Self Care - A Sad Perk in DESPERATE Need of a rework

Self Care is a notoriously bad perk that was nerfed into the ground for being busted on release, and currently serves no purpose besides in joke builds.

The only way to fix the perk is to change how it works entirely.

Here's my proposal:

Self Care:

This perk activates upon healing a survivor from the downed state, unhooking a survivor, or completing a gen.

Heal yourself at 65%/75%/85% of normal healing speed, then deactivate the perk.

This would greatly benefit the perk for beginners and older players as it makes the perk actually useable, however the perk requiring gameplay that progresses the objective allows for it to not become a crutch.

It would also benefit new players by requiring them to interact with objectives and heal and save teammates to heal themselves, but older players also benefit from the perks viability as a consistent form of healing without completely erasing medkits value in being able to heal any-time someone would want.

Tagged: PerksSurvivors

Comments

  • Just run it with botany? It's far from awful, with that set up you heal yourself and others faster

  • @NubsTry said:

    Self Care is a notoriously bad perk that was nerfed into the ground for being busted on release, and currently serves no purpose besides in joke builds.

    The only way to fix the perk is to change how it works entirely.

    Here's my proposal:

    Self Care:

    This perk activates upon healing a survivor from the downed state, unhooking a survivor, or completing a gen.

    Heal yourself at 65%/75%/85% of normal healing speed, then deactivate the perk.

    This would greatly benefit the perk for beginners and older players as it makes the perk actually useable, however the perk requiring gameplay that progresses the objective allows for it to not become a crutch.

    It would also benefit new players by requiring them to interact with objectives and heal and save teammates to heal themselves, but older players also benefit from the perks viability as a consistent form of healing without completely erasing medkits value in being able to heal any-time someone would want.

    I might like if they rework it in this way:

    → After being hooked once, unlocks ability to heal yourself at 80 % of healing speed. Perk is disabled if you are downed and reactivates on next hook stage.

  • @Rokku_Rorru said:

    Just run it with botany? It's far from awful, with that set up you heal yourself and others faster

    The reason self care was nerfed so hard is because it led to a run and heal playstyle, where new players just stopped doing everything to self heal and don't help the team, and pros used it just because it means players aren't wasting time healing so I wanted it to be more viable without an entire build around it.

  • @NubsTry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048277#Comment_4048277

    The reason self care was nerfed so hard is because it led to a run and heal playstyle, where new players just stopped doing everything to self heal and don't help the team, and pros used it just because it means players aren't wasting time healing so I wanted it to be more viable without an entire build around it.

    Self care plus botany is barely a whole build around it, it's just two perks and you get to heal others with it too?

    If you want a stronger self-care but with a little added risk could just run strength in shadows, or use inner strength.

  • I like the idea of adding an objective to "unlock" a self heal instead of just having it base kit soooo slow. I also don't think survivors should have to run a second perk to make the first viable (for those who want to say botany fixes this). If they made this change, I think they could also add a rule that botany doesn't help with self-heals (to appease those who think it would be too powerful for survivors to be able to heal themselves that quickly from anywhere) to help balance out the changes.

  • Selfcare are remains useful in soloQ, add condition it's kill this perk. 
    
    And increase healing speed would certainly cause balancing problems with other healing speed increase perks.
    
  • @genny said:

    It's an interesting idea, however selfcare is still played in solo queue, putting a condition on it would prevent it from being played solo, where it is most useful, and increasing healing speed would certainly cause balancing problems with perks that increase healing speed.
    

    A survivor in soloq should still be participating in normal gameplay and team activities, such as healing another teammate. I don't see how adding the condition would prevent the perk from being viable in soloq. I also made a suggestion in my last comment about a balance for a potential speed boost on self heals

  • Self care should give you immune to broken and bleeding status minimum and have the same effect as together with botany. But as always developers doesn't know anything about balance here. Prob the same fate will get as hi rez with their smite one day.

  • It's not a bad perk idea, but I don't think that would be great for Self-Care. The game is in need of ways to reset as Survivor and I think having a niche perk that only guarantees one heal only further enforces the bad state the game is in.