Self-care CHANGE
I know a lot of people say "self-care is fine" but at the same time, a lot of people say "don't self-care it wastes time". So with this in mind, I have a buff and a nerf. Just an idea btw.
BUFF - Increase the self healing from 50% to 100% and it doesn't stack.
NERF - Self-care will have a 40/30/20 second cooldown
The self-care is stronger but now you can't use it that often. The cooldown may vary.
Comments
Claudette mains liked that.
I'm one myself lol but surprisingly I don't run Self-Care, I run Inner Strength.
No Way In Hell
That would make it as broken as it used to be. It's perfectly balanced right now if you know how to use it.
Also when do you ever need to heal twice in 20 sconds ? That's completely meaningless cooldown and even if it was like 5 minutes, it would still give you 1 very fast heal (which is more than 4 good players need) so that you can remove all the pressure killer gained by hitting you and just rush gens safer.
What would the 20 second cooldown matter? Why would you ever need to self-care within 20 seconds of using self-care to heal fully?
Cooldown should be like 2 minutes tbh. A medkit heal is very strong
Heal up at two to three pallets/vaults in chase? No way killers will go for this. Approaching broken status like old sc was.
I think that would be way too strong.
This would mean that survivors every 30 seconds could heal themselves at normal speeds. Healing yourself is a very powerful strategy that saves time and allows the survivor to get a health state, and this perk would allow them to do that every 30 seconds. This could also encourage survivors to run toolboxes since they don't have to deal with healing nearly as much.
I would honestly prefer they completely rework and rename self-care, keep the boost to healing items (if not raise it), remove the ability to heal yourself (hence rename) and call it a day. As it stands the perk is only useful for identifying newbies.
make cooldown 3-4 mins or so and I would be more then fine with it. tbh this perk is in desperate need of a rework or buff. it has a higher killerate then Freddy cause how ######### a team can get when someone is healing a corner :)
Just make it 33% slower instead of 50%. It would stack nicely with Botany Knowledge, plus take two perk slots to utilize in that fashion. 50% is stupidly slow, particularly when you throw in mangled and/or Coulrophobia.
I think it'd be better if Self-care got a set rate of skill checks, so that you -can- increase the self-heal rate, but only by landing greats.
Not a bad idea, self-care :
Slightly increases the chance to trigger a skill-check when injured.
If you hit a great skill-check while healing, Increase the amount of progress by 3 / 4 / 5%
That would be broken as hell. Being able to heal yourself without an item is very powerful, so the downside (slow speed) is needed.
Self Care is not too bad the way it is. Sometimes it's even the most convenient way (can't play injured, you have no idea where your team mates are and searching them would lose more time than selfcaring)
20s cooldown is nothing on Selfcare, unless you mean between button presses, so you either fully heal in one go, or you have to wait 20s if you stop and start again?
A better option could make making it an Exhaustion perk. After regaining a health state via Self Care you become exhausted for 50s. You won't be able to Head On, Lithe or Sprint Burst afterwards then. You generally only want one Exhaustion perk, and Self Care would be a poor choice of Exhaustion perks in general.
the only buff the perk really needs is to increase it from 50 to 75%.
No. Self care is really well balanced and does not need to change.
Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.
A half speed self heal is exactly as efficient as a survivor healing another with no buffs to heal speed. 32 seconds total spent healing, either all on one or 16 on two each. It's the same amount of time off of gens/doing anything else. Plus it's an infinite medkit. Definitely worth the perk slot if you're the type to hate being injured.
I remember the old days where the meta was "throw pallet, heal for a second while the killer breaks it, run to next pallet, repeat" and you could do that and heal fully before taking another hit and repeating. The current state of it is genuinely balanced perfectly numbers wise and I'm happy with it.
Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.
No, I'm equating one survivor healing you verse you healing yourself. If you then heal the person who healed you then that's equivalent to you both having self care and self caring next to each other for 32 seconds each, totaling 64 seconds of survivors off gens.
Think of it like this:
A survivor health state, assuming no buffs to healing, takes another survivor 16 seconds to heal. However, two survivors are now healing (the healer and the one being healed) so it's 16*2 seconds, so 32 seconds in all. If you heal yourself with self care, it's half the speed, so 16*2, so 32 seconds in all. It's the same amount of time. You with a medkit or if someone has a buff to healing (We'll Make It, etc.) is objectively better, but 1 person running self care is no better or worse efficiency wise in the greater scheme of the 4v1. In the 1v1 someone else healing you feels quicker since it's twice as fast as self care, but you're stopping the other survivor for 16 seconds as well as yourself, so it really ends up making no difference in a 4v1 state of mind.
