Fixing the New Self-Care and heading in the right direction
What part of the Patchnotes we'll talk about
Bamboozle: Updated text to reflect the perk does not work with pallets.
Blood Warden: Added a timer on the perk in the HUD to better indicate when and for how long Blood Warden is active.
Iron Maiden: Reduced Survivor location notification from 4 seconds to 3 seconds.
Spies from the Shadows: Increased the chances of a visual notification to 100% for all tiers. Added crow in Loud Noise notification. Increased the notification range from 16/24/36 meters to 32/40/48 meters.
Surveillance: All generators start under the effects of Surveillance at the start of the match. Increased repair hearing distance by 8 meters. Regressing generators will be highlighted by a white aura. Once regression stops, generators will be highlighted by a yellow aura for 8/12/16 seconds.
Distortion: Updated text to reflect that this perks effect does not trigger when survivors are in the dying state or affected by traps.
Leader: All action speeds, with the exception of repair speed, are increased to 15%/20%/25% instead of 3%/6%/9%. The effect now persists for 15 seconds after the perk owner is out of range.
Prove Thyself: Increased repair speed by 10% for each other survivor working on a generator within a range of 4 meters. Gain 50%/75%/100% more Bloodpoints for coop actions. Only one Prove Thyself effect at a time.
Technician: All tiers reduce repair hearing distance by 8 meters up from 0/-4/-8.
A Step in the right direction
When I read through the patch-notes I was stunned at how much things the Devs have done right in just 1 patch;
The Perk Rework Incentive
The perk rework incentive is the idea that there are many perks in the game per faction (50+) but only few of them are usable. The idea of the perk rework incentive proposes an incentive to rework all perk to a somewhat identical power-level, creating build-diversity and bringing to life so many perks that were previously forgotten under the dust.
In this patch we see a multitude of healthy design philosophies and important problem recognised;
Tackling the Perk-Tier issue
Technician: All tiers reduce repair hearing distance by 8 meters up from 0/-4/-8.
The Devs increasingly start tackling the perk-tier issue, in which lower perk tiers are so much % weaker than tier 3 that at lower tiers they are practically unusable.
Where as premonition doubles at early tiers: 12-24-36, Urban Evasion sets a way healthier example of how tiers should be used; 90/95/100%.
With NOED being the prime example of this phenomenon, it being fixed and the Devs maintaining to move in this direction sets high hopes for future changes.
Repurposing perks
Many of you know that working on a generator alone is more efficient than working on it together:
1 Person = . 1x the rate
2 People = 0.9x the rate
3 People = 0.8x the rate
4 People = 0.9x the rate
This begs the question about Leader and Prove Thyself; what even is the purpose of this perk?
If you work alone, you'll get the perk for free and since working on a generator together is disincentivized, running the perk and trying to work on generators together sounds like screwing yourself over, especially with the previous bonus of Prove thyself not even outdoing the rate at which working.
Whenever people attempted 4-man-gen builds, leader and Prove Thyself always found themselves in both with simply 1 being the superior choice.
Now Leader has been repurposed and Prove Thyself has been buffed, we no longer see this unwanted shared identity between the perks. Great job once again!
Simple variable changes where needed.
Spies from the Shadows: Increased the chances of a visual notification to 100% for all tiers. Added crow in Loud Noise notification. Increased the notification range from 16/24/36 meters to 32/40/48 meters.
We all heard; "Finding survivors isn't as important as being able to stop looping and when you're in the killer's terror radius range, you'll be crouching anyways. Thus this perk is useless".
Sometimes all a perk needs to break those complains is a simple variable change! Does it make the perk META? Far from it, but it does help make it feel like you are not simply running it for the sakes of trolling yourself.
Good job once again!
With the Perk Rework Incentive coming to boom and Perk-tier issues being tackled, perks being repurposed and variables being changed where desperately needed, let's move to a perk often highlighted:
The self-care rework
The self-care rework is terrible. If you haven't heard it here, you have heard it somewhere else. Good thing about it; the Devs know and that is why it is a special mention as likely not going to go through in the final game.
The Dev responsible for creating the original self-care is clearly aware that healing yourself at 50% of the normal healing speed is (from a team's perspective) just as fast as being healed by a teammate, but eliminates all the time needed to find that teammate (which can sometimes be a lot).
Healing yourself costs 32 seconds and being healed costs 16 seconds for 2 people, thus also 32 seconds.
Now, there are a lot of younger people that don't grasp that concept or are as narcissistic as demanding that the 16 seconds of boredom must always be given to their teammates.
When they heal for 32 seconds straight they feel terrible, but don't realise that due to their teammate running around, they aren't "forced" to be rooted in the same position for 16 seconds either.
