Resurgence needs a tiny buff.

I am very rarely into buffing survivor kit, but... Resurgence does need it and here's why:

There is literally one scenario when running four Resurgences would be more beneficial than running four We'll make its - getting chased of the hook for 90+ seconds and then being able to heal...

Let's be honest, if killer wasted 90+ seconds on unsuccesful tunnel attempt, to the point that survivor can heal, the game is already lost for him and it doesn't really change anything. In those cases simple Botany Knowedgle is better, because you can even use yellow medkit without addons twice for very fast heal.

The bonus to heal both perks grant is literally the same (they halve the time), but We'll make it can be used on multiple survivors, dying, injured ect, while Resurgence only applies once (well, technically twice, because after both unhooks... but so does We'll make it, proccing after every unhook and being able to be used more than just on the unhook survivor). Yes I am aware you can combo them together, mhmm... But in reality it's just a gimmick and most of the people will just run one healin perk. If you want a reliable after save heal, We'll make it is simply better.

I can't think of other perks that do exactly the same without some kind of benefit towards them in different situations and here is my proposition for buff:

  1. Buff it's value to 60% at tier 3... at at least 55% - this way this single heal is barely stronger (tiny bit faster) and thus both perks excel in different situations. OR
  2. Make Resurgence work based on sacrifice progression, but nerf it to 45% - This would basically mean, that no matter if survivor is unhooked or not, once the sacrifice progresses to the next stage (getting hooked counts as this as well as getting into second stage while on the hook), they do get this portion of the heal. This would be unique perk that works around powers (currently one AFAIK) which does bypass include hooking and would actually stack if someone was hooked, then reached second stage and got unhooked for the total of 90% of heal progress, resulting in one time, super quick heal. Nerf to 45% is needed so it's not just auto heal after unhooking (we have adrenaline for this).

I really don't think this is op and it would make for a very unique perk, while now it's just lesser We'll make it (hell, even second wind has moments when it outperfroms adrenaline).

Edit: After writing it I can see Camaraderie and second version of Resurgance making interesting anti camp combination. Camaraderie does need buffs too though (which I made posts about as well) or at least quality of life changes, like not wasting it's timer when entity animation takes place (progression timer is paused then, but perk is getting activated when survivor was near, effectively wasting it's duration) and letting other survivors know it is there - most preferably globally, like Kindred.

Comments

  • It's not OP but it's a pretty good perk. It's a We'll Make It that's already applied. I agree it could go to 60%, I wouldn't mind that. Probably not the most pressing issue in DbD tho

  • Resurgence is basically a permanent We'll Make It that you control. You don't have to rely on others. Plus you can combo it with your own medkit, doubling the efficiency of all of your medkits.

    And if your rescuer does happen to have We'll Make It? Bonus, now you get healed in 25% of the time.

    There's not much need for a buff, it's already better than We'll Make It by nature of it being self sufficient and still valid when healed by others.

    Resurgence is only worse than We'll make It if other people actually run We'll Make It. Given that there's currently 95 survivor perks, and your rescuer accounts for 4 of them, there's a 4.2% chance of that happening.

    The only time We'll Make It is better than Resurgence is in a SWF with a designated rescuer who runs Borrowed Time, We'll Make It, We're Gonna Live Forever, Deliverance, etc, and is the first priority for making hook rescues.

  • @Seraphor exactly, basically worse We'll make it.

  • @Ssajbambusa said:

    @Seraphor exactly, basically worse We'll make it.

    The difference is you don't have to rely on others for it. We'll make it is an amazing perk but basically nobody runs it. With resurgence you essentially force your teammates to have a diet version of the perk, and have to worry a lot less about getting healthy quickly after being unhooked. Its kinda nice.

  • @Ssajbambusa said:

    @Seraphor exactly, basically worse We'll make it.

    Do you want to try actually reading my post?

