The really good self care buff trust me

  • Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.

Comments

  • Self care is overrated.
  • Vietfox said:
    Self care is overrated.
    It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.
  • @Nickenzie

    It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.

    Self-care is really strong.

    The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free.

    The role of self-care is eliminating the time of needing to find a teammate, which can range between 0 seconds to multiple minutes (making healing impossible or actually shooting yourself in the foot in such scenario's/late game where teammates might be unavailable).

    Edit: That is why suggestions like:

    Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.

    are so ridiculous. If you do the math, then you see that this is a free built in Botany knowledge together with self-sustainability.

    As (circa) 24 second of self-care translate to 12 seconds of a teammate heal.

    The draw back also matches out for every faster heal and for every extra copy of self-care in the match, the team gets closer to a free botany knowledge.

  • @Nickenzie

    It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.

    Self-care is really strong.

    The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free.

    The role of self-care is eliminating the time of needing to find a teammate, which can range between 0 seconds to multiple minutes (making healing impossible or actually shooting yourself in the foot in such scenario's/late game where teammates might be unavailable).

    Edit: That is why suggestions like:

    Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.

    are so ridiculous. If you do the math, then you see that this is a free built in Botany knowledge together with self-sustainability.

    As (circa) 24 second of self-care translate to 12 seconds of a teammate heal.

    The draw back also matches out for every faster heal and for every extra copy of self-care in the match, the team gets closer to a free botany knowledge.

    "The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free."

    Yeah true but SC wastes 32 seconds just for a single heal, namely, yourself. Additionally, the survivor is very vulnerable during the heal since it takes 32 seconds to reach that safe healthy state (Nurse's Calling is dangerous to SC users). Other survivors healing each other will take 16 seconds (2x if both are injured with two heals, not one) to heal so there's less risk involved due to the fact you're not a sitting duck for as long.

    Another point, there not a lot of ways to increase your SC speed compared to normal healing. While BK is great for SC, regular healing has more variety such as of course BK, We'll Make It, Autodict, Bond (Can decrease the travel time), Empathy (Same as bond), and etc. SC is very overrated, 32 seconds is a lot and I will always stand by that statement because there are variables that you're not considering.


  • @Nickenzie

    Yeah true but SC wastes 32 seconds just for a single heal, namely, yourself.

    If you're healed by a teammate, it also cost 32 seconds for a single heal, namely yours, but you divide it over 2 people.

    That is why it's not "additionaly". The first part is incorrect:

    I will always stand by that statement because there are variables that you're not considering.

    I was only discussing the variables related to the hex: ruin claim, but to paint the full picture;

    Why self-care is worse than teamheal:

    1. A teamheal, while costing the same seconds, does not take the same amount of seconds before a heal is complete in raw time, which reduces the window at which you can be interrupted.

    2. There are more perks that give faster healing to team heals. (We'll make it and Autodidact. etc.)

    Why self-care is better than teamheal:

    1. The time that you need to reposition yourself to a safe spot for a heal is divided by 2. This can quickly negate 10 seconds or more (Thus a brown toolbox)

    2. Self-care eliminates the time required to FIND a teammate, ranging from 0 seconds to multiple minutes.

    3. Self-care although having a higher chance at being interrupted also decreases the chance of being interrupted, as 1 person healing is harder to find (without NC)

    4. Self-care although having a higher chance at being interrupted also halves the damage a killer can do FOR interrupted as the killer cannot occupy the time of other survivors while interrupting you.

    . Typically when an interruption happens, the chances of you finding another teammate right of the bat is very low, thus interruptions cause increased damage to your ability to find teammates.

    6. Self-care due to only requiring you can be used during any point at any moment, allowing you for a multitude of strategies like running resilience and keeping yourself at 99% etc.

    7. Self-care is the only way (without items) that allow you to get a free Iron Will to negate injured sounds in the late-game, as teammates have died.

    8. Self-care is the only form of healing that can help you heal up a state and grant safety in open-gate scenario's where multiple teammates might be pushed out.

    9. In late-game scenario's and 1 survivor is dead and 1 survivor is hooked, even the KNOWLEDGE of where your other teammate is is not enough to negate the 20+ seconds needed to run to them through the map.

    If you add such repositioning times up, then you'll see that the cost of a team-heal has a lot of hidden factors that increase the cost of the heal to more than 32+ seconds; sometimes it creates heals that cost 100+ seconds, which are ridiculous amounts.
    In such cases, even the superior healing-speed of We'll Make It doesn't make up for it. Only 1 heal opportunity has to go wrong and the net total of 8 seconds that you achieved through healing are completely left in the dust as self-care would have reduces those incredible amounts to a near 0.

  • Fenrir said:
    • Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.j
    So where is the buff here?