Self care buff = swf nerf
The title is a bit misleading, but not too much. The upcoming self care buff is a buff to single survivors, as they don’t need to waste as much time healing. It kind of misleads swf to be nerfed, but indirectly. I’m sure more will be solo survivors in the next update.
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Well Alert is pretty goddamn good
How exactly will dedicated servers change that at all?
We all know this isn't going to happen.
I've been barking up the nerf SWF tree for over a year now.
Wrong. Watch the depip squad. Best is to self-heal asap and stay on separate gens.
Genrushing is best done when all Survivors are by themselves. 3 Survivors spending 70 seconds on a gen, and doing that for all gens takes LONGER than if 3 people are doing gens separately. In 80 seconds, 3 gens can be done with this method.
WIthout self-care, you want to run to a gen, get healed, and then run to a different gen, which becomes real easy with voice comms. However, if everyone runs SC, it's much faster and safer to just SC when you have a moment, and with the SC buff coming, this already buffs SWF efficiency even more.
(for the time https://deadbydaylight.gamepedia.com/Generators)
If you know how to use the information. It is
Well you know where is now the killer and what gen/pallet get destroyed
Its buffing anyone who uses SC because now there is no point in having someone else waste time healing you since you can do it just fine. Now people are less likely to waste their time getting off a gen to heal you and will instead keep on trucking.
And lets face it SC is already the single most used perk in DBD so I really don't understand the reasoning behind this buff.
70 seconds was an an exaggeration, but regardless of is always faster. Lemme prove this with math.
Let's say in both situations the Killer is tunneling one guy who's amazing at looping for sake of argument.
Let's say the other 3 guys are all sticking together doing alm gens together, 44 x 5 is 220 seconds.
Ok, now let's say all 3 guys do it separately. They have 3 gens done in 80 seconds so each gen is individually slower, but if they do two more gens, that makes it 160 seconds total (because even if 2 guys team up on one gen, one guy still has to do it solo and could be across the entire map).
Both of these situations are optimal because the Killer is tunneling someone at the time, but you save a whole minute by making everyone do gens solo.
Even if there are less gens than Survivors, the only time you should ever work together is on the last gen, and even then it's smarter to spread out because it makes the Killers job way harder. Certain gens benefit from being done faster though, such as the Gas Haven garage because it opens up more space for Survivors.
In summation: teamwork is essentially pointless outside of healing and saving off hooks.
The self care change is fantastic.
SWF is powerful against ANY killer. And SWF can make average survivors dominate a great killer at times.
I really don't know why you come up with a complete different scenario, is this a strawman?
Except this is broken.
Self-care is meant to be about self-sustainment and eliminates the time needed to search for teammates.
Botany knowledge is meant to increase healing-speed.
The current self-care both eliminates the time needed to search for teammates and gives you increased healing speed (12 seconds for a heal effectively, thus 24 solo, which is 33% faster. A built in Botany knowledge on an already meta-perk.)
They wanted to make this perk good for solo players. You know how awful is to play as solo?
@Ihatelife
That's a problem with Death-Efficiency, Unequal learning curve between killers-vs-survivors and a pseudo-ranking system.
Your idea of solving the 3 above was to impulsively buff self-care?
That is worsening the problem of relative power between perks in said faction.
In the PTB, everyone running self-care and then just never healing anyone else ever will buy the team 11 seconds per health state healed relative to the current build. Hopping off a gen to heal someone instead of self-healing is the equivalent of failing a skill check or two, you're just throwing away 11 seconds of gen progress. Unless the killer camps to progress stages or tunnels to prevent healing, this adds up to basically an entire extra generator before the killer triple hooks everyone. If they roll this change out, when the meta adapts the game will be at least an entire generator faster than they are now."
I look forward to any rebuttals.
I'd, pardon the pun, kill for these mythical survivors.
the reason its simple legion since he got a buff why not buff SC he can insta down the injured ppl it needed a buff also since ive seen alot of legion with sloppy butcher and thanatophobia and its strong with him
Can you point out where anyone complained about it being OP that wasn't during the initial hysteria?
I think the difference here is they were all new perks that people had little to no experience using unlike SC a perk we have had since day 1. Its far easier to see the implications the change would have since we already have a solid foundation of information.