The Botany Knowledge Buff Really Isn't A Big Deal (Bear With Me)
Seriously, hear me out.
I see this buff talked about in passing a lot since it happened, usually in the context of talking about how healing is busted right now or some such. Now, trust me, I get it- I was also nervous about them buffing Botany and even had misgivings about this specific buff when it was announced, so I get how you'd come to this conclusion. However, I do truly think the buff kinda didn't change much at all.
A big chunk of the reason why is that the penalty they removed… kinda didn't matter already. It was already trivially easy to overcome for a single heal - just bring one charge addon - and not all that difficult to get two heals out of either by bringing a syringe.
So, with that in mind, what new options are actually available/improved noticeably because of the penalty not existing? To my eyes, there's three, and none are all that frightening. Those are:
- Survivors with Botany can now use medkits they find in chests. This is… something, but they still have the time investment of the chest itself, so not a particularly huge bonus.
- Getting two heals via charge addons and the healing action is doable without Streetwise now. This is, again, something, but the healing action is practically just weaker than the syringe— the only benefit I can see is that the syringe eats your medkit, but that's pretty minor with how accessible medkits are.
- Altruistic healing builds are now better with Botany and a medkit. This is arguably the biggest boost the perk got, but nobody actually does this and it wouldn't be too problematic if they did.
There's really nothing else that Botany is capable of doing now that it couldn't completely do before the buff, that I can see. Maybe I'm missing something, but I don't think this buff actually mattered overall.
If you're noticing super fast heals now and they definitely weren't happening before Botany got buffed, it's still not Botany doing it, in my opinion. Don't get me wrong, Botany's top tier, but it was top tier before this buff too.
Comments
Is a fair point, though just to clarify, it's only 2.667s seconds not 4s, which translates to difference of ~12.25m of killer distance in the trial.This is my bad, for some reason I was thinking the numbers for running both as the comparison (~4.3 seconds adding We'll Make It on top of Botany, but we're discussing 1 vs the other).
Those scenarios didn't come up too often, Botany was a very consistent and strong perk, but they DID exist.I think this kind of gets to @jesterkind 's point - it isn't a big deal. Botany was a very good perk, now its a slightly stronger very good perk.
I know I'm bouncing back a bit here but I noticed you didn't mention the game's best healing perk Autodidact.
😂
(in all seriousness when I've gotten autodidact in chaos shuffle I've found getting it fully charged can be game changing, but it is so incredibly luck dependent).
I kind of want to defend CoH, but all my memories of it being effective are from different metas. When slugging and 3 genning where stronger I found a CoH/Exponential a useful build, but not as much anymore. I guess it does provide the benefit of that the rest of the survivors can focus on non-healing perks if they're coordinating in the lobby, but even then it's really map dependent on its strength.
🤣🤣🤣🤣
Hehehe, Autodidact is a special peach... I do really like the perk actually. When you get it going, it's GOATed, though counter intuitively, it's a bit like Bardic Inspiration really where you actually want to avoid Healing Speed as much as possible for the extra skillchecks. Mangled and perks like Leverage are actually helpful to Autodidact xD
I like to use it in a very specific build: -
The idea is to crank out your toolbox ASAP on a gen and keep refilling it with Scavenger, and the Engineers Toolbox throws out charges faster than anything. The no skillcheck add-on preserves your Stake Out stacks until you need them... and Autodidact does the same when youre healing cause no great skillchecks xD
Yeah... I guess based on being such a minority I am here, I may just have to concede this is more an issue with my own bias of what I enjoy in the game.
I suppose if I'm really honest, it doesn't change the power dynamic of DBD healing really. Just makes creating builds specifically just a little more boring for me personally. 😒😒😒
TELL ME ABOUT IT. I still have no idea why Calm Spirit caught a stray. It used to be fun to run before it was nerfed.
Maybe reversing the awful timer change?
This singular change made most mangled and hemorrhage add-ons worthless, and even sloppy butcher isn't all that good rn.
So the only remaining "decent" thing that gives you these effects is SH: Gift Of Pain.
I disagree, on survivor side I still feel their impact on a match, it's just not permanent and nor should it be.