Did green medkits get nerfed?
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What would be nice is just take the 15% healing item efficiency on Self Care and give it to Pharmacy. Most people taking Self Care don't bring or use medkits.
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Thanataphobia and Sloppy Butcher affect speed, not efficiency. So it will be slower, but you'll still get one full heal out of it. Overwhelming Presence could make it not give one full heal.
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hehe boy
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IRON MAIDEN. OMEGALUL
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I'm not wrong.
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I think what it is that I derped and missed a skillcheck, that will actually prevent a full heal now :( I've seen it on other vids and it checks out. I'm just not used to that I find it completely jarring. Also Overwhelming Presence? I haven't seen that perk since 2018 on brown ranks on Xbox.
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Sloppy butcher and all that only affects heal times, not charges. Even if it takes 5 minutes to heal 1 health state, it's still 16 charges. The only killer perks that WOULD affect charges would be Franklin's and Overwhelming presence.
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Maybe I should ask Almo about this, but what exactly does a charge/speed/efficiency actually mean in game. I really feel like a lot of this just is numerical "values" that actually don't clarify anything if I miss a skillcheck/have a random perk interaction with a green medkit and can't get a full heal. There may have been something with the patch notes and other changes on healing that I'm not fully informed on. What I think the Devs need to do is "fix" Pharmacy to give First/Ranger Aid kits, because emergency ones are too niche as fast heals, I'd rather have the charges than the speed.
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Typically charges are used 1 charge per second. If under the effect of a perk that slows you, your charge consumption is also slowed. Coulrophobia would make it take 32 seconds to heal instead of 16, while making you use 1 charge every 2 seconds.
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I use Exhaustion cds with Vigil a lot of this stuff to get a guestimate read on it and some of this isn't "accurate". Could that be interacting with healing or causing a bug?
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