Edit: I've updated my opinion on Self-Care after thinking through the facts. It is good as it is.
just remove the slowdown and efficiency buffs, now it's just the ability to heal.
give it tokens if you think that'd be too overpowered, then it's in the same tier as something like Inner Strength, which is limited by totem spawns.
The cool down wouldn't make a difference and it could never go back to how old self care use to work because that was way to busted to go against.
"Who cares if it’s an infinite self-heal"
Killers care about it. It's important to push people off the gens or survivors would just complete them asap and leave. You are suggesting that survivors should be able to regain a healt state faster than killers can injure survivors in many cases, while other keep on doing gens. That means zero map pressure. Do you play killer?
Healing is supposed to be somewhat difficult. Bring a medkit, find another survivor, take a risk playing injured or take a different kind of risk by selfcaring.
That cooldown wouldn't really do anything and i remember when self care pre nerf i don't want to see it every game its fine where it is a objectively bad perk that acts like training wheels when starting the game out because it lets you rely on only yourself.
Wrong.
1 survivor using selfcare is the effiency as "1 survivor heals another 1". The survivor who doesnt need to heal the injured one thus is free to do something else.
(( 1x 32s ) + 0s ) = 2x16s
32 = 32
Your scenario of " 2 survivors selfcaring" is slower. Thats why people whined alot about selfcare users.
Theres still the fine balance of the time needed to find another survivor. Theoretically if the time needed to find another survivor compared to finding a selfcare spot is higher than 16 seconds, then you should maybe have selfcared instead of running around like a headless chicken.
A cooldown doesn't work for this really, unless it's like 3 minutes long. The time for chases, hook, unhook, means it'll prob always be ready when needed.
I was thinking token based. Healing speed is normal, increase Medkit self heal eff stays, but you only get something like 3 tokens/selfheals per game with the perk
How many times do you Self Care twice in the span of 20 seconds? A cooldown, for making sense, should have a 1-2 minute duration.
I mean it depends if you want it equipped or not, if you don't find it effective then dont take it, just because you dont does not mean it needs to be changed. You basically have a medkit but a slightly slower one for the whole game and if solo it can be really useful. Its well balanced and does not need change.
A few scenarios where self care is objectively better than someone else hopping off a gen to heal them:
Ruin exists. In those 16 seconds, the gen regresses 8 seconds. Which means then it takes 8 more seconds for that one survivor to put it back up to where it was, which now equals 24 seconds of wasted time for that one survivor when they could have been on a gen. If the injured survivor instead self-cared and let the person on the gen keep working on the gen, that's 32 seconds of gen time given to that healthy survivor, or just shy of half of the gen. That's extremely powerful from a game perspective - you now have an extra half a gen done, and the killer is denied a lot of Ruin value.
A gen is within 32 seconds of being completed. A health state can be taken away, a gen cannot. Few things frustrate me as a survivor more (a couple things do, but not many) when a survivor gets pissy with me because I'm prioritizing a gen that I have mostly done over healing them. If you hopped on that gen and we got it done, that's progress that cannot be reverted towards our goal. If I get off that gen and spend 16 seconds healing you, then get back on the gen, you've given the killer 16 more seconds to find my gen and chase me off it, potentially Pop it, or otherwise stop that gen from finishing, which means that health state you needed has now potentially lost us the game. If you instead went and self-cared in a corner, at the very least you're not interfering with that gen popping. It'll go off as quickly as it can, and that's an objectively good thing.
End of game scenarios - if the killer's camping the open door and you're injured, spending the time self caring lets you out for free. Simple as that.
And here's the thing - the first two scenarios can happen as many times as you want them to in a game because it's an infinite heal. You can use it as many times as you want. If you're good at losing the killer after you take a hit, you can waste so much of the killer's time all while gens pop despite Ruin or other slowdown perks they have.
I don't run Self Care personally, because I don't mind being injured in a lot of situations. But I also don't ######### on people who use it when it's used well. A person who runs up to me, sees that I've got a gen going well, and starts self caring next to me while I pop the gen is A Ok in my book. It'd be better if they got on the gen with me so it popped sooner, and then I'd heal them, but the self care option is the second best there. Tbagging me because they can't stand being hurt is just frustrating.
Couldn't you make self-care 100% (Grey Medkit)
But also make it where it can't stack with any other perk, might make it meta again and I don't see that being too OP, I mean not compared to Unbreakable or Borrowed Time.