PatWesker
PatWesker
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@Lexilogo said:
I don't think you realize how large 42 meters is.
And blah blah blah anti-camping mechanics like this generally result in survivors abusing it. Thankfully your idea's for a Perk and not for a basekit change, but there are a LOT of situations where Killers will enter a 42-meter radius of a Survivor they've hooked that don't involve camping.
Also, from my understanding Camaraderie, while not very popular, is a genuinely decent Perk. It, however, requires a very well co-ordinated SWF team to make proper use of, and against the overwhelming majority of campers, Borrowed Time and/or genrushing is a better plan, because Camaraderie is more useful against skilled campers trying to genuinely create pressure, not garden variety Basement Bubbas. That doesn't mean changing it isn't a good idea (in fact, it probably is) but it's not like it's total garbage.
That's not to say I'm against changes to disencourage camping. Two changes I'd be fine with getting behind: Reworking Insidious, and making parts of Kindred basekit for all Survivors.
Yeah I said 42 meters but it was more like a shot than something really calculated, it could be 20 meters.
I just wanted to put this idea on the board.
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There is potential in the idea.
However, the perks you just gave us are already existing perks... the only thing that changes is you have 50/50 chances to buff the existing perk or to get a penalty about the effect.
In any way, Ace's perks are already created. They won't change it completely. The only time they changed a perk completely was about Bill's perk Left Behind, which was absolutely useless after the endgame collapse change.
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I always thought about nerfing keys this way: now, when you have a key that can open hatches, opening the hatch takes more or less 10 seconds (action charges like when you cleanse a totem)
OR
No more keys are offered in the web anymore, except green ones. One key spawns randomly somewhere in the map, on every game. Any survivor who finds it keeps it as a passive item (doesn't have it in his hands like any other items) so cannot show his key ton any other survivors. When this survivor dies, the key spawns where he died, so any other survivor can get it and keep it with the same conditions of the last one. That kind of key wouldn't spawn in the air, in a middle of the map. It would spawn on walls or decor element like tables, etc.
We finally could combine both of these points above.
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Dead Hard is not that a OP perk seriously...
First of all, dont press the attack when you are in hit range... wait to see if a surv will use dead hard...
If you ever notice a survivor using dead hard, just remember who it is and don't let you get by this again the next time you pursue this surv.
This perk lasts like... half a second... survivors must use it on the right moment... take that at your advantage.
I play killer, yes sometimes dead hard pisses me off, but I won't say it is a OP perk like a lot say (which I don't understand seriously)
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When you say there is no real events anymore, I can't do anything but agree. I miss the time when we had different objectives among the game like harvest putrid serum to unlock specific rewards.
That made the game more fun and had avriety. Now.... they just add special hooks/gens and that's all.
At least they have archives challenges and these new red glyphs but it feels a bit sloppy. No real reason of doing that.
Harvesting serum was: finding a plant, taking time on it to interact with, then, according to quantity, you had the choice of more or less expensive content paid with serum.
now it is just... meh
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I think perks should be purchasable with our own choice, but for higher prices. Because yes it is stupid to get random perks you absolutely don't want (uhm uhm, déjà-vu) in the web.
Just make another store/page/menu whatever for perks and raise the prices.... like lv1 10 000 bp, lv2 20 000 bp, lv3 40 000 bp.
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There is a lot of potential in this idea in my opinion!
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@Retromind said:
And even with all those perks she still died because you decided to camp. Man, if you don't see any hypocrisy in your own post then I'm actually amazed.
But ######### is it doing in a FEEDBACK AND SUGGESTION post?
I agree with you dude! And I'm amazed too!
Anyway it's a hag player. Must be a Bobba player too. The kind of killer who never reached purple ranks... lol
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@Retromind said:
And even with all those perks she still died because you decided to camp. Man, if you don't see any hypocrisy in your own post then I'm actually amazed.
But ######### is it doing in a FEEDBACK AND SUGGESTION post?
I absolutely agree with you dude! I'm amazaed too. Anyway.... it's a hag player... must be a bobba player too, so I can see what kind of killer it is. Probably never reached purple ranks... lol
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@Bugcats said:
Victor is actually so strong; he's so fast and literally impossible to dodge when playing against anyone competent.
His slugging ability is stronger than nurse and it's a pain in the arse to play against; especially when the killer can spawn him back in like 2 seconds with add-ons.
Nerf?
In my opinion, I don't think he needs a nerf because yes he is fast, yes he can slug, but when missed, a pounce takes a lot of time to recover and can be easily crushed, as long as you are not afraid and react quickly to crush him.
