The longer M1 simulator

So I guess holding M1 on a gen forever wasn't enough to BHVR. Now hold M1 on a medkit heal for 24 seconds. Oh, dont forget about the overuse of Sloppy Butcher now. I agree that medkits needed a nerf, but this is a joke having to spend 24-30 seconds healing with a medkit. All the medkits in the past were OP, so keep them how they are now but make them 16 second self heals. Iron Will is trash and so is DH. A killer just tunnels and camps to prevent all Dead Hards. Healing is more necessary than ever now without DH. Stealth killers and Spirits are out in full force knowing that the easy hit on an injured survivor is guaranteed.

Alright, let's hear all the git gud nonsense rather than say something worthwhile.

Comments

  • *pokes my head in the door for the second time to see if there is any constructive dialogue*

  • @Unicorn said:

    *pokes my head in the door for the second time to see if there is any constructive dialogue*

    I don't even bother and just come to see the comments these days.

  • Survivors have many perks that help them heal each other faster. You are simply going to need to work more as a team if you want to stay healthy.

  • The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.

  • @ehe said:

    16 second self heals were the reason they were overpowered, reverting thats a bad idea. Yeah iron will and DH suck now, they needed nerfs and all but killing them wasnt very cool. Iron will is all or nothing though, its either you are quiet 100% of the time or you aren't, making it either garbage or overpowered.

    Healing is way more necessary without DH because you can't literally just click E and not go down. That "easy hit" has to be earned by outplaying the survivor into a position to land it, or because the survivor straight up failed. In either of those situations DH could (IN THOERY) get you out scott free, especially by pallets. I miss DH when it was used around vaults, it was so fun to out-predict each other.

    Also all stealth killers are like, C-tier or below. They typically have no chase power outside of maybe exposing someone, but even then the "easy hit" is still very much earned. And spirit is probably one of the hardest killers, like you literally cant see anyone while phasing. Shes got a fair amount of counterplay, while injured you can still use vaults and pallets. Or you could just not get injured in the first place. TL;DR not so easy hit. Spirit boosted though.

    idk if this counts as git gud nonsense

    agree with the most, but spirit isnt the hardest killer. Spirit is very very easy to play. Myers is harder than Spirit. Spirit is the killer you play if just kill them all, without any skill needed. Just turn your volume to 100% put on some strong perks and Addons and you win 90% of your matches. (10% cause of maps with to many pallets).

  • @Saiph said:

    The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.

    Syringe used to heal a dying survivor to healthy in half a second. Styptic heal an injured to healthy in half a second. So yes, they were nerfed once.

    Syringe now self healing without do the healing action, except the self healing from 16sec to 24sec, which also affect Syringe that takes 24sec to auto heal, not 16sec. So yes, its nerfed twice.

  • The Medkit nerf and CoH nerf were both warranted.

  • @NovaKane said:

    So I guess holding M1 on a gen forever wasn't enough to BHVR. Now hold M1 on a medkit heal for 24 seconds. Oh, dont forget about the overuse of Sloppy Butcher now. I agree that medkits needed a nerf, but this is a joke having to spend 24-30 seconds healing with a medkit. All the medkits in the past were OP, so keep them how they are now but make them 16 second self heals. Iron Will is trash and so is DH. A killer just tunnels and camps to prevent all Dead Hards. Healing is more necessary than ever now without DH. Stealth killers and Spirits are out in full force knowing that the easy hit on an injured survivor is guaranteed.

    Alright, let's hear all the git gud nonsense rather than say something worthwhile.

    I hate to break it to you but 90% of survivor gameplay is holding m1, doing gens,healing,unhooking,cleansing,opening chest survivor gameplay is boring in general and could use some kind of new mechanic or gameplay element(not a perk) that doesn't involve just hold m1 tell bar fills.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416138#Comment_3416138

    Syringe used to heal a dying survivor to healthy in half a second. Styptic heal an injured to healthy in half a second. So yes, they were nerfed once.

