Haemorrhage: Slight Tweak for QOL
TLDR: Give Haemorrhage a slight buffer before heal progress to depreciate.
Current Haemorrhage: -7% per second heal progress immediately when not being healed. (~7 seconds for 50%, ~14 seconds for 100%)
New Haemorrhage: -9% per second heal progress after 1.5 seconds of not being healed. (~7 seconds for 50%, ~12.5 seconds for 100%)
Since the healing nerfs in 6.7.0 haemorrhage and mangled have been pretty potent effects and quite good to run on killers. Haemorrhage is meant to punish survivors for using unsafe locations to heal that the killer can force them out of to delay their ability to recover a health state, and this is exactly what haemorrhage does. This is fine pretty much balance-wise IMO, but there are a few interactions with Haemorrhage that are a little irritating.
Currently Haemorrhage drains healing progress by 7% per second and begins the moment you are no longer being healed. Since DBD is prompt driven (we need the game to detect whats around us and register our action before we can do it), in certain scenarios, the immediate loss of progress from haemorrage can be bit of a nuisance from a purely mechnical perspective. We can end up losing healing progress, simply because we are waiting for the game to register we can start healing, rather than through any of the tactical/strategic reasons haemorrhage is being used.
This affects scenarios such as: -
- When using Resurgence off hook, even if you heal immediately.
- Using Solidarity when healing others even if you heal immediately.
- Having to move positions to let an ally through a narrow space to help healing, but losing about as much progress as you gain in the process.
- Starting healing a teammate normally, then deciding to switch to using your medkit to heal them faster.
- All of the above made worse when you accidently latch onto a generator, having sabotuer near the hook, or start self healing with your medkit by accident, then having to waste time and heal progress wiggling next to each other to get the right prompt to register and allow you to heal your ally.
You get the idea. None of this is Haemorrhage gaining value that's earned, it's merely just extra value and a minor annoyance piggy backing off an otherwise practically unnoticable issue of actions not being quite as responsive as the player might like in all scenarios.
Comments
I have also considered the idea of "Duck walking" where you prevent Haemorrhage by tapping healing every 1.5s...
Considering you would have to either use Self-Care or a Medkit to do this, and keep momentarily stopping still to prevent the health loss, that sounds like you're being massively ineffcient on time, and likely throwing the game anyway...However if it is an issue
Alternative Haemorrhage: Start off at 1% per second loss that scales exponentially up to 9% per second loss over the course of 2 seconds, to simulate a wound opening back up.
It doesn't even need to be that fast. The point if Haemorrhage is to slow down/roll back healing, and waste medkit charges.
It could still do this even if it was -4%/s, for 100% in 25 seconds.
True, I just felt a comparable change specifically targetting these annoying scenarios would be better received than a nerf though ๐
I don't really have issue with the speed, just knowing the bar is ticking down while I'm literally waiting for the prompt saying "heal plz... Heal Plz... HEAL PLZ!".
Does Haemorrhage need a speed nerf would you say? ๐ค
A speed nerf like I mentioned above could make it less oppressive against the likes of Resurgence/Solidarity, giving you more chance to interrupt the health drain. But it would still waste medkits just as effectively.