Dying State and Med-Kit
Please provide criticism instead of assuming that I want survivors to be a cake walk since after all Dead by Daylight isn't all about buffing killers, ya know? If you only provide "Yes" or "No" responses then I'll just ignore you since you are not actually giving me criticism. The WHY portion is just as important as the "Yes" and "No" response.
Wouldn't make sense if you could use a Med-Kit to heal yourself to the injured state?
Med-Kit:
- Grants the ability to recover from dying state if you have 16 charges remaining.
- Consumes 16 charges when you use it to recover to the injured state.
- Med-Kit will ignore the recover limit.
- Tremendously increases the recovery speed while not consuming any charges.
This could open a lot of possibilities such as you cannot slug a survivor that has a Med-Kit but at the same time, the survivor will have to sacrifice charges so it isn't a free jail card. My idea could be tweaked if in case it's OP or under OP so please, criticism is appreciated!
Dying State Introduction
I just had a thought, I been downed and slugged while carrying a Med-Kit. I been waiting for my inevitable sacrifice that awaits me until something amazing hit me...Wouldn't make sense if you could use a Med-Kit to heal yourself to the injured state?
Mechanics
Overall, I think it would make sense if you could use a Med-Kit to recover back to the injured state.Med-Kit:
- Grants the ability to recover from dying state if you have 16 charges remaining.
- Consumes 16 charges when you use it to recover to the injured state.
- Med-Kit will ignore the recover limit.
- Tremendously increases the recovery speed while not consuming any charges.
Demonstration:
You have to recover like normal or recover with a Med-Kit with increased recovery speed until you reach 95%. Once at 95%, you'll need to use the Med-Kit to pass the recover limit and reach 99% recovery. If you are still holding the recover action for the Med-Kit, you'll recover to the injured state and consume 16 charges. You cannot do this if you have less than 16 charges but you can still use the increase recovery speed if you so please.This could open a lot of possibilities such as you cannot slug a survivor that has a Med-Kit but at the same time, the survivor will have to sacrifice charges so it isn't a free jail card. My idea could be tweaked if in case it's OP or under OP so please, criticism is appreciated!
Comments
I like the idea, but applying it to medkits in general is a bad idea since it would create some predictable and one-way situations.
I think it would be nice as a rework for the Anti-Hemorrhagic Syringe for a couple reasons: first it's ultra rare, so Unbreakable wouldn't loose much value; second, the current AHS benefits exclusively SWF since it needs good coordination to not get wasted, this way instead it could be a valuable tool for solo survivors.
How does 24 sound?
"Example: If someone got downed a flashlight squad could easily just bodyblock and tap heal a teammate back up. A sabo squad could be nigh-unbeatable."
Yeah maybe... but who's on generators? They are wasting resources on something that's not progressing the game so if anything, they are shooting themselves in the foot.
"This would make one more Killer tactic so risky that if it wasn't hard-countered by a perk, then it couldn't be done at all."
Just pick the survivor up and hook them. Slugging is so inefficient anyways. So much that the only time a killer should slug is if they can finish the game right then and there.
"Actually, you win. I'm done with this thread; you don't want feedback. You just want to be right and you are either ignoring obvious issues or lack the experience to realize they exist. Regardless, i'm done."
This is so childish on your part, I'm been accepting feedback in this thread such as increasing the amount of charges required to 24 *coff coff* @EntityDispleased. Additionally, @Entità has been offering some feedback as well and I'm thinking about how I can improve their idea.
About being wrong, I'm completely fine with being wrong but you have to have reasoning and justification to prove me wrong. Think of it as an argumentative essay where you're on side and I'm on the other side while we say our points.
One thing I'd add to my earlier post is that it has to be base charges of the medkit no addons can be used to buff the charges up. So it has to be either a green or purple kit and it also can't have any addon added to it.
This buff would make too OP the medkits and become useless some perks, no mither almost useless and unbreakable totally useless. Ok both are useless, but even more useless...
~.~
10/10!
I'd negotiate adding in an Ultra Rare Medkit for this. I like this idea.
I rate this idea, should be like some medkits unlock sabo, some should unlock recovery at the cost of perhaps speed or charges
It takes 32 seconds to reach 100% recovery (If it was possible).
With a Med-Kit, it should take 16 seconds to reach 100% recovery (If it was possible). Additionally, the Med-Kit will use half the normal charges when used when in dying state?
Perhaps it uses the entire item, and it require an Emergency Med Kit or above.After all, these ones are described as being used in life-threatening situations.
That's awesome.
Maybe we could let it go up to 99%, and it burns through the charges the same way saboteur was burning through tool boxes before the perk buff a few months back. But it shouldn't do 100%. Honestly I'd feel like it should consume an entire Medkit of any level to raise yourself from 95% to 99%.
It would still cause the survivor to be dependent on external help, and remove your ability to heal yourself if a survivor does help you up.
I'd want there to be a delay for self care though. Like maybe a survivor who was just helped from death by another can't be healed for 15-30 seconds? Or maybe the self care bar reduces when a survivor runs since they aren't finished healing, and are straining themselves and the injury they have?