33% efficiency penalty on medkits
with the update, are the medkits supposed to be just enough for 1 self heal, or 1 full heal only? because with 33% efficiency penalty 1 self heal takes 21.28 charges, if it works like 1.33 medkit charges per 1 heal charge.
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It's exactly 1 self heal I believe...DbD maths does confuse me I must admit!
The Speed/Efficiency penalties make it 24 charges.
got it, thanks! found it kind of important to post about since you wouldn't need gel dressings for 2 heals if this was the case
If it was already 24 charges (1 heal) in the original PTB, why add the extra line of "all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing"?
This tends to confuse people and mislead them into thinking there were additional nerfs to self healing ("will now") when there was not, unless I am misreading something of course.
It’s a little weird, but basically it means that you’ll use 1 charge of your medkit for every 0.67 charges of healing progress. (I’m assuming it’ll technically be 0.6666 so that it comes out evenly to exactly 24?)
You can verify this on the current live servers by seeing how Botany Knowledge works (which is -20% efficiency) - 1 charge of your medkit for every 0.8 charges of healing progress, which means you need 20 charges for a heal (with current live server values). Throw on a medkit with 40 charges and Botany, and you’ll have exactly enough for 2 heals (barring great skill checks).
After the update, self-healing with Botany is going to require 30 medkit charges instead of 20.
because base heal was 24 charges too. they are trying to incentivize altruistic medkit heals and i think it's neat now idk. i just think efficiency penalty was needed to be 50% but i'm not that much of a math nerd so i'm probably wrong
Because base healing changed from PTB to the recent Dev Update. It was 24s for a base heal on the PTB
I guess I just found the wording to be misleading is all.
8 second altruistic heals in a CoH doesn't sound neat to me though.
We're going to be monitoring everything when it goes Live. Also, don't forget set up time for the Boon, plus having two people move to the area where the totem is, this is also time that has to be considered.
Yeah it sounds like a minor inconvenience than anything. 8 seconds without additional items and perks is too fast (and if you thrownin extra stuff it might as well be an instant heal)
yes coh buff worries me as well since altruistic heals doesnt happen that rarely. we'll see
Well with healing times of 16 seconds the walk time is significant as you mention, however 8 second heals is so fast that it defeats the entire loss of walking with how fast that is. This isn't even taking into account the times it's on the second story of a building in the middle of the map where the walk time is negated and the cost of snuffing it is too high. Also the value of one healing perk covering the entire team instead of needing everyone to run a healing is a massive advantage to take into account of its power level that rarely is. Only one CoH for the entire team is all that's needed for all of their healing needs. It should be much weaker for taking way less perk slots. This change is going to make it overshadow all other healing perks, again.