How to counter anti heal

So anti heal perks are kinda coming more into the meta as they help slow down the game as staying injured is risky as all hell, and although saying "just run x perk" is a bad argument in this case it isn't as its running perks to counter perks

So here's how I think anti heal can be countered

1) run healing perks :

botany knowledge is nice due to how it nullifies the mangled of sloppy butcher

Autodiadact can actually benefit from slower healing speeds as you get more chances for a skillcheck, and when you build it up it too counters most anti healing perks

Solidarity : if your injured its a decent perk to save some time while healing but it's better as a combo healing perk


2) run heal over time items/perks :

Inner strength : while it isn't affected by healing speed it also isn't affected by any action speed decreases and builds in good habits against noed

second wind : while it isn't as good as inner strength and requires a heal in the first place it also isn't affected by any action speed debuffs and works passively allowing you to hammer away at a generator


run the combo of styptic and the syringe : while not once what they were (and I think the syringe may be affected by debuffs to healing idk) they still work as passive heals when applied, like second wind but instead of requiring a heal you just use an item combo. The reason I say combo is that the styptic agent will act like a barrier for your healing to take place behind. And if slowdown perks are being run (in terms of anti heal) this will actually benefit you as it gives you time to mend if you've been struck by an attack


3 : run perks that benefit yourself being injured


These are perks like :

Iron will : helps to patch up a major weakness of being injured and as a side effect helps to counter the spirit, unless they run stridor, but hardly any spirits run stridor in favor of more "impactful perks"

Resilience/this is not happening : they help you hammer away at gens at a faster rate (9%) which in the right scenarios combos well with prove thyself and in others combos well with spine chill as it makes your vaulting super fast. Tinh helps you to hit those great skillchecks which certainly helps gen times


And then there's adrenaline...... I don't like it but it does give a free state of health to you after 400 seconds so.... Its something (although I don't like how it can turn the endgame into a unwinnable situation if the killer doesn't run noed e. G of only one surivior was sacrificed in the trial due to the abandance of pallets and safe loops)


4) play killer. You don't have to heal if you can't take damage..... This only applies to the game as you may suffer the following symptoms :

Inexplicit fits of stress

Constantly counting in threes

Constant worry about every little thing

Feeling like you always have to do everything perfectly

Wanting to buy bear traps

Carpal tunnel

Controller malfunctions

Toxic Radiation poisoning

Being labeled as tomas the tank engine or a mole when suriviors unhook in your face

Tagged: Trusted

Comments

  • "staying injured is risky as all hell"

    It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.

  • @Seltas0208 said:

    So anti heal perks are kinda coming more into the meta as they help slow down the game as staying injured is risky as all hell, and although saying "just run x perk" is a bad argument in this case it isn't as its running perks to counter perks

    So here's how I think anti heal can be countered

    1) run healing perks :

    botany knowledge is nice due to how it nullifies the mangled of sloppy butcher

    Autodiadact can actually benefit from slower healing speeds as you get more chances for a skillcheck, and when you build it up it too counters most anti healing perks

    Solidarity : if your injured its a decent perk to save some time while healing but it's better as a combo healing perk

    2) run heal over time items/perks :

    Inner strength : while it isn't affected by healing speed it also isn't affected by any action speed decreases and builds in good habits against noed

    second wind : while it isn't as good as inner strength and requires a heal in the first place it also isn't affected by any action speed debuffs and works passively allowing you to hammer away at a generator

    run the combo of styptic and the syringe : while not once what they were (and I think the syringe may be affected by debuffs to healing idk) they still work as passive heals when applied, like second wind but instead of requiring a heal you just use an item combo. The reason I say combo is that the styptic agent will act like a barrier for your healing to take place behind. And if slowdown perks are being run (in terms of anti heal) this will actually benefit you as it gives you time to mend if you've been struck by an attack

    3 : run perks that benefit yourself being injured

    These are perks like :

    Iron will : helps to patch up a major weakness of being injured and as a side effect helps to counter the spirit, unless they run stridor, but hardly any spirits run stridor in favor of more "impactful perks"

    Resilience/this is not happening : they help you hammer away at gens at a faster rate (9%) which in the right scenarios combos well with prove thyself and in others combos well with spine chill as it makes your vaulting super fast. Tinh helps you to hit those great skillchecks which certainly helps gen times

    And then there's adrenaline...... I don't like it but it does give a free state of health to you after 400 seconds so.... Its something (although I don't like how it can turn the endgame into a unwinnable situation if the killer doesn't run noed e. G of only one surivior was sacrificed in the trial due to the abandance of pallets and safe loops)

    4) play killer. You don't have to heal if you can't take damage..... This only applies to the game as you may suffer the following symptoms :

    Inexplicit fits of stress

    Constantly counting in threes

    Constant worry about every little thing

    Feeling like you always have to do everything perfectly

    Wanting to buy bear traps

    Carpal tunnel

    Controller malfunctions

    Toxic Radiation poisoning

    Being labeled as tomas the tank engine or a mole when suriviors unhook in your face

    "Wanting to buy a bear trap"


    Wait what

  • Having people step in traps is so satisfying.

    But you saw nothing, this isn't the jedi your looking for

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/809041#Comment_809041

    Having people step in traps is so satisfying.

    But you saw nothing, this isn't the jedi your looking for

    Having survivors step on traps is always satisfying but why would i want to buy a bear trap? (You actually live in the woods and have it booby trapped?)

  • You forgot We'll Make It. Actually, medkits, Adrenaline, Inner Strength and We'll Make It are enough to counter the killers anti healing builds which even aren't too effective on most killers.

  • @Blueberry said:

    "staying injured is risky as all hell"

    It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.

    Maybe you should get better at the game and you wouldn't be gen rushed practice makes perfect.

  • always healing player is def doing noobish tactic it works only low ranks

  • @Blueberry said:

    "staying injured is risky as all hell"

    It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.

    I'd say it depends on the killer. Not healing against spirit,ghostface,wraith,nurse and maybe myers is super risky.

  • Adremaline + genrush = "you won" also this way you always have access to Dead hard so you can even dodge 1 shotting skills. At least this is what i am seeing used against me as a rank 6 killer who is vs red rank surv 85% of the time.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/809033#Comment_809033

    I'd say it depends on the killer. Not healing against spirit,ghostface,wraith,nurse and maybe myers is super risky.

    You actually don’t wanna heal against Myers, he is tall so normally you can see him coming and if you heal, he’ll likely use T3 on you.

  • @Blueberry said:

    "staying injured is risky as all hell"

    It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.

    This isn’t that common of a thing but people do it because they’re good, not because no risk is involved. That is like me saying that there is no risk for a killer playing without add ons.

  • @Blueberry said:

    "staying injured is risky as all hell"

    It's actually the complete opposite. Staying injured isn't dangerous enough right now. It's the reason people don't heal at rank 1 and just gen rush.

    Plague Counter-play 101

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/809033#Comment_809033

    This isn’t that common of a thing but people do it because they’re good, not because no risk is involved. That is like me saying that there is no risk for a killer playing without add ons.

    I never stated there was no risk involved.

    What I did say was that it isn't as dangerous as it should be which is something completely different.

    I also specifically mentioned rank 1 which is where it is indeed very common. Other ranks are a different story.

  • run the "Dont Injure Me!" build.

    Iron Will + This Is Not Happening + Resillience + Dead Hard.

    there you go, you literally want to be injured all game.