    Syringe now self healing without do the healing action, except the self healing from 16sec to 24sec, which also affect Syringe that takes 24sec to auto heal, not 16sec. So yes, its nerfed twice.

    Have you done any SM art? I would love to see your take on her

  • Having to hold m1 for longer is the price of being able to have long meaningfull chases.

    How long you are able to run a killer and how long you have to hold m1 to get stuff done sadly are correlated.

    If you want to hold m1 for less time to get the same amount done then in order for killers to still have a chance they would need to be more overbearing in chase leading to shorter chase times.

    It's a lose lose. Either it's less of the boring stuff and also less of the excitting stuff or vice versa

  • It was necessary. Self-healing had been out of control for a long time and being able to self-heal at normal speed was too efficient and too easy. Medkits are more balanced now.

    @Saiph said:

    The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.

    They were nerfed, Styptics were reduced from 8 seconds to 5 seconds and Syringes are slower because the self-heal debuff from the medkit itself affects it.

  • Actually, healing with a medkit is holding M2 ;)

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416138#Comment_3416138

    Syringe used to heal a dying survivor to healthy in half a second. Styptic heal an injured to healthy in half a second. So yes, they were nerfed once.

    Syringe now self healing without do the healing action, except the self healing from 16sec to 24sec, which also affect Syringe that takes 24sec to auto heal, not 16sec. So yes, its nerfed twice.

    Syringe taking 24 sec instead of 16 sec is irrelevant as you can do something else in the meantime, so you're not losing any efficiency. Meanwhile all medkits have had their efficiency nerfed by 50%. So comparatively, the syringe is now 1.5x more interesting than before. BHVR thought "Let's multiply all the numbers in the description by 1.5x and call it a day", unlucky that's not how math works.


  • @sizzlingmario4 said:

    It was necessary. Self-healing had been out of control for a long time and being able to self-heal at normal speed was too efficient and too easy. Medkits are more balanced now.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416138#Comment_3416138

    They were nerfed, Styptics were reduced from 8 seconds to 5 seconds and Syringes are slower because the self-heal debuff from the medkit itself affects it.

    Both nerfs are paper nerfs that show a lack of understanding of what makes these add-ons strong, they change the number that is written in the text box, but will do very little in practice.

    The Syringe is not slower - even though the description says a number went from 16 to 24 sec, that number is not the healing speed. In practice this addon allows you to heal in 1 sec with 1 charge. But this heal is now delayed by 24 sec instead of 16 sec, which is not a huge downside, as it is not very hard to last for 24 sec once per game, even in chase. I've played ~20 matches with Syringe since the patch dropped and I never got hit during the 24 sec, although it came very close a few times, I was always healed mid-chase just a few sec before the killer hit me.

    Styptic nerf has the same problem. In practice, it does not matter whether it's 5 or 8 seconds. Even if the killer sees you using it, 5 sec is still enough time to reach another pallet. Imagine if old dead hard lasted 5 seconds.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416258#Comment_3416258

    Syringe taking 24 sec instead of 16 sec is irrelevant as you can do something else in the meantime, so you're not losing any efficiency. Meanwhile all medkits have had their efficiency nerfed by 50%. So comparatively, the syringe is now 1.5x more interesting than before. BHVR thought "Let's multiply all the numbers in the description by 1.5x and call it a day", unlucky that's not how math works.

    You find them at 15sec mid syringe healing?

  • The time-efficiency disparity between prior med-kit self-heals and altruistic heals was way too large. (In addition to charges being really easy to stack).

    If you want fast self-heals, invest in them with addons and Perks or get healed by another Survivor, not just bringing a single item that allows self-heal anywhere that you can (could) leverage charge bloat with too.

  • Medkit self heals even with sloppy are still less than old self care which was 32 seconds without sloppy and still less than altruistic heals which is 16x2. Sorry if ur not a one man army anymore and have to play as a team as survivor is intended.