His slugging ability is only available on hurt survivors, and when is pounces on a healthy one, he can be crushed pretty quickly too.
When switching to Charlotte, it takes more or less time to take back control, depending of addons.
Yes this killer has a very good map control and map pressure, and yes a competent player can be abusive, but isn't it the same for blight? Spirit? Even Clown can be very good with a bit of practice.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1832702#Comment_1832702
No because with spam perks like DS, Adrenaline, Dead hard, and #########. It makes survivors too powerful, they need another crutch by the devs
I get your point!
BUT!!...
For real, as I play killer AND survivor, the real thing that can be upsetting about a killer is abusive SWF. Yeah a 4 SWF team with mikes very well coordinated can be a pain in the ass. That said, solo survs, even if they use those kind of things, won't be as abusive as SWF. I can tell, I recognize these types of teams, and when it comes to solo survs, we can SEE IT, even if they run these kind of perks.
I, most of the time, play solo queue survivor.... and when it comes to a bad team, I mean, even with the highest tier perks, I can't troll easily and abuse a game.... because a survivior sided trial is first of all a good teamwork with coordiniation.
Finally, I think that the real problem is about SWF than with perks.
Some offer ways to nerf swf, but it is pretty hard to handle because some teams are 2 friends, some 3, some other 4... and a lot will complain about a nerf, etc.
Even if I would agree with a nerf of SWF when I play some trials as killer, unfortunately I don't think it is about to happen.
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Since offerings are burnt at the begining of the trial, after the lobby phase, that would be hard to do.
How could you chose a 5th perk by adding your offering after the lobby?
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Yes!!!
I absolutely agree! Since survs are all the same but different skins, there should have unique abilities. And for those who would say that these abilities could become OP with some perks... i mean... who cares, Killers are absolutely useless with some perks or stronger with some other perks, so why not making it the same way for survivors?
!!!!!!!!!!AGREE AGREE AGREE AGREE AGREE!!!!!!!!
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@DontNerf said:
So I want to start by saying that at this moment kicking a Gen with no regression perks like Overcharge and pop is ABYSMAL its confuses me that kicking a gen pretty much does nothing to it and just a simple tap from a survivor stops its regressions.
I think kicking a gen by default should have more of an effect, there's a few ways that you could do this,
1, An 8% regression everytime you kick a Gen by default with out any regression perks.
2, it applys 200% regression when kicked (like ruins regression but only for that kicked gen)
3, gens need to be worked on for 10 seconds before the regression goes away, what i mean by this is that a Gen will continue to regression with tapped and needs to be fully worked on for a decent amount of time for its regression to stop apply when not being repaired.
What do you think of these ideas?
All of the points you mentionned are too much all together.
That said, the 8% regression by default is a good idea. Also, applying, not a 200% regression on duration may be too much, i would say a 115% to let ruin still be a good perk and according to the basic regression of a gen that is too slow, like... for real, a ittle buff for the basic regretion should be reworked.
On your last point, i dont think repairing a gen for ten seconds to make the regression go away should be put because just imagine a late game situation where the 3 last gens are close to each other, patrolling for the killer would be OP af (it is already hard enough with a camping killer to do the last gen in that kind of situation).
But yea, i really think there is a potential in this idea since kicking a generator is not very useful since survivors can delete regression with just a touch on the gen against 2 seconds for kicking it on killer side.
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@SasukeKun said:
i do not like that they changed mori's again, AGAIN. with all the survivor perks they should just make it so after they get unhooked once they can no longer be killed for the rest of the trial. Devs always just listen to complaining survivors who suck at the game.
@Peanits ruining the killer experience with every patch. Man i was excited about that patch notes list until i saw that addition. Next they gonna take Mori's out completely cuz survivors dont wanna die in dead by daylight.
I personally wanted different Mori's for the different killers
EDIT: Some seem to think i'm talking about a Free win, if anyone didn't know or doesnt play killer. Mori's only granted you less than 15k or somethin which sometimes made "entity displeased". They should have tweaked survivor's keys before they touch more pinks on killers side. Survivors have a whole arsenal
You say they changed it for bad survivors complaining they don't want to die, but your post here sounds like a bad killer who is not able to kill survs without moris.
I mean, I play both sides equally, and I just can agree with that change. Dude, i used pink moris and, unless there was a very very annoying survivor, i would hook them twice before moriying the survs.
Playing solo survivor can be a pain in the ass tho if you get bad mates, if you get tunneled camped or whatever.... and a lot of killer (i presume like you) bring moris to kill right away a just unhooked survivor.
