This PTB Self Care Change Makes No Sense
Couple points to make here:
- Everyone already runs Self-Care. Most just run off to heal themselves after taking a hit. This is mostly a Survivor buff to the most used perk in the game
- It makes no logical sense to nerf healing speed for other Survivors when you're smart enough to bind your own wounds. Like, you're well studied enough to figure out how to bandage your own injuries, but that knowledge somehow makes you worse at healing others? Let's just completely throw realism out the window
- Nobody is going to want to get healed by other Survivors. It will become more time efficient to let one guy heal himself and the other work on a generator
Here's an idea:
- Give all Survivors the current -50% Self Care without requiring a perk
- While injured, Survivor repair, heal, cleanse, and sabotage speeds are reduced by 10%
- So it's -60% healing speed for Survivors to heal themselves with no perks
- The perk Self-Care now increases self-healing speed by 100% and item efficiency by 30%
- So it's -30% healing speed for yourself if you run Self Care
Benefits of these changes:
- Preserves the realism of the game (being able to mend your own wounds shouldn't make you slower at healing others)
- Gives Survivors an extra perk slot because probably 90% of players use Self Care anyways, so more build options for Survivors at the price of a longer heal time
- Everyone can heal themselves yes, but it's slower than the live version unless they take Self Care
- Staying injured now makes Survivors slower at completing objectives, so Killers get a nice buff
Comments
I think it would be interesting to have some natural debuffs for when you're injured as a survivor.
I don't like the SC change, tbh. I don't usually run SC (I run bond and iron will instead) and having them be even slower would be kinda annoying. May even put people who don't run the perk into a situation where they need to 'cause no one's healing other people. I don't really think the game needs SC without a perk, though. It's already quite strong, we should be looking at ways to limit it ever so slightly imo.
From a gameplay perspective it give killers a reason to spread out their hooks vs tunneling a player down.
Me too, i've never seen a problem with selfcare,.. and another killer buff? this is a asymetrical game.. come on I now it dont make sense repair, sabotage etc at the same speed than healed but this is supposed to be a asymetrical game.. (sorry for my english)
I'm fairly perplexed by this proposed perk changed as well - I suppose it's an attempt to curb so many people running Self-care but that is a very awkward way to go about it. It actually promotes less altruism of healing another player just because you have it and god forbid someone isn't running the perk. Now you're chasing someone who is refusing to heal you because he has a 25% penalty and it's a waste of their time.
If the goal is to have no one running self-care other than the most selfish of survivors sure... but if they're trying to nerf it then just make the self healing speed even slower to promote people healing one another "when possible" and running things like Empathy, Bond, Leader etc (Perk diversity? In my christian home?)
It two Survivors running the new Self Care run into one another, one injured and one healthy, then it will take the exact same amount of time for the healthy one to heal the injured one as for the injured one to heal themselves.
In what goddamn netherrealm does that make any sense?
And people that's not using Self-Care will be punished by getting slowly healed by fellow survivors..
Ok? how does that make it any different from people that has started the game?
TESTING
ATTENTION
These changes are meant to be tested by the Community on the PTB.
They might not be included in the final release.
Did you not read this part?
selfcare vs Thanatophobia, Coulrophobia, Sloopy Butcher rsrs
They aren't changing self care, they will make a new perk with the concept they have now. I know it doesn't make a lot of sense
Yes, because Saboteur is a super overpowered perk.
I agree that the self-healing action should be available by default.
I would be a bit harsher with the numbers. While you could self-heal without Self-Care, it should be a clear inefficient use of your time. I would probably increase the injured penalty and rework a lot of the unused / bad perks to help counter that.
Namely, Resilience, This Is Not Happening and No Mither. Kindred or Empathy could even show your aura to the other survivors while you are being healed, including self-heal.
(The sabotage action should also be a default action and be reworked into something that can be used reliably instead of being a gimmick.)