  • @NovaKane said:

    So I guess holding M1 on a gen forever wasn't enough to BHVR. Now hold M1 on a medkit heal for 24 seconds. Oh, dont forget about the overuse of Sloppy Butcher now. I agree that medkits needed a nerf, but this is a joke having to spend 24-30 seconds healing with a medkit. All the medkits in the past were OP, so keep them how they are now but make them 16 second self heals. Iron Will is trash and so is DH. A killer just tunnels and camps to prevent all Dead Hards. Healing is more necessary than ever now without DH. Stealth killers and Spirits are out in full force knowing that the easy hit on an injured survivor is guaranteed.

    Alright, let's hear all the git gud nonsense rather than say something worthwhile.

    To be fair, every time anyone in the community suggests secondary objectives for survivors so they have something to do besides hold on to a gen or heal, some of the louder survivor mains flip out at the idea

  • @NovaKane said:

    So I guess holding M1 on a gen forever wasn't enough to BHVR. Now hold M1 on a medkit heal for 24 seconds. Oh, dont forget about the overuse of Sloppy Butcher now. I agree that medkits needed a nerf, but this is a joke having to spend 24-30 seconds healing with a medkit. All the medkits in the past were OP, so keep them how they are now but make them 16 second self heals. Iron Will is trash and so is DH. A killer just tunnels and camps to prevent all Dead Hards. Healing is more necessary than ever now without DH. Stealth killers and Spirits are out in full force knowing that the easy hit on an injured survivor is guaranteed.

    Alright, let's hear all the git gud nonsense rather than say something worthwhile.

    As a Spirit main, we get to haunt you guys while looking caked up

  • @Cynwale said:

    You want constructive dialogue?

    Let's play together, I play Killer and I will not tunnel/slug/camp, if you win, then there is no problem with the game, if you lose, then git gud. (joking roh)

    If you lose, then I play Survivor and you Killer till we get a result.

    Now this is the type of comment I like to see. Instead of immediately saying wrong, you're choosing to challenge a very biased person. Props to you

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416258#Comment_3416258

    Syringe taking 24 sec instead of 16 sec is irrelevant as you can do something else in the meantime, so you're not losing any efficiency. Meanwhile all medkits have had their efficiency nerfed by 50%. So comparatively, the syringe is now 1.5x more interesting than before. BHVR thought "Let's multiply all the numbers in the description by 1.5x and call it a day", unlucky that's not how math works.

    That's 8 second more risk that the killer can find and down you before the syringe did it's job. I'd hardly call that irrelevant.

    With that logic a syringe taking 90 seconds to heal you would also be a irrelevant nerf cause you can do something else in the meantime. I don't think it would see much play if it was nerfed like that

  • I think the Devs failed to take in to account the variation in killers, their strengths/weaknesses and perks that can be used to make the nerfs much worse than intended.

    Weaker killer are tiny bit better now, but OP killers paired with OP add-ons running perks like sloppy, those killers are much stronger. It was either overlooked or they just didn't give a damn. My guess is the latter, seen as they've left broken perks in the game for weeks, even after clarifying that they knew they were bugged.

    I don't think it's gonna get better any time soon, but i live in hope.

  • @Saiph said:

    The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.

    Can't equip them every game otherwise you run out of them eventually. I could run them personally like 200 games but what after that? I don't see reason why average player could not use them as often in their games. They just run out of them sooner if they don't have good supply. And the healing speed was nerfed from syringe so it takes lot longer so it's lot harder to heal succesfully mid chase.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416138#Comment_3416138

    Can't equip them every game otherwise you run out of them eventually. I could run them personally like 200 games but what after that? I don't see reason why average player could not use them as often in their games. They just run out of them sooner if they don't have good supply. And the healing speed was nerfed from syringe so it takes lot longer so it's lot harder to heal succesfully mid chase.