You complain that waiting two hooks before being able to mori someone is bad, but it kills the fun of a survivor pretty fast in a trial.
Otherwise, use devour hope, but according to me, you look like one of those complaining killers exactly like complaining bad survivors.
Don't change moris, it is very well balanced like that.
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I prefer this the way it is right now
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I don't play very often Legion because I'm actually bad with them.
But I play against VERY VERY good legions who put a lot of map pressure and always get 4 kill with almost no gens done.
With some skills and the right perks, i think you can abuse with them, so I don't think any buff is necessary
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@BattleCast said:
Would definitely make her more skill based because you would need the exact location of the survivor. I’d be down for this change as long as the cool-down isn’t like 4 seconds long.
This is not a skill based thing, more a "who has the best headset"
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I absolutely agree with that!
YES YES YES
By the way, increasing "considerably" luck... sorry but 3% more luck is not what I call "Considerable"
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I think her voice should get reworked at 100%
She screams like a 90 year old smoker.
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I had the same problem and the support ticket has been sent. I guess they'll look for it in the next updates.
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I can't agree with you at 100%
Actually, The Shape has one of the biggest win rate according to the official stats. So buffing him would be really too much (and I play killer and survivor 50/50 so i'm not a frustrated survivor main, plus I main the Shape)
BUT... because I main the Shape, I can tell he needs, not a buff, but a REWORK. Yes, almost half of his add ons are useless, nobody never use them at all (here I mean the boyfriend note, the jewlry and every add ons that increase stalking speed). So yes, some add ons should REALLY get a rework.
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I would never use a key to open chests faster or instantly, this is useless since opening a chest takes 6 seconds. Bringing an item just for that is a loss. Plus, there are 2 perks that affect chest opening speed.
Moris are very ok since they changed the fact you need to do it on survivors who are on their last hook.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1813988#Comment_1813988
Per the wiki, it does not affect chest rarity: https://deadbydaylight.fandom.com/wiki/Luck
My bad, I really thought it did.
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Luck actually affects the rarity of items found in chest.
If you boost your luck before match with offerings, you won't necessarily get better items from chests.
When you use an offering, the percentage of luck you get are the following:
Slightly increases luck: 1% more luck
Moderately increases luck: 2 % more luck
Considerably increases luck: 3% more luck
So if you use a "considerably increases luck", you have ONLY 3% more chances to get a better item, not 100% so you wont get necessarily a purple medkit right away.
Thats said, your escape attempts from the hooks are basically 4%, using offerings even if all 4 survs use a "considerably increases luck" (3% x 4) your escape attemps are increased to 16% unhooking chances. Still not an absolute unhook chance.
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I see a lot of people complaining the autohaven map has a bad visibily, but I don't understand, is the community blind or something? I see clearly in that map, just change your brightness settings?
According to me, past autohaven was horrible, the worst map that didn't feel like a horror game.
Maybe just buy glasses would fix this issue people...
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Why are you complaining, just take advantage of it, you have a lot for free!
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Blendette: A term used for Claudette players who are mostly hiding and using Urban Evasion to avoid being seen the most of the trial than completing the objectives.
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@DarkMagik said:
Charlotte can block a exit gate while victor can block the second.This is dum
This is a good post to put in 4.4.0 PTB feedback section.
Because yes, if you keep controlling victor and make it AFK, on the other gate, charlotte can block the the switch too.
In my opinion, victor should be crushable after not moving for 2 seconds.
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Thank you, and I think you are right, because acording to Leaksbydaylight, new cosmetics of the twins and Élodie will be released december 1st.
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Nobody is sure it is a wendigo so far.
It is just theories.
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I thought about it too! It has been my first thought
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NO headset: mid tier killer
Headset: God tier killer all the way
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My first impression to be honest was: the witch in Left 4 Dead, like we already have Bill so that could be credible.
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@Slendy4321 said:
Swf is probably the reason I quit playing killer. It makes the game not fun, having everyone know about your location constantly. I previously read on here that they could lock specific perk slots till a certain amount of those Swf are dead. For instance
If you have a full group of friends you'll be locked to one perk. For every death it unlocks a perk slot. Of course you can choose what perks you have unlocked and what perks get unlocked via teammate death.
If you have 3 friends you'll start the trial with 2 perks and so forth.
I feel like this would solve problems of Swf. I'm down to see this added to the game
I agree so much.
I'm quitting playing killer too because of that... aren't you supposed to be the merciless bloody killer in DBD? No when you are against a very strong SWF, you are the little baby killer who is like, more scared of survivors than they are.
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@Khar said:
Isn't it balanced by requiring much more time stalking? Why does it need to go just because you have braindead teammates?
