs and conditionals to pretend I said something I didn't say.
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It's like arguing with a brick wall with them dude, it's truly not worth the effort.
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"less likely to be looped?"
Is what I said, I didn't completely disregard what you said, maybe you're the one having trouble here?
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Context is important. Not healing from the start of the match is silly, you've got a good chance to get chased before all the generators are done, and when that happens, you'll want to have that extra hit to stall longer. When you get down to one or two generators, that's where it changes. Then pounding out the last generator or two and going for adrenaline makes sense.
When you've got all four survivors injured, that's a whopping 128 seconds worth of healing (half if you're healing each other, but that's absolutely no progress being done on generators in the meantime). There's a turning point where doing the generators becomes preferable over healing.
Y'all can debate all you want about whether that's good or bad, overpowered or not, but understanding where the actual complaints are coming from is important.
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Finally a well thought post about healing, that goes beyond "Selfcare is for nubs, you couldve done gens instead" while understanding nothing of the gameflow.
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It's funny, killers were crying about self care and healing is to fast. Now after they nerfed healing times and survivors adapted they want to nerf adrenaline
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If you've got all four survivors injured, that's between 32 and 128 seconds of healing time, since they can heal simultaneously.
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Injured is more dangerous than exposed. But generally exposed perks have additional benefits or trigger in situations where it is disproportionately effective.
EX:
Haunted grounds also gives decoys for other Hex perks thus slowing the game down
Devour hope also comes with extra movement speed (technically) and a Mori
Rancor comes with information and a Mori (technically)
NOED comes with a movement speed increase
MYC procs in the situation where a Survivor is the most likely to be out of position and thus too far from a loop to outlast it. Otherwise it's one of the weaker exposed perks on M1 Killers
Iron maiden... no ######### this perk
The 2 Killer powers that apply exposed also have additional effects that make it more dangerous
Myers: Faster Vaults and longer lunges
Ghostface: He is still in stealth and thus might be able to down you before you can initiate a proper chase (in theory)
Billy has additional utility on his saw besides an instant down as well:
- Mobility for map pressure
- Chainsaw flicking for burst movement in a chase
- Breaking pallets faster
Plague meanwhile has amazing perk synergies with things like Thanataphobia and M&A
Meanwhile Legion and Leatherface who also use their powers to injure exclusively or instadown are considered to be bottom tier because they DON'T get additional utility.
Legion I consider to be higher tier (than leatherface) because he does get tracking from it, but unlike Plague they can still heal if you are running thanataphobia and M&A in order to counter them and he doesn't have addons to capitalize with either.
And of course Exposed on M2 Killers like Nurse and Hag are great.
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It's still two peoples time being occupied, lol.
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Well yes but actually no. Chasing an exposed survivor is always preferable over chasing an injured one, because dead hard exist. Also no matter whatyou say, healing is half of the times useless, unless it's a double heal/we'll make it after unhook.
it's easily understandable that if dead hard didn't existed, keeping every other exhaustion perk, everybody would start healing again. Adrenaline gives confidence to survivors for the last 2 gens, dead hard gives it for the entire match.
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This puts the cart before the horse.
If not-healing can be characterised as a 'permanent Exposed effect', then every single instance where a 2nd-chance perk is in play can be characterised as 'healing done before the fact', which makes general healing surplus to requirements.
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At least 2 of us don't talk with him, is impossible
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The other 5% is when he zooms back to the hook to down the unhooker.
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Well, if a survivor makes a minor mistake, Billy can curve his chainsaw and get a insta-down. That means survivors need to spend less time looping, and more time using windows since he cannot go through them with his chainsaw. Of course this applies to the most experienced Billys out there who can press a survivor's looping mistake.
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"... more time using windows since he cannot go through them with his chainsaw...."
Sure? You can vault a window, walk 2 secs. and then he hits you throught the window
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Each of those seconds healing is a second that could be spent on a generator. Even if we're talking about a generator with no progress at all, that's only 80 charges. If you work with just one other guy, it only takes 12 seconds longer to fix the last generator and get adrenaline, healing all four of you, over sitting there with self care. Working with two people, it's about the same amount of time as self caring.
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You can fast vault faster than his chainsaw charge up time, so you should be fine. Dead by Daylight is a game where you have to judge whether or not it's safe to do certain actions. :)
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None of which matters because survivors are not paying in that currency.
The killer's currency is time; a killer pays for everything with time. Their time is valuable and it's aways uncertain.
A survivor pays with resources, which are collectively known to the survivors, divided by the remaining objectives.
There is a clear difference in the utility of these: a killer can only ever get back a part of what they have lost, but survivors have some resources which are infinitely renewable, health-states being one.
This is why survivors getting nerfs in terms of changes to timings have often been 'on-paper' nerfs only. Meanwhile their buffs tend to be full-blown mechanical changes that affect the purpose and end-utility directly.
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Like increasing the downside of being injured?
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Couldn't have said it better myself Senzu.
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Exposed means the killer never had to hit you in the first place, meaning they wasted no time chasing you, no time giving you a sprint burst after the hit, etc.
Dead Hard is also insanely common and you can't use it while you're full health, so it's worth nothing vs Exposed.
Adrenaline also literally solves being injured and does nothing against Exposed (except the speed, which only matters if you're being chased).
Exposed isn't the end of the world, obviously, but comparing it with not healing ignores a whole lot of nuance and context.
Everything else Peanits said better before so yeah
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Healing is useful in some matches, Not healing is useful in some matches.
Also if you’re not good at looping and you know this for a fact, you should heal.
Bottom line is not every match is the same, which is the beauty of having a choice to heal or not to heal.
As a Plague main I see many people saying “don’t cleanse” but sometimes they should have because they could have used those extra seconds had they actually had the extra hit.
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Adrenaline is an odd case..because it has no downside or viable weakness..I mean..its an insta heal, almost double duration sprint burst. And ignores exaustion..that's pretty insane..especially when you still get the benefits no matter what your doing or whether your hooked or not
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The downside is that you waste a whole perkslot till all 5 gens got done. And even then, if you aren't injured or in chase the benefit is useless.
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You only have three perk slots all game, that is the weakness.
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I disagree and survivors could go peerless and minus the exaustion perk they arnt affected in chase potential so it's hardly a downside for them..plus itll proc almost every game if you dont die early thanks to the egc
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I play my survivor without an exaustion perk..so I know what I'm saying when I tell you..that is not a legitimate downside based on survivor design , not saying your wrong at base..but dont go pretending it's in any way a major drawback lol
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I dont know what you want.. Are you seriously complaining about adrenaline right now? Come on, stop that. It's a Totally balanced perk and actually is one of the perks who rewards for good gameplay (unlike certain killer perks cough cough noed cough cough)
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Lol the requirements for both perks are exactly the same..noed is the only reason adrenaline can be allowed to exist..devs even say they view them as twin opposites , I'm not complaining , just stating facts while you are not I'm afraid
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What if DH only worked while healthy instead of injured, while Thanatophobia got a significant buff to repair speed but ceased affecting healing speed. This way you could incentivize ppl to want to be healthy..
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If you can't see the difference I will stop to discuss. Not gonna waste my time with someone who doesn't understand the basics of DbD.
Post edited by DaS_only on1