    Veterans have stockpiles of them because with previous Prestige system it used to be easier to acquire these add-ons.

    And it is extremely poor design to have an add-on that carries survivors but to still consider it balanced just because they can only play with it for half of the games.


  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416528#Comment_3416528

    That's 8 second more risk that the killer can find and down you before the syringe did it's job. I'd hardly call that irrelevant.

    With that logic a syringe taking 90 seconds to heal you would also be a irrelevant nerf cause you can do something else in the meantime. I don't think it would see much play if it was nerfed like that

    Effects are not a linear function of the cause at all. If it takes 30 sec for the killer to hit you in chase, then it doesn't matter whether the addon heals you after 18 or 24 sec, in both cases, you'll be healed mid-chase, and the nerf is "irrelevant" (literally no impact - it didn't impact the course of the game at all). I don't know what is the average chase time, but from practice, I can tell you I used the new syringe 15-20 games and got hit 0 times, so it is way higher than 24 sec.

    Now if the addon was nerfed to 30-40 sec then it would suddenly become a significant nerf. As said, because the effects are not linear.

    And don't forget, you are not forced to use the add-on in chase. You can use it while on a gen and it wll save you 24 seconds that you would normally spend healing, ie. it saves about as much as a green toolbox + BNP, just for ONE ADDON.

  • My brother in christ 70% of the reason why medkits were op was because of time efficiency. The nerf took that away and its better than what it could be.

  • @Wilx said:

    I think the Devs failed to take in to account the variation in killers, their strengths/weaknesses and perks that can be used to make the nerfs much worse than intended.

    Weaker killer are tiny bit better now, but OP killers paired with OP add-ons running perks like sloppy, those killers are much stronger. It was either overlooked or they just didn't give a damn. My guess is the latter, seen as they've left broken perks in the game for weeks, even after clarifying that they knew they were bugged.

    I don't think it's gonna get better any time soon, but i live in hope.

    Not just within the roster, but player skill in general. This patch kind of rearranged the furniture with nerfs on both sides, but players who routinely get stuck on extended chases are still going to get stuck on those chases, and killer players who didn't have that issue before won't have it now. The patch didn't help relatively less skilled killer players all that much and it did nothing to make good killer players less oppressive. It's vastly easier to snowball games now that self-healing is nerfed.

  • You have to create time as the killer since you have barely any time before all gens can be completed. Until there's an actual cap that prevents nutty gen speeds and/or general map safety is not overabundant like it is now, other things that help the killer create time have to remain unspoiled otherwise gens fly and playing killer turns into a fever dream with barely any contest involved.

    All this goes double for M1 killers with no means of mobility.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416895#Comment_3416895

    Effects are not a linear function of the cause at all. If it takes 30 sec for the killer to hit you in chase, then it doesn't matter whether the addon heals you after 18 or 24 sec, in both cases, you'll be healed mid-chase, and the nerf is "irrelevant" (literally no impact - it didn't impact the course of the game at all). I don't know what is the average chase time, but from practice, I can tell you I used the new syringe 15-20 games and got hit 0 times, so it is way higher than 24 sec.

    Now if the addon was nerfed to 30-40 sec then it would suddenly become a significant nerf. As said, because the effects are not linear.

    And don't forget, you are not forced to use the add-on in chase. You can use it while on a gen and it wll save you 24 seconds that you would normally spend healing, ie. it saves about as much as a green toolbox + BNP, just for ONE ADDON.

    And if it takes 20 seconds for the killer to hit you in chase the difference between 18 and 24 seconds suddenly is significant.

    If you add random numbers you can always invent scenarios where nerfs don't matter.

