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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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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