Self-Care nerf is too much, and there is no point in using it anymore.

So Self-Care was already slow, half the speed of a normal healing. It was slow but it was still good imo. Now they have reducing it to 30%. And if you pair that with mangled. Or coulrophobia. It will take ages. No point in even pairing with botany. Bring a medkit or simply get healed by someone else or at a boon.

Comments

  • Prepare to see more boon circle of healing and inner Strength since I'm absolutely not taking self care.

    Its basically a killer perk now

  • I think removing medkit part would be more than enough...

  • The only reason to nerf the perk was to get people to stop running it. Balance-wise, it was completely fine, and it was mostly outclassed by other self-healing perks. Now it's a joke at best and a noob trap at worst. Anyone who runs it is an active detriment to their team.

    Seriously, the only situation where this perk is better than CoH is if one of your teammates runs around cleansing bones for a tome challenge. Same with Inner Healing. There is no conceivable edge to Self-Care anymore.

  • Agreed. Self Care is just not worth bringing anymore. It helps the killer more than yourself.

  • Great!

    Now you can focus on the other options available to you, instead of bringing Self-Care. Including the two buffed ones, in fact, new Pharmacy and new Botany Knowledge are looking pretty strong.

  • Self-Care fell onto the grenade meant for CoH.

  • Killing perks just to change the meta is stupid. We want more perk options, not less.

  • @jesterkind said:

    Great!

    Now you can focus on the other options available to you, instead of bringing Self-Care. Including the two buffed ones, in fact, new Pharmacy and new Botany Knowledge are looking pretty strong.

    I was never a self care user since like 2017 but suggesting someone bring 2 whole perks in just to heal themselves is a bit of a joke

  • Well it seems to me that this was the goal from the devs in the first place.

    Ruin, pop, self care, iron will, etc

    All nerfed so much with the goal to simply make them unappealing without outright destroying them to old monstrous shrine levels, nothing more, nothing less.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041853#Comment_3041853

    I was never a self care user since like 2017 but suggesting someone bring 2 whole perks in just to heal themselves is a bit of a joke

    I meant either/or. Emergency Medkits are very very strong, and hypothetically getting more than one per match from one perk, provided you can find a chest, is pretty good. Similarly, Botany makes medkits better, and medkits are already a very very good source of self healing.

  • @DaddyMyers_Mori said:

    I think removing medkit part would be more than enough...

    The nerf should have been "Doesn't work with medkits"

    and then medkits should have also been nerfed to "not stack with perks" so you can't use them while also in CoH.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041867#Comment_3041867

    I meant either/or. Emergency Medkits are very very strong, and hypothetically getting more than one per match from one perk, provided you can find a chest, is pretty good. Similarly, Botany makes medkits better, and medkits are already a very very good source of self healing.

    Pharmacy is currently worse than before. The multiple chances come at the price that you can't get your medkit until you have your first chase and then either escape or get unhooked, meaning that unless it's high MMR and Corrupt Intervention isn't in play, it's pretty likely Meg has already opened half the chests on the map and you have no idea where the other one/two are.

    Botany no longer has the item efficiency attached to it, so while it does speed things along and it's great for a healing build, bringing it with a medkit isn't the wombo combo it was before.

    Mostly this is going to encourage more CoH. Or just medkits.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041880#Comment_3041880

    Pharmacy is currently worse than before. The multiple chances come at the price that you can't get your medkit until you have your first chase and then either escape or get unhooked, meaning that unless it's high MMR and Corrupt Intervention isn't in play, it's pretty likely Meg has already opened half the chests on the map and you have no idea where the other one/two are.

    Botany no longer has the item efficiency attached to it, so while it does speed things along and it's great for a healing build, bringing it with a medkit isn't the wombo combo it was before.

    Mostly this is going to encourage more CoH. Or just medkits.

    Agree to disagree on Pharmacy, I don't usually find that my random teammates open that many chests per game, so I think you'd still get at least one use out of it- which is enough for a guaranteed heal, so that's still quite good. It's still not the strongest healing tool around, but it's always been pretty decent and it'll remain that way going forward, in my opinion.

    I do think you're right it'll encourage more CoH, but that's just because CoH is the strongest option. If that were to be sledgehammered after the patch hits live, people would still have plenty of options for self healing-- because remember, it's not just perks that directly affect healing speeds that help you heal yourself, it's also any perk that affects item efficiency or charges.

  • @jesterkind said:

    Great!

    Now you can focus on the other options available to you, instead of bringing Self-Care. Including the two buffed ones, in fact, new Pharmacy and new Botany Knowledge are looking pretty strong.

    Oh yes, cause selfcare was a good before the nerf

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041893#Comment_3041893

    Agree to disagree on Pharmacy, I don't usually find that my random teammates open that many chests per game, so I think you'd still get at least one use out of it- which is enough for a guaranteed heal, so that's still quite good. It's still not the strongest healing tool around, but it's always been pretty decent and it'll remain that way going forward, in my opinion.

    I do think you're right it'll encourage more CoH, but that's just because CoH is the strongest option. If that were to be sledgehammered after the patch hits live, people would still have plenty of options for self healing-- because remember, it's not just perks that directly affect healing speeds that help you heal yourself, it's also any perk that affects item efficiency or charges.