    If a gen at 25% is affected by ruin and isn't touched for a minute and half then the ruin nerf also is insignificant

    Most people also can't look into the future. There are killers you can face who will be able to go from you being save on a gen to getting hit in chase in less then 24 seconds. And it's more likely then in 16 seconds

    Fact is that there is 8 more seconds that risk the syringe being a addon that does nothing. That's 50% more then before. Doesn't mean it's weak but there is no denying it's weaker

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417048#Comment_3417048

    And if it takes 20 seconds for the killer to hit you in chase the difference between 18 and 24 seconds suddenly is significant.

    If you add random numbers you can always invent scenarios where nerfs don't matter.

    If a gen at 25% is affected by ruin and isn't touched for a minute and half then the ruin nerf also is insignificant

    Most people also can't look into the future. There are killers you can face who will be able to go from you being save on a gen to getting hit in chase in less then 24 seconds. And it's more likely then in 16 seconds

    Fact is that there is 8 more seconds that risk the syringe being a addon that does nothing. That's 50% more then before. Doesn't mean it's weak but there is no denying it's weaker

    It's slightly weaker than pre-patch, while other add-ons are much weaker than pre-patch. So it is comparatively stronger than other add-ons now.

    Before, it saved you 16 seconds of time. Now, it saves 24 seconds. Veteran players have stockpiles of these add-ons, expect to see them used 24/7 at high MMR.

  • @Yippiekiyah said:

    Medkit self heals even with sloppy are still less than old self care which was 32 seconds without sloppy and still less than altruistic heals which is 16x2. Sorry if ur not a one man army anymore and have to play as a team as survivor is intended.

    And there was a reason why only new players used the 32 second self care. It was a meme perk that got u laughed at for using it. 30 seconds basically is the old self care. If u actually play this game, then u know very well that teams are inconsistent and unreliable. If BHVR wanted better teams, they would have voice chat in the game and not make u find a Discord.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416092#Comment_3416092

    Now this is the type of comment I like to see. Instead of immediately saying wrong, you're choosing to challenge a very biased person. Props to you

    So I'm biased because I'm saying keep all the changes in the game the same, except change 1? It's not biased to know that starting a chase healthy and starting a chase, out of position and injured, is bad for every survivor and boring to every killer that wants more than just a 4K. The chases are what make the game fun. Not counting u of course, I'm sure your the best looper regardless.

  • @ehe said:

    16 second self heals were the reason they were overpowered, reverting thats a bad idea. Yeah iron will and DH suck now, they needed nerfs and all but killing them wasnt very cool. Iron will is all or nothing though, its either you are quiet 100% of the time or you aren't, making it either garbage or overpowered.

    Healing is way more necessary without DH because you can't literally just click E and not go down. That "easy hit" has to be earned by outplaying the survivor into a position to land it, or because the survivor straight up failed. In either of those situations DH could (IN THOERY) get you out scott free, especially by pallets. I miss DH when it was used around vaults, it was so fun to out-predict each other.

    Also all stealth killers are like, C-tier or below. They typically have no chase power outside of maybe exposing someone, but even then the "easy hit" is still very much earned. And spirit is probably one of the hardest killers, like you literally cant see anyone while phasing. Shes got a fair amount of counterplay, while injured you can still use vaults and pallets. Or you could just not get injured in the first place. TL;DR not so easy hit. Spirit boosted though.

    idk if this counts as git gud nonsense

    Medkits were not overpowered at 16 second heals. They were overpowered with triple heals and emergency medkit heals with add-ons that heal u in 8 seconds. DH was not just a hit "E key" either. The timing, also ping, were very important. Go copy another statement said on YouTube or by a streamer and then use their opinions again.

  • We all know medkits were OP. All I'm saying is keep every change the same, but stay at 16 seconds. That would mean the purple, green, yellow and brown medkits are changed to not have triple heals and not have 8 second heals. That makes medkits not OP. U can't count on survivors to heal u because they are too busy DC'ing. I'm left in a shorthanded game and want to make the best of it by healing myself before the killer returns so I can have a fun chase and try not to depip because of the quitters.

  • "Holding M1 forever..." Is that why games don't go longer than 5 minutes (without items btw)?

