What If healing or even mending worked like unbreakable?
Ie you can self-care to a certain percentage of your health pool (say 50%) but have to find another survivor in order to finish the heal. With self-care or a medkit you could heal to 100%. Could side grade medkits to have less charges but be even faster due to this (and make them even faster upon teammates, or degrade faster when your using them yourself if your not using a perk like self-care.)
Or even better. What if healing of all kinds (including getting up off the ground) had an exponential decline without using perks or items? Ie a player could heal to about 50% in around the time it takes a full heal, but slowly declines slower and slower as you get to full health making the healing time around 45s to a minute without perks or items. Same thing could be done for the dying state, ie a player can keep recovering in the dying state but beyond 50% of their health bar it takes far longer up until the 95% we have now where it would take say an extra 30-40s longer to fully pick yourself up. This would negate scenarios where the killer slugs everyone to death whilst still remaining balanced around unbreakable etc, by making the slugged player take an incredible amount of time to get off the ground? This would whilst making the killer unable to slug forever also nerf Current situations where a killer could slug for maybe 30s 3 players, and have the final survivor negate all pressure by picking up all survivors off the ground (as being slugged would take progressively longer outside of having unbreakable, making it take longer for them to recover without outside help.
(For reference dying state recovery takes about 30s without perks. Dying state recovery in this model would take about 16s to get to 50% but an extra 40s-60s to get to the injured state.)
Keep in mind being slugged for around a minute is a whole third of a survivors dying state timer. (Unbreakable/soulguard and no mother would get rid of this exponential decay depending on their conditions)
Other players healing each other would not have the exponential penalty further encouraging seeking out another player for healing. Only self healing/self recovering.
Tldr : selfcaring could be made base but either exponential in nature, or up to a certain amount of charges, with dying state recovery made exponential outside of perks, to allow for recovery during incrediblely long slug times, whilst also increasing pressure for those who do slug (by making it take longer to recover outside of perks,) whilst also making sure players can't be slugged to death without any chance of recovery outside of perks.
Even bigger tldr: all get healing. Healing and recovering slow outside of perks and items. Slugging for short periods = even better. Slugging for long periods or to death will lose game. All players have a shot. Can no longer down everyone as bubba and wait 3 mins for bleedout timers to kill everyone.
Comments
no