It's this blindness that causes the complaints surrounding Self-care as a "disproportionally nerfed perk after the healing nerf"(But then again, 8 seconds for 1 person is the same as 4 for 2).
So how do we Solve the Blindness issue discussed above?
Step 1: Leave Self-Care as it is.
The purpose of self-care is eliminating the time to find teammates to heal you. Not to inherently increase healing speed. (Being able to heal yourself in 16 seconds is the same as giving survivors an infinite We'll Make It when it comes to healing speed.)
Step 2: Allow players deluded or bored by the Blindness/Healing issue to decrease that healing time using Botany Knowledge.
Surprised? We're using a perk aimed at lowering the heal-time to "solve" what people believe to be too long healing times?
Well, there you have it.
Currently botany knowledge is outdone by we'll make it by a long-shot when it comes to healing others. Typically when you want to heal a teammate, they will be freshly unhooked or you use to 60 seconds to move to a position where you safely can.
Since this constitutes more than 33% of the healing cases, the 33% increased healing speed of Botany knowledge is a net perk-slot opportunity loss and instead you should've had we'll make it.
Where botany knowledge shines is that it also allows you to heal yourself at an increased speed! From 32 seconds to 24! That's 8 seconds saved!
Botany knowledge, if it is believed that people should be allowed to heal faster as indicated by the self-care change, then Botany knowledge should be buffed to say, 50%-60% percent, making a self-heal last for 21.33-20 seconds (Being effectively a 10.667-10 seconds heal if it were to be on a teammate).
Instead of all the power of survival strength being saturated into 1 already powerful perk, such a build would now require 2 of your perk slots and those complained about the long-long healing times can be properly told; You want faster healing times? Why not run the perk that is dedicated to making healing faster?
Would the buffed Botany Knowledge be strong? Yes. Was it a simpler change than the current change? Yes (only 1 variable altered). Will all wise people run it? No, because as Gen-rushing Video's have it; in the most problematic play-style of the game, the need to heal is mostly obsolete anyways.
https://www.youtube.com/watch?v=P2m5f4UeV2w
Gen Rushing
End note
All and all the patch notes look pretty promising!;
Keep up the perk-rework incentive spirit and I hope that covers and solves what I believe to be the current debate surrounding Self-Care!
Comments
I wonder if you'd make a post complaining if BBQ got a minimun distance of 20m instead of Self care getting a buff... HMMMM?
Kidding :P. I got no problem with the rework just run Sloppy. And it's fine that botany knowledge is finally getting love.
Self care 2.5.0 is very good for solo survivors. It doesn't would change anything about SWF.
It does. A lot of SWF players run Self-Care and since Self-Care now has a built-in botany knowledge swf's are even worse too.
Every 8 seconds they save they put into a generator.
jesus ppl still complain about SC you have legion that got buff and also pig but the problem its legion since he can insta down someone while injured if they dont put it on live then its just a huge nerf on survivor since sloppy butcher with thanatophobia it takes along time to heal and against a legion its just awful
but also SWF got nerfed so its balance
Making 1 perk so strong that it literally has another existing perk built within it is everything but balance.
"Botany Self-Knowledge care"
Even the power of any possible existing faction in completely irrelevant to this fact.
Wouldn't a swf run self-care less?
@Chi
Would an SWF have less incentive to run self-care compared to solo's? Yes
Will they almost always run it? Absolutely
There's no way to summarise it better.
Also, if you mean that SWF's would run self-care less in total because of this change, then you're dead wrong. Self-care is only buffed, including for SWF's.
Depends on the SWF really... I don't understand the argument either way.
thats what im saying im just triggered that ppl complain SC i mean every patch its buff killer and nerf survivor and now its a change to give some love for survivor but not its like a faction of killer saying "spread the words SC dosent need a buff spam it"
@Tru3Lemon
Have need to be similar in power per faction. You don't just randomly throw in 4 god-perks and say "okey, I think things are balanced now". All that does is completely kill of build-diversity and forced people to pick perks out of . a very small pool.
`Self-Care is already very strong. No need to buff it. It has nothing to do with Survivor VS Killer and again, faction balanced isn't solved to randomly creating a tiny amount of mandatory God-Perks for what you otherwise believe to be a broken game.
Argument is simple. It doesn't matter whether you play solo or SWF, the new self-care is simply the old self-care with Botany knowledge built in for no reason.
Both benefit for what is simply a 33% faster heal.
The whole "But it buffs solo's and not SWF's" is simply a lie thrown out by players who don't understand the game and have no tools to measure power properly, (which is evident by their lack of translating their empty rhetoric into numbers).