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416861#Comment_3416861

    So I'm biased because I'm saying keep all the changes in the game the same, except change 1? It's not biased to know that starting a chase healthy and starting a chase, out of position and injured, is bad for every survivor and boring to every killer that wants more than just a 4K. The chases are what make the game fun. Not counting u of course, I'm sure your the best looper regardless.

    I love how you want to strawman argue me while being biased with that 4k comment regarding killers and trying to come for me over looping. Instead of attacking like a loser, how about not complain to the forums trying to gain sympathy over playing the video game

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416093#Comment_3416093

    Medkits were not overpowered at 16 second heals. They were overpowered with triple heals and emergency medkit heals with add-ons that heal u in 8 seconds. DH was not just a hit "E key" either. The timing, also ping, were very important. Go copy another statement said on YouTube or by a streamer and then use their opinions again.

    A 16 second self-heal was twice as efficient as being healed by a teammate, before even beginning to factor in however long it takes you to find and reach a teammate. Even a brown medkit did this and was one of the best items you could have barring even stronger medkits.

    That sounds pretty overpowered to me and green medkits along with medkits that had enough charges for multiple heals just made that even stronger. Pretty much every aspect of medkits was overpowered with the only exception being the altruistic healing speed bonuses.

  • @NovaKane said:

    So I guess holding M1 on a gen forever wasn't enough to BHVR. Now hold M1 on a medkit heal for 24 seconds. Oh, dont forget about the overuse of Sloppy Butcher now. I agree that medkits needed a nerf, but this is a joke having to spend 24-30 seconds healing with a medkit. All the medkits in the past were OP, so keep them how they are now but make them 16 second self heals. Iron Will is trash and so is DH. A killer just tunnels and camps to prevent all Dead Hards. Healing is more necessary than ever now without DH. Stealth killers and Spirits are out in full force knowing that the easy hit on an injured survivor is guaranteed.

    Alright, let's hear all the git gud nonsense rather than say something worthwhile.

    dont hold m1 with the killer behind you and dont hold m1 on a hook or while in chase you are just being negative this game is fun most perks are unique and can go well together and all killers are different

  • The only medkit change I'd be for would be adding a little more charges for each (with slightly more for each rarity).


    The healing speed was way too fast before (not including COH). CoH now allows you to heal in 8 seconds without extra perks. That's too fast imo.

  • Desperate measures, botany knowledge, renewal, inner healing...


    image.png


  • @OhMyLumi said:

    I agree that med kits needed anerf.. but come on.. all med kits healing at same speed.. regardless of rarity is silly.. up it even just a lil bit for self healing on higher rarities pls...

    Or more charges for higher rarity med kits at least for purple one they are rare anyway.

  • @NovaKane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416757#Comment_3416757

    And there was a reason why only new players used the 32 second self care. It was a meme perk that got u laughed at for using it. 30 seconds basically is the old self care. If u actually play this game, then u know very well that teams are inconsistent and unreliable. If BHVR wanted better teams, they would have voice chat in the game and not make u find a Discord.

    Nope Self Care was nerfed because it was one of the most used perks and behaviour even stated it was used more at high mmr.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418116#Comment_3418116

    Yes they were and yes it was. The patch notes said word for word that is was too strong to have the killers hard work removed in a "matter of seconds". Like, go check them thats what they said. The killer isnt gonna get any pressure value if its only there for 16 seconds, which it would have been because you just heal immediately as the killer leaves you. 16 seconds, no pressure, done. The fact you could do it like 5 times at 10 seconds was the overpowered cherry on top. The healing efficiency and speed reductions were added to combat this, making self healing a trade off instead of guaranteed value. 24 seconds means that you can heal yourself but spend more time off gens, so is it smarter to do gens and get healed by a teammate or heal yourself now? It makes you analyze the situation for maximum value, relying on gamesense and decision making. Before it was just hold button for 16 seconds, ez pressure denial.

