A potential fix if the healing changes end up being too oppressive
As many people have pointed out, getting hits on every survivor and then camping the first hook virtually guarantees a second hook state considering the time it takes to realize the killer is camping, find your teammates and heal up for a team rescue. Though camping certainly is allowed, the devs have stated they want gameplay to be based around many chases across the map, so they may want to take a look at changes that wouldn't make camping a whole lot more viable. Overall, I think people generally agree that self-healing speed is the primary problem with healing buffs and medkits.
Maybe the increased heal times will prove fair and the concern will be overblown. If not, I think a way of keeping alturistic healing speeds reasonable while nerfing self-heal would be to add a -50% self-healing speed and item efficiency debuff to all self-healing actions. There's already precedent for this, Survivors get a debuff for gen repair speed while working cooperatively which even Prove Thyself fails to fully negate, surely a similar debuff for solo healing actions would work. This would effectively make self-healing take 24 seconds and use 24 charges of a medkit while not negatively impacting alturistic healing. You could even get away with fewer changes to medkits this way
- yellow and purple medkits become the only usable self-heal medkits by default and the other two are more suited for altruistic healing builds
-Even with max charge addons, a purple medkit would only get 2.5 self-heals (will always round down to 2 health states), as opposed to the 3.75 it brings now (which can easily translate to 4 health states with one great skill check per heal and a single love tap from a teammate)
-You would need to tweak Pharmacy if you did this, because it would become useless (can't even get a full heal from a green medkit anymore) but that provides an opportunity to make it more viable
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