Conclusion: Keep the vanilla Self-care
wow did you said that SC its powerful XD lmao its not play as legion with sloppy butcher,thanatophobia,BBQ,nurse calling cuz legion with hes buff its just insane also SC its not a buff its kinda of a rework but a good way
@Tr3Lemon
Against a Legion there's often no need to heal since you can just loop him while you are injured.
SC is very powerful and it's easy to make a profit with it, even in what you tried to put forward as the most build against healing:
In order for Healing yourself with vanilla self-care to be worth it you must survive a chase x seconds after being hit for the first time:
3 survivors alive = 13.33 seconds.
2 survivors alive = 20 seconds.
1 Survivor alive = 40 seconds.
Since for the majority of the game 3 people'll be alive, all you need to be able to do is survive a chase 13.33 seconds after being hit.
I guess if you're not able to survive a chase for 13.33 seconds that means that the perk is just bad (:
@Tru3Lemon
Thus you admit healing is worth it (As evident by the numbers) and Self-Care is strong.
Glad we straightened that out. Now we can revert the change and call it a day.
i dont use SC since its just a waste of perk and useless in my opinion
@Tr3Lemon
In your previous comment you just proved yourself wrong, lmao.
If a chase lasts longer than the amount of seconds provided above (with sloppy butcher even!) as a results of your extra health-state, then SC gives you an undeniable boost in time-efficiency that other perks can't match.
I'm curious though, how does Sloppy help with the problem explained up above?
It's not necessarily about Self care being overpowered, it's about the fact that a team all with Self Care have no more incentive to heal each other, since they would only waste loads of time. Which means self Care would be pretty much a must. Not only does it allow you to not rely on team mates to heal you, but it now also buys your team time, which is ridiculous. In fact, it's the 4 man swf teams that will benefit from this the most, since they can all arrange via voice comms that everyone uses Self Care, not having to waste time healing each other anymore, since healing yourself is only 25% of the normal speed now. If only one survivor does not use Self Care, than that survivor team will waste a lot of time healing that survivor whenever he is injured. Do you get what I mean with that? It would be awful.
I could not agree with you more. Self care can already buy you time by not having to look for survivors anymore, including of being able to heal yourself all the time, at the expense of the risk of the killer finding you before you've healed up. Now it would buy survivors even more time, since healing yourself is more time efficient, pretty much negating the nerf to healing that happened three patches ago. It would be terrible.
It would. A 4 man Swf could make sure everyone runs Self Care, that way everyone would just heal themselves and they would ultimately waste less time on healing and have more time repairing gens. If just one survivor doesn't use Self Care, on the other hand, that team will be punished by having to heal that team mate at a lower speed, wasting more time than normally. If anything, solo survivors benefit from this change the least, and 4 man swf teams benefit from this change the most.
It couldn't have been said better. Thank you.
You got a fair point. I don't run SC myself and I think this change will hurt me a lot. I might run it if the change comes through but with all the killers crying and survivors being surprisingly quiet, I won't expect it to come through. Although the last time killers cried about a change (Borrowed time) the survivors were right about it changing nothing with the perk (:p). So I think the devs will do what they want.
But yeah this change needs to come through imo because Legion right now is ridiculously broken with those buffs. If he had some actual counterplay I'd be against the buff myself. Killer mains who don't play survivor won't understand this.
If you play survivor, can you give me your honest opinion on what the hell you think about Legion? I think he's overpowered.
If your only reason why this change needs to come thorugh is because of Legion, think again. Just because of one killer being buffed doesn't mean other killers and survivors with self care should need to suffer. And in addition to that, I'm quite sure the Legion change won't go through either. It is horrendous, even worse than the Self Care changes. Like I'm pretty sure killer queue times would increase again if Legion got buffed. I don't even want to think of that.
Also, personally I have never had any problems with any of the new perks or the buffs to other survivor perks, including Borrowed time and Alert. I even liked the Borrowed Time buff, even as a killer main. But the Self care buff i'm pretty sure would be unhealthy for the game.
@Poweas
This is the wrong mentality. The clear issue here is Legion (which is indeed an issue).
Why not fix the issue at it's root instead of breaking perk-balance, build-variety and all games where the Legion is not present?
When a child breaks their left leg, you don't break their right leg to "even things out".
Instead you repair their left leg.
This is kind of what people need to start learning.
Lol kinda fitting actually. Surprised the devs didn't realise the missing counterplay themselves. It's pretty bad.
You're right. They need to fix Legion and undo those SC changes, I'm totally down with that. It'd keep the game interesting and keep self care from becoming a crutch. (I don't consider it one right now since I do better without it).
Spirit has no counterplay. But she's quite balanced in comparison to Legion right now.