    Im so done with people using ping as an argument for DHs balance, and timing. Avg human reaction time is 250 milliseconds. A killers lunge at MAX RANGE lasts 800 milliseconds. Dh lasts for 0.5 seconds or 500ms, meaning that only if the killers at max range they can swing through your DH and down you. 250ms lasts for about a fourth of the lunges total duration, DH lasting for more than half, meaning that if you aren't in that small window where the time the lunge lasts before the down is less than 250ms, the DH will go through if the survivor has 1 braincell. That meant that DH+pallet loops was uncounterable. You are in a position where you could normally lunge and down them, but the existence of DH (even if they arent using it) means you walk up and wait for a second before downing. That meant that DH, even if you werent using it and the killer hadn't seen another EX perk, would practically guarantee you the pallet. Because either the killer swings and you DH, or they dont and you get the pallet. The only possible way this doesnt happen is if you somehow mess up the DH, something I've already explained is very hard to do if you have any semblance of reaction time, or your ping sucks. Speaking of ping as a defense for DH, yeah no. Game balance isnt hinged on how bad you internet connection is. Thats like balancing around low MMR, its pointless and bad for game health. By that logic nurse is fair because someone with a bad conenction will have rubber banding survivors, making them impossible to hit. Games are balanced around the top 1% because those are the best, most dedicated players who are great examples of whats actually overpowered rather than what low MMR players think is. So by that same logic, why should we not nerf a clearly broken perk because some people have bad connections and can't even use it? If you had a better router, you could. Easily.

    Not to mention nearly every single injuring killer power is rendered unusable by DH. Wesker becomes much more janky against a DH user, and if they have reaction time (hint:everyone does) they'll land it nearly every time. Huntress became a slow killer without a power, because not matter how hard you predict or flick survivors the audio and visual cues combined with travel time are long enough to react and click e. Same with nurse, though it was harder than others. Billy cant go for curves, and he can't wait it out while in chainsaw because he cant just stop moving and go behind the survivor without exitting saw making him even less fun. Close range artist birds? Just run through and click E, either she launches and you get onhit burst or she doesnt and boom you are still standing. No piggy ambush, no demo shred, no oni demon dash (see hillbilly), no literally any killer that has either travel time, sound and visual cues or both.

    So if im counting right...

    Dead Hard Was

    • Uncounterable at pallets
    • Removed an entire mechanic integral to killer, lunging. Applies to non users early game as well.
    • Deleted like 10 killer powers, something no perk should ever do.
    • Clearly overpowered and rightfully nerfed.

    Was it fun to use? Yeah, kinda miss it as survivor. Was it engaging and unique around vaults and deadzones? Hell yeah, hitting one there is actually skillful and requires prediction and thought. Was it fair to remove lunging, guarantee a pallet, and delete killer powers? Hell ######### no, glad I never have to deal with this perk again.

    Next time you even bother to debate have some evidence, an explanation, or anything other than strawmans and weak arguments on your side.

    Nope

  • so the final verdict is that the medkit update sucked and shouldn't have existed, more and more I see the survivors' items getting worse and worse or simply useless (broken key, just take this item away, no one uses it)

  • Survivor gameplay outside of chases has pretty much always been just hold m1. If you hate it that much then play killer ๐Ÿ‘จโ€๐ŸŽค

  • @Hzinho_zinho said:

    so the final verdict is that the medkit update sucked and shouldn't have existed, more and more I see the survivors' items getting worse and worse or simply useless (broken key, just take this item away, no one uses it)

    There's a reason survivor items are getting nerfed over time ya know

  • @Hzinho_zinho said:

    so the final verdict is that the medkit update sucked and shouldn't have existed, more and more I see the survivors' items getting worse and worse or simply useless (broken key, just take this item away, no one uses it)

    Nah, Medkit nerf was one of the best things to happen in a long while.