    The thing with Pharmacy is that it's just not good enough to be as unreliable as it is. You can't walk by a chest and go "aha, I'll take this for later" like you used to. You now have to take note of where chests are throughout the match, and when you're injured and unoccupied, run across the map to those chests and hope they're still in the state you left them in. If they are, great, you just wasted plenty of time with map traversal. If they're not, great, you wasted even more. And you'd better hope the killer doesn't see you running around, because you're a juicy injured target.

    At that point, you may as well just ask the person who unhooked you to heal you. Or go to the boon your teammates have probably set up. Or bring that boon yourself, because it's better and more reliable than PTB Pharmacy. It was way more convenient to be able to have the emergency medkit when you needed it than to restrict when you can obtain it until after you need it. The ability to do this multiple times is not a good enough exchange when chests are such a limited commodity anyway.

    Re:item charges, the only one that's at all viable is Built To Last, and that one is specifically not amazing with medkits due to the 99% recharge and the commonality of Hemorrhage. Like, if you bring a ranger medkit with gel dressings and BTL, you're getting plenty of value out of that bad boy, but you were probably set for heals before you added the perk into the equation. An emergency medkit with BTL, not so much. With the right addons, you could stretch one uninterrupted heal into two, but old Botany was better for that anyway.

    Overall I think we have less viable options for self-heals than before, not more of them. Which is fine if their intent was only to make sure nobody runs the old meta perks, but I don't think that was a good or helpful design philosophy.

  • This is news to me, and it is very disappointing.

    I just...had to check, and now that I did it hurts. It is sad to see how far this perk has fallen, considering it was once a "must have" in the meta.

    And for what? Another unnecessary nerf?

    Ah, this weird design philosophy is rotten. One of the very few things in this game that absolutely had to change, and yet never does.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041897#Comment_3041897

    The thing with Pharmacy is that it's just not good enough to be as unreliable as it is. You can't walk by a chest and go "aha, I'll take this for later" like you used to. You now have to take note of where chests are throughout the match, and when you're injured and unoccupied, run across the map to those chests and hope they're still in the state you left them in. If they are, great, you just wasted plenty of time with map traversal. If they're not, great, you wasted even more. And you'd better hope the killer doesn't see you running around, because you're a juicy injured target.

    At that point, you may as well just ask the person who unhooked you to heal you. Or go to the boon your teammates have probably set up. Or bring that boon yourself, because it's better and more reliable than PTB Pharmacy. It was way more convenient to be able to have the emergency medkit when you needed it than to restrict when you can obtain it until after you need it. The ability to do this multiple times is not a good enough exchange when chests are such a limited commodity anyway.

    Re:item charges, the only one that's at all viable is Built To Last, and that one is specifically not amazing with medkits due to the 99% recharge and the commonality of Hemorrhage. Like, if you bring a ranger medkit with gel dressings and BTL, you're getting plenty of value out of that bad boy, but you were probably set for heals before you added the perk into the equation. An emergency medkit with BTL, not so much. With the right addons, you could stretch one uninterrupted heal into two, but old Botany was better for that anyway.

    Overall I think we have less viable options for self-heals than before, not more of them. Which is fine if their intent was only to make sure nobody runs the old meta perks, but I don't think that was a good or helpful design philosophy.

    While I agree that its reliance on a chest being nearby and available is its main limiting factor, I do think we're overlooking the purpose of a self-healing perk, especially for solo queue. It's more for clutch scenarios where you can't get a teammate to heal you but getting healed is absolutely the right call, so the idea of Pharmacy is that you'll spot a chest and run to that for your reward, or keep note of where one is and dash there when that time investment is worth it because getting healed and staying out of danger is your top priority.

    Regarding your last point, I wouldn't say we were ever going to have more viable options for self healing. We were always strictly going to have exactly one fewer than we went in with, because there are perfectly serviceable self heals available to survivors so long as they understand it's not for patching up every injury and because Self-Care was obviously always going to get nerfed.

    Also, for item perks, there's Streetwise which increases your item efficiency. I think it's a mistake to overlook perks that simply boost your medkits, because medkits are already far and away the best self-healing tool available to you. Making them more efficient or faster is nothing to sneeze at and is already miles better than current Self-Care.

  • Of course it wasn't. However, it's still one of the most run survivor perks of all time, so clearly some encouragement to bring other perks was needed.

  • @GeneralV said:

    This is news to me, and it is very disappointing.

    I just...had to check, and now that I did it hurts. It is sad to see how far this perk has fallen, considering it was once a "must have" in the meta.

    And for what? Another unnecessary nerf?

    Ah, this weird design philosophy is rotten. One of the very few things in this game that absolutely had to change, and yet never does.

    ๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€

  • That's why you have Botany Knowledge and Desperate Measures

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041936#Comment_3041936

    Of course it wasn't. However, it's still one of the most run survivor perks of all time, so clearly some encouragement to bring other perks was needed.

    of course it was. Back in the day the perk stacked with pretty much everything including well make it, free heals in between hits and much faster heals overall, the most broken perk this game ever had far broken than new off record. FAR