Revert Self-Care Nerf

The medkit efficiency can stay gone for all I care, but please revert self-care back to 50%. In exchange, you can nerf COH down to 35%, which is a far more problematic perk. After all, if survivors are self-caring then they aren't on gens which is obviously better for the killer.

Comments

  • They might have to mess with botany again though since you'd now be getting COH speed heals anywhere. Maybe it's like 21.3s vs 24s with old botany I think they want it to be a less selfish perk that's not just run with a medkit and self care is a slower infinite medkit.

  • @LeFennecFox said:

    They might have to mess with botany again though since you'd now be getting COH speed heals anywhere. Maybe it's like 21.3s vs 24s with old botany I think they want it to be a less selfish perk that's not just run with a medkit and self care is a slower infinite medkit.

    It's not like old Botany was particularly bad or anything, so they could probably revert the buff to that too.

  • If they reverted the nerf to Self Care, why would anyone stop using it?

  • @jesterkind said:

    If they reverted the nerf to Self Care, why would anyone stop using it?

    Why should anyone stop using it? It's reliable, and gets people off gens. Besides, the people running to the corner of the map to self-care are still doing so, only 15% slower.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142593#Comment_3142593

    Why should anyone stop using it? It's reliable, and gets people off gens. Besides, the people running to the corner of the map to self-care are still doing so, only 15% slower.

    To shake up the meta, the entire point of the update.

    @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142593#Comment_3142593

    There's no valid replacement for Self Care in solo queue. Solo queue players are severely restricted in the number of perk slots they can use and ever other healing perk highly favors using a second perk slot. CoH almost doesn't work without Small Game or a map. Same for Inner Strength, plus with Inner Strength, you are handicapped by another player destroying totems. Finally, Pharmacy really needs Ace in the Hole. You can run them without, but there's been games where I can't find a totem to bless, or someone has already plundered a chest.

    If there was another single slot healing perk to replace it, it wouldn't matter, but Self Care nerf hurts solo-queue by a lot.

    Prior to the nerf, using Self-Care on its own was not a viable self-healing candidate in solo queue, and there were plenty of far more viable options. Using Self-Care with a medkit was mostly okay, and that's been changed, but even that was already basically on par with other self-healing options.

    This weird myth that Self-Care on its own was even acceptably good, let alone the most viable tool for solo queue, is really bizarre to me. Spending that much time healing yourself isn't giving you value, it's a noob trap. If you want a single perk slot, you're going to struggle - as you would've before, since there were no good single slot self heal options - but even then there are still options if you're willing to think about it. Maybe Streetwise or Built to Last would pair well with a good medkit, or maybe you spend the time to actually memorise totem spawns (no shade, I haven't either!) so that CoH can be a good call, maybe paired with Botany to get some decent speeds on healing everyone, not just yourself.

    Frankly, the Self-Care nerf might have helped solo queue by making it even more apparent that Self-Care is not a good healing option. Even if not, the nerf did not hurt solo queue, period.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142826#Comment_3142826

    Before, Self Care let you heal in 32 secs, the exact same amount of time for 1 player to heal another (16 to heal * 2 people just healing = 32). So it wasn't the greatest thing, but it was valid.

    Strongly disagree. Spending that much time healing yourself made it a usable but weak self healing tool, and that's assuming you're not using it to heal every single injury by running fifty miles to the edge of the map first, which was a pretty common sight. Maybe I'll grant you "valid", but there's no universe where that translates to "best".

    Even so, there were and are better healing sources, even for solo queue. You just have to think a little more about what you're bringing.

  • PLease, don't touch CoH. I agree with the Self-Care buff, but don't nerf something else in exchange.

  • They should revert the entire thing and even bring back the med kit bonus.

    Because if you can use a just semi item and one or two perks to actually heal yourself effectively MID-LOOP, than it's not the Perk that's the problem. It's the loop.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142845#Comment_3142845

    When you talk about perk slot efficiency for solo-queue, then yes, it's the best. It was meta for a reason and the reason was perk-slot healing efficiency in solo-queue.

    Only when used for its medkit efficiency. If it was brought as the only source of self-healing, then it was a noob trap for people who think they're being efficient with perk slots but are actually harming the team by taking themselves out of the action for too long to heal themselves up again.

    (And even then, if you want one perk slot and one item slot, Botany Knowledge was the far superior choice.)

    I've already gone over why it has plenty of valid replacements, so I won't repeat that again.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142894#Comment_3142894

    It did help with medkit efficiency also, which helped with solo-queue. Another reason to revert the nerf. Your argument isn't invalid because of what I've already said. 1 person healed at 32 seconds, 2 people also waste 32 seconds of time. It's the exact same amount of time Self-Caring as 2 people healing. If Self-Caring is inefficient, then healing other teammates is also inefficient. Do you feel that healing a teammate is inefficient?

