Deep Wounds Needs to Have Some Additional Value
The changes to Mending have removed a lot of the dangers associated with it.
Currently, survivors are in no hurry to mend because as long as they're running they cannot succumb to the deep wounds, their vision no longer deteriorates, and they can even work on objectives for a short time.
My Suggestion is simple and make Deep Wounds actually threatening:
- The longer a survivor doesn't mend, the faster the Deep Wound timer will drain when they are stationary.
- The Deep Wound timer drains at a steadily rapid pace while a Deep Wounded survivor works on an Objective or heals another survivor.
- The Time it takes to Mend resets when you stop mending, and will take longer the more your Deep Wound Timer drains.
These changes would prioritize the removal of the status, while also granting the Killer some very minor but useful pressure.
Comments
Deep Wounds was not really dangerous to begin with. The only "threatening" aspect of it was the darkened screen affecting visibility, but even then that was mostly an accessibility issue more than anything.
Keep in mind that some actions the game treats as "sitting still" despite it not actually being sitting still. Vaulting and dropping Pallets both count as "sitting still" to the game, despite the fact that a chase action is occurring. It could result in players just dying in the middle of a chase because Deep Wounds does not properly separate chase actions between non-chase actions.
It already kind of does this, they designed the Deep Wounds timer around various different actions, it's why you cannot open the Exit Gates while having Deep Wounds. Tbh, not opposed to making it drain faster compared to just plainly sitting still, but in the same boat, it also just feels like a "non-change" since it wont affect that much.
Im not opposed to Deep Wounds losing progress when the action stops, however the action taking longer the more the time has drained might be problematic when you pair it with the draining effect. I think it's more of a "one or the other" kind of change, having both could lead to issues.