DBD selfcare an issue or the players using it?
These are my opinions and know some disagree but wanted to post my thoughts on why running the perk is detrimental to the teams success.
My personal feelings are that selfcare is a useful perk to have but there are many survivors who use it as a detriment to the team.
DBD is a loop time management system that also involves luck and skill with a bit of horror thrown in on the side.
Start of the game the survivors have full advantage, they tend to spawn in some distance away from the killer with 3 lives and need to be hit twice to then be hooked. Mainly only 1 survivor can be chased by the 1 killer but they can also be herded if a few have jumped on one gen.
Normally before the first survivor is hooked there are 1 or 2 generators completed, if there are more or less then usually one side is in trouble.
What red rank survivors understand is that early on get as many gens done as possible even if injured as you have 3 lives and working on a gen can attract other survivors who will heal you much faster.
However once a killer is winning by reducing survivor numbers or having many survivors on last hook, then and only then does selfcare become effective as things have slowed down. At that point then and only then the survivors have to decide what tactics to employ, all group up to rush gens and/or heal, split up to force the killer to have to waste time walking to and from gens, hide away and play for the hatch.
There are exceptions such as if you run resilience and want that 99% heal, you're a great looper who can somehow heal themselves as the killer tries to mindgame the survivor, etc.
My point is that selfcare should only be useful when the survivors are losing the game and whats even more important isn't a team perk where as an alternative Bond is.
There are advantages to not having to run an entire map for another survivor to heal you when selfcaring would be faster but again, by then there should be another player around you and if not you're putting yourself at risk and/or the killer already has the advantage.
If you find yourself being matched up with rainbow ranked survivors against good killers you'll probably find selfcare useful but then the advantage of being in a team of 4 is negatively being impacted and some would call it a selfish perk that can prevent you from improving.
Comments
I have to agree with you.
In a time management game having "a bit of time to kill" probably means you've won already :D
Basement saves you're likely to lose if there are just 2 of you but if there are more then use Bond and quickly heal.
Yesterday I noticed a guy selfcaring as I passed who refused to allow me to heal him... twice! The reason given in post game chat was that I should be doing something more useful whilst he heals. I had to explain that I'd be able to heal him 100% faster and then with me running prove thyself we both would have been able to complete gens much faster.
If everyone escapes it is usually in spite of player(s) running selfcare that the team survived.
People using it definitely. The perk itself is fine. It's just as time efficient as a teammate healing you. When combined with Botany it's barely slower then a medkit. People just use it at the wrong time.
Self care isn't a perk you can use on its own and rely on. You need Botany Knowledge otherwise it's a time waster. I used to run it all the time with resilience but I switched it out for spine chill.
15% more vaulting speed babey