Healing meta rework
For quite a while now, It seemed to me that healing has become a too strong for the meta if used well, even more since boon: COH appearance, which make most lower tier killer, especilly hit and run killer, harder to play.
So here my attempt to rework the healing system to hopefully keep it from being overwhelming.
Base heal:
In my opinion, healing speed tend to go out of control when a good medkit with addon is used, that's why i would put a cap on the speed, to a rate of 1.5 charge per second (c/s) or a 12s heal on Personnal Heal and 2 c/s or a 8s heal with Altruistic Heal, meaning that no matter what, you won't be able to heal faster than those number.
This is to prevent fast reset after unhook or immediatly after a chase if you get in a good spot do so.
Medkit:
When used to their fullest potential, medkit are the strongest item in the game along with a good toolbox and need to be tuned down a bit.
Charges:
A good medkit can last way too long and prove to be too effective against some killer, that's why every medkit would only have 1 charge at base, with add ons allowing you to add 1 additionnal charge, as well as perks which allow to add another charge at the cost of 2 perk slot.
Medkit variation:
With every medkit having the same amount of charge, how would they be different from one another?
Every medkit will now have a different bonus multiplier for Perssonnal Heal as well as Altruistic Heal to specialise them:
- Brown medkit: +5% Personnal heal, +15% Altruistic heal
- yellow medkit: -5% Personnal heal, +25% Altruistic heal
- Green medkit: +10% Personnal heal, +10% Altruistic heal
- Purple medkit: +15% Personnal heal, +15% Altruistic heal
Addon change:
Since there is now a cap in speed and a more limited amount of charges, some add on would need to be changed as well:
Brown addon:
- Butterfly Tape:
- - Now only provide the 5% boost toward Altruistic Heal.
- Bandage (rework):
- Increases theMed-Kit'sCapacity by +8 Charges.(removed).- - Increases the Med-Kit's Personnal Healing speeds by +5 %.
Yellow addon:
- Self Adherent Wrap:
- -
Increases theMed-Kit'sPersonnal Healing speeds by+5 %(removed). - Now only give you +8 charges.
- Needle and Thread:
- - Increases the Med-Kit's Altruisctic healing speed by +10 % (was 15%).
- Medical scissors:
- - Increases the Med-Kit's Personnal Healing speeds by +10 % (was 15%).
- Gauze roll:
- -Increases the Med-Kit's Capacity by +8 Charges (was 12).
Green addon:
- Surgical suture:
- - New: Reduces the Med-Kit's Capacity by -8 Charges.
- - Now only provide the 15% boost toward Altruistic Heal.
- - Cannot be used with Abdominal dressing.
- Gel dressing (rework):
- -
Increases theMed-Kit'sCapacity by +16 Charges.(removed). - - New: Reduce the effect of Haemorage (reas Status effect below) as well as any Healing speed penalty by 50%.
- Abdominal dressing:
- - New: Reduces the Med-Kit's Capacity by -8 Charges.
- - Increases the Med-Kit's Personnal Healing speeds by +15 % (was 25%).
- - Cannot be used with Surgical suture.
Status effect:
Haemorage: A cool idea that i once saw was to make it so that the haemorage status effect act like ruin but for healing, which is why i think it would be interesting to implement since as of now this status effect is kind of a joke in most cases. So, any unfinished healing would start regressing by 0.5 or 1 c/s if left alone for more than 2 second, making it harder to heal mid chase or making the decision of where and when to heal more impacfull.
Survivor perk:
- Aftercare:
- -
All effects ofAftercareare reset upon being hooked by the killer.(Removed) - With the growing number of aura perk, keeping the condition seems pointless, without it, we hope to see this perk used a bit more.
- Boon: COH (rework):
- - Unlocks the Self-Care ability, allowing to self-heal without needing a medkit at 50% efficiency (self care speed)
- - +100% bonus to Altruistic healing speed
- - While healing within the radius of this boon, your aura will not be shown by the perk a Nurse's calling.
- We have seen that COH made Personnal heal a bit too accesible, so we have decided to decrease it in favor a Altruistic healing speed, making this perk work best while working as a team, as well as a good counter to one of the most prevalent perk for the hit and run playstyle.
- Botany knowledge(rework):
- -
IncreasesHealing speeds, as well as the efficiency ofMed-Kit, by33 %.(removed). - -Increase your Personnal Healing speed when not using a medkit by 20%
- -Increase your Altruistic Healing speed by 33%
- -If you have a medkit equiped at the beginning of the trial, it recieve a additionnal 8 charges.
- We have deciced to specialise this perk toward healing other, and force the player to use it in tandem with another healing perk if they want to unlock it's full potential. To remedy the Personnal heal nerf, we have given the choice to add charges to the player medkit in exchange for this perk slot.
- Self care:
- -
Decreases the Depletion rate ofMed-Kitwhile self-healing by 10/15/20 %.(removed). - - If you have a medkit equiped at the beginning of the trial, it recieve a additionnal 8 charges.
- We went for the same type of change as the perk above, using them together will give 1 additionnal heal up to 3 heal at most to its user at the cost of 2 perk slot.
Killer perk:
- Coulrophobia (rework):
- -Every survivor permanently suffer a 10% Healing penatly, increased to 50% while within the killer's terror radius.
- We hope to make this perk have more general uses so that the killer can get more constant result with it.
That's all i got for now, i left a lot of perk from the killer and survivor side untouched because they either aren't that strong for healing, or i didn't feel like they deserved a change.
This is my first major rework idea for a game, so i would apprieciate any type of feedback to improve it, i tried to aim for the same type of gramatical structure as the patch note to hopefully make the whole thing somewhat easier to read through.
Comments
Or ya know… just rework COH..
What is this lol. I respect your opinion but all of them are just fine. CoH is problem, healing is okey.
And i remember people also complained about no-heal meta too before. If you make healing hard, people will use Adrenaline and they will genrush you.
Sloppy butcher need buff.
Do you think that only COH would need a rework? It seemed to me that strong medkit wre also part of the problem but i may be wrong since i don't really have of experience at high MMR. Apart from that, since i was at it i decided to go all out on the idea even if most of them weren't really needed.
As the game is now, Sloppy 100% deserve a buff, but in the case of my idea i though that buffing it on top of nerfing base healing speed could make it a bit too strong for a passive perk.
Make sloppy base kit. Problem solved :p