    Two people waste sixteen seconds of time. Just because two people are doing it doesn't double the amount of time it takes.

    As for your question, depends on the scenario. There are absolutely times where spending that full sixteen seconds to heal someone is inefficient, or at least a bad idea, hence why healing speed boost perks like We'll Make It and Botany Knowledge are so useful. Anything that shaves time off that action is good, and anything that makes one person stay static for longer to complete it is usually not good.

    Again, its efficiency with medkits was its only saving grace, that was the only thing that made it slightly passable in solo queue. When some time has passed and the meta's been more static for a while, I wouldn't even mind seeing that part of it come back! But even then and especially now, there are better options.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142770#Comment_3142770

    To shake up the meta, the entire point of the update.

    https://forum.deadbydaylight.com/en/discussion/comment/3142809#Comment_3142809

    Prior to the nerf, using Self-Care on its own was not a viable self-healing candidate in solo queue, and there were plenty of far more viable options. Using Self-Care with a medkit was mostly okay, and that's been changed, but even that was already basically on par with other self-healing options.

    This weird myth that Self-Care on its own was even acceptably good, let alone the most viable tool for solo queue, is really bizarre to me. Spending that much time healing yourself isn't giving you value, it's a noob trap. If you want a single perk slot, you're going to struggle - as you would've before, since there were no good single slot self heal options - but even then there are still options if you're willing to think about it. Maybe Streetwise or Built to Last would pair well with a good medkit, or maybe you spend the time to actually memorise totem spawns (no shade, I haven't either!) so that CoH can be a good call, maybe paired with Botany to get some decent speeds on healing everyone, not just yourself.

    Frankly, the Self-Care nerf might have helped solo queue by making it even more apparent that Self-Care is not a good healing option. Even if not, the nerf did not hurt solo queue, period.

    "To shake up the meta" isn't really a valid point when Pain Res is still meta and actually had part of its changes reverted because of a weird but ultimately counterable interaction with merciless storm.

    Self-care wasn't used because it was a good perk, but for its reliability. While there are better perks for healing, those perks aren't nearly as reliable. Even a medkit with Built to Last isn't nearly as reliable. It only takes a killer with Frankie's for you to lose your medkit, and that's happened to me a lot, which is mildly annoying.

    Self-care was and still is, by far, the most reliable self-healing perk. It's just that now it takes so long it's really hard to justify using it.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142826#Comment_3142826

    "To shake up the meta" isn't really a valid point when Pain Res is still meta and actually had part of its changes reverted because of a weird but ultimately counterable interaction with merciless storm.

    Self-care wasn't used because it was a good perk, but for its reliability. While there are better perks for healing, those perks aren't nearly as reliable. Even a medkit with Built to Last isn't nearly as reliable. It only takes a killer with Frankie's for you to lose your medkit, and that's happened to me a lot, which is mildly annoying.

    Self-care was and still is, by far, the most reliable self-healing perk. It's just that now it takes so long it's really hard to justify using it.

    One perk still being meta doesn't invalidate that the point of the update was to shake up the meta. The worst you could possibly conclude from that is that they failed, and I'd hardly consider one or two perks still being used an abject failure. At least Pain Res is a newer perk and not one that's been in the game and in the meta since release.

    It was really hard to justify using it before, on account of it being a bad perk. As I've gone over above, it's my opinion that Self-Care wasn't even a viable self-heal tool without a build around it, let alone the most viable self-heal tool.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143022#Comment_3143022

    One perk still being meta doesn't invalidate that the point of the update was to shake up the meta. The worst you could possibly conclude from that is that they failed, and I'd hardly consider one or two perks still being used an abject failure. At least Pain Res is a newer perk and not one that's been in the game and in the meta since release.

    It was really hard to justify using it before, on account of it being a bad perk. As I've gone over above, it's my opinion that Self-Care wasn't even a viable self-heal tool without a build around it, let alone the most viable self-heal tool.

    The point of the update was to shake up the meta, and it failed since all that happened was different perks that serve the same purpose were slotted in to take the place of the perks that were nerfed.

    I wouldn't consider self-care to be viable, old or current, but I would consider it to be the most reliable. It has no activation requirements, unlike Inner Healing, isn't subject to Frankie's, unlike medkits, and doesn't require you to go to a specific area, unlike CoH.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142593#Comment_3142593

    There's no valid replacement for Self Care in solo queue. Solo queue players are severely restricted in the number of perk slots they can use and ever other healing perk highly favors using a second perk slot. CoH almost doesn't work without Small Game or a map. Same for Inner Strength, plus with Inner Strength, you are handicapped by another player destroying totems. Finally, Pharmacy really needs Ace in the Hole. You can run them without, but there's been games where I can't find a totem to bless, or someone has already plundered a chest.

    If there was another single slot healing perk to replace it, it wouldn't matter, but Self Care nerf hurts solo-queue by a lot.

    No valid replacement, then whats COH?