  • @TacitusKilgore @Seraphor I literally adressed your reasoning in the first post and why I think We'll make it better. Do you want to actually try reading it?

  • @Ssajbambusa said:

    @TacitusKilgore @Seraphor I literally adressed your reasoning in the first post and why I think We'll make it better. Do you want to actually try reading it?

    You literally didn't.

    We'll Make It requires you to rely on other players.

    Resurgence is a responsibility you can take for yourself, and you can even use it all by yourself with a medkit. Whether you're being healed by someone, or selfcaring, you still get the double healing speed effect.

    What game are you playing where your other team mates take all the perks you want them to?

  • im afraid buffing resurgence will make second wind even more useless.

  • @IlliterateGenocide This is a weird approach tbh, especially that seconds wind is rather weak perk and buffing any healing perk makes it more useless. I don't see a way to buff Second Wind appropriately without making it op though, as it is a free, no time heal after all. Resurgence is guaranteed and has no conditions, but only heals a portion while Second Wind has requirement and even when active, can fail if killer simply tunnels. Higher risk, higher reward, I would leave it as it is, if I'm to be honest.

    Edit: Maybe add some kind of mechanic, that will let you fill the meter if you are literally 99% and can't find someone to heal. Maybe finishing a gen (Not repairing full gen, just being on it when it pops) giving 10% of Second WInd meter?

  • Bumping up, cause I do think that 'selfish' perks do need some love in this game.

  • @Ssajbambusa said:

    I am very rarely into buffing survivor kit, but... Resurgence does need it and here's why:

    There is literally one scenario when running four Resurgences would be more beneficial than running four We'll make its - getting chased of the hook for 90+ seconds and then being able to heal...

    Let's be honest, if killer wasted 90+ seconds on unsuccesful tunnel attempt, to the point that survivor can heal, the game is already lost for him and it doesn't really change anything. In those cases simple Botany Knowedgle is better, because you can even use yellow medkit without addons twice for very fast heal.

    The bonus to heal both perks grant is literally the same (they halve the time), but We'll make it can be used on multiple survivors, dying, injured ect, while Resurgence only applies once (well, technically twice, because after both unhooks... but so does We'll make it, proccing after every unhook and being able to be used more than just on the unhook survivor). Yes I am aware you can combo them together, mhmm... But in reality it's just a gimmick and most of the people will just run one healin perk. If you want a reliable after save heal, We'll make it is simply better.

    I can't think of other perks that do exactly the same without some kind of benefit towards them in different situations and here is my proposition for buff:

    1. Buff it's value to 60% at tier 3... at at least 55% - this way this single heal is barely stronger (tiny bit faster) and thus both perks excel in different situations. OR
    2. Make Resurgence work based on sacrifice progression, but nerf it to 45% - This would basically mean, that no matter if survivor is unhooked or not, once the sacrifice progresses to the next stage (getting hooked counts as this as well as getting into second stage while on the hook), they do get this portion of the heal. This would be unique perk that works around powers (currently one AFAIK) which does bypass include hooking and would actually stack if someone was hooked, then reached second stage and got unhooked for the total of 90% of heal progress, resulting in one time, super quick heal. Nerf to 45% is needed so it's not just auto heal after unhooking (we have adrenaline for this).

    I really don't think this is op and it would make for a very unique perk, while now it's just lesser We'll make it (hell, even second wind has moments when it outperfroms adrenaline).

    Edit: After writing it I can see Camaraderie and second version of Resurgance making interesting anti camp combination. Camaraderie does need buffs too though (which I made posts about as well) or at least quality of life changes, like not wasting it's timer when entity animation takes place (progression timer is paused then, but perk is getting activated when survivor was near, effectively wasting it's duration) and letting other survivors know it is there - most preferably globally, like Kindred.

    Good idea

    What is upsetting is that the players are more and more correct in deciding the issue of camping with tunneling

    While our favorite developers only think what kind of skins to release in order to make money