Solidarity change to make it work with the new Hemorrhage
While injured, healing other survivors without using a medkit for the equivalent of two health states activates Solidarity. If you are afflicted by the Broken status effect, Solidairty does not activate. Once active, Solidarity automatically heals you from injured to healthy.
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This change should make the perk work as before without losing progress due to hemorrhaging; the progress is instead kept and tracked on the perk icon, similar to Renewal (a.k.a. Second Wind).
This still does not affect the other issues with Solidarity:
- Other survivors may not know you have the perk and may try to heal you instead of letting you heal them first, making you have to interrupt and "fight" to heal them.
- It robs other survivors of altruism points.
Comments
As far as the additional issues with Solidarity, maybe two birds can be knocked out with one stone:
Have the perk grant extra altruism points that are shared with the survivor you are healing. This makes up for some of the points they would miss out on by not getting to heal you, and it means Solidarity could have a shared perk icon. Others would know you have it and finally let you heal them first!
My ideas for already bad perks that will be used even less with the new hemorrhage meta:
- Solidarity: I liked your idea, but I wouldn't put it to automatically heal. Once the survivor heals someone's equivalent of 2 health states, they gain 2 tokens and activate the perk. When injuried, press a button to heal the equivalent of one health state. Can't be used on deep wound, only injuried.
-Resurgence: Well it makes you have half the healing bar full once you are removed from the hook. The simplest idea is to have the TOTAL healing bar once off the hook reduced to 50% until the survivor is full healed. That is, now is necessary 16 ticks to fully heal, so, with perk activated, it would only take 8 to full. Once the healing is complete or the survivor is put into the dying state, the total healing bar progress returns to 100% (16 ticks).
-Pharmarcy + Built to Last (together in a niche meme build - 2 spaces slot): Once the time you stay in the locker with the green med kit to taking advantage of a few ticks from the previous use, it will make you lose the healing gained while in the locker (recover item depleted is more than 10 seconds) to recover 99 % of the med kit that will be useless, because 99% of the green or bronze with 0 heal bar doesn't give a full heal (ps: pharmarcy always give you a green med kit).
To not make the pharmarcy + Built to Last combo more situational and less used than it already is, give immunity to survivors inside lockers, that is, as soon as you enter a locker with some healing progress, in exact frame you open locker to enter, you will no longer lose your healing bar percentage until you leave the locker for up to 1 second later.
So, you still use 2 perk slots which can still be useful if used in the right spot. Now it's up to devs if its to be the effect of the pharmarcy perk (with this effect, it would be 4 effects -open chest more faster/ reduces the noise from open chest/ give a green med-kit plus this-, which I think is a bit too much for a one perk) or base kit for survivors.
So the changes will affect more those who use medkits while in SWF with meta builds and who take advantage of the 99% healing with the resilience perk, and not those who play Solo and use combo ou individual perks that are already too situational to be even worse
While I get the idea idk if that’s actually better since you would no longer be able to use it by healing 1 person and then just having them heal you starting from 50% (without hemorrhage).
solidarity should completely counter hemorrhage. Even though i still think hemorrhage shouldnt regress healing progress at all, cause it basically kills every healing perk just by running back to the hook immediately aka tunneling.
No dice.
You cannot try and change perks to circumvent buffs. It just can't happen.
Hemorrhage has been the laughing stock of status effects, but now that it actually does something - you cannot try and change perks so that they are immune to its effects. Especially since it's a relatively uncommon effect in game.
Besides, the perk has been garbage since its release - because it simply is not practical in all reality. If you want there to be a buff, you should change the way the perk works to make it better.
Here's an example that would work so long as they nerfed Dead Hard with the Broken status:
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While healing another survivor, heal yourself at a rate of 50%.
For each health allied health state healed, gain a token up to 4/3/2.
When there are no healthy survivors left in the trial, and you are at max tokens, they are consumed and you are restored to full health over 16 seconds.
(Damage taken during this time cancels the effect. If Dying, Restored to Injured in 8 seconds and restored to Healthy in another 8)
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For the love of God in heaven, remove the 'no medkit' requirement, that is so lame.
The biggest problem with Solidarity is its lack of flexibility in approach. It is very specific on when it works and how it works, and sports very limited returns within those circumstances. It will save the team 16 seconds after you spend 32. A very poor tradeoff. This, however, keeps the old bonus intact, while also incentivizing players to continue and heal allies at every opportunity that they can - prioritizing allies over yourself in these situations. After fully healing 2 other survivors, you gain a free health state once the tables have turned against you. However, if you are the survivor that last survivor injured, you must play your cards right or the killer will stop this perk before its main benefit triggers. This would make it not only attractive on survivors that like to heal, but a beneficial fount to use as a comeback tool that requires several seconds of side objectives to utilize effectively. The presence of this perk also makes the Broken status a lot more prominent in the meta, which makes the game more interesting as counterplay is brought to the table to combat passive healing - which, again, takes a significant time investment to preform correctly. Solidarity is supposed to grant a free health state after a survivor spends upwards of 32 seconds preforming healing actions, but if the perk does not in some way guarantee this - it is a flop.
would the health gained from resurgence and solidarity not being taken away from hemorrhage really be that big of a deal?
the Hemorrhage change makes one of my favorite perks weaker then it already is.