Yes it is balanced, not only by more time stalking, but also with a movement speed decreased (too much according to me)
In my opinion, J tombstone is almost useless since you need to stalk A LOT, but it is almost impossible to reach a survivor.
I even myself asked on the forums for a buff of it, otherwise it is useless.
According to tombstone piece, it is well balanced: no movement speed decrease, need a lot more time stalking, and decreases a lot of evil within when killing a survivor with it.
In my opinion, all add ons set of myers should be reworked, cuz every michael main use only like... 5 add ons cuz they are the only useful ones. I mean, who cares about "slightly increasing movement speed while stalking"?
It makes myers a killer we play a bunch of games, then you need to farm more add ons before playing back with him. I have in my set like 115 Tacky Earrings and Jewelry that I will NEVER use, and I'm not the only one to think that.
@danielmaster87 said:
It's so unfair. You can play perfectly but because your teammates feed Meyers stalk, you get punished by the level 3. And that's just Meyers at base. With his tombstone add-ons he can just walk up and mori you. You don't need to be hooked or even downed for this to happen. I want to know: what were they thinking when making this add-on? This is even worse than pink Leatherface add-ons, instadown hatchets, it beats everything. It can even be combined with perma-tier 3 so that all 4 survivors can be moried without even being downed or hooked. And it's all done by just staring at survivors. I know skill is a polarizing word, but seriously where is the skill in these add-ons?
And I'm sorry dude but like I said, this is not that unfair because it is balanced with a more time stalking need. If you suspect a Myers to run a tombstone piece, just hide in a locker, it is better to get hooked than be just moried.
And, like I said, if a Myers runs a J tombstone, it is very easy to run from him since he is soo ffff slow, and the time he gets to reach to you on EW3, his EW will be over. So no, it is not unfair at all.
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@AnnoyingNarrator said:
In my opinion, they need to upgrade both sides options when it comes to gates. The fact that if you can win is dependent on complete RNG is completely stupid. The problem is that if you make the gates too far apart it means that even if a killer know exactly which gate you are at, they may not be able to reach you in time. At the same time, the reverse is just as bad. I think a possible solution could be to have it so when there is only one survivor left, to not have the red lights glow until the third light, but that is only a quickly thought up suggestion.
you are not wrong, but still there is that a work about it has to be done
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@DaddyFatSacks420 said:
Use breakdown
like if the killer couldn't hook you to another hook...
Even with 2 or 3 petrified oak, the hooks are always too close to each other.
That would be useless
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@DawnMad said:
Honorable mention to Self-Care and 99%'ed exit gates.
OMG actually that must be frustrating indeed!
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684761#Comment_1684761
I main nurse. If i don't want to, I don't have to deal with ANY loops. But ive been playing other killers and its opened my eyes to how stupid this game can be.
Oh ok sorry, I thought you were complaining about loops area because you just weren't good enough to deal with loopers. But you clearly not, if you main Nurse then I get what you are talking about. I'm sorry. And I can understand a bit, but that is why blood lust exists... no? I mean, there are safe pallets as there are unsafe pallets... so there are strong looping areas as there are also weak looping areas. I think this can be a way for survivors to bring killers in a strong loop area to win a lot of time while you chase that surv and the others gen rush.
I don't think this is unknown by the devs. I think this is why they put strong looping areas: to bait the killer.
I think that when you see that happens, what you need to do if the survivor is a good looper, is to leave him alone if he gets in that kind of area. Then, just remmeber the spot not to be bait again. I think this is just a way to improve the mindgame potential, in opposite.
That's my opinion. Maybe you still don't agree with me? But I think it is an interesting point.
(My bad, still sorry to not understand you in the beggining)
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684697#Comment_1684697
https://forum.deadbydaylight.com/en/discussion/comment/1684747#Comment_1684747
If you had thoroughly read my post you would have both seen that I am not saying that looping is as bad as camping but merely asking if you thought that way. If you can't be bothered to properly read before you post or you can't respect other peoples' opinions then you are not contributing anything to the dbd community.
I said my point, and I'm answering that camping is worse than looping and said why, if you can't be bothered to properly read what I was saying, then you are not contributing to your own post.
You mad for nothing bro, would say that you just don't respect my opinion and that's why you post that useless answer
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Lol, just get better
I know lots of killers can anti loop pretty easily, learn to know hot too
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Camping is toxic since the killer enables a player to play or have the possibility to be saved. Also, campers don't show any skills by doing that.
On the other side, looping shows skills you get by playing again and again. A good killer will prevent looping by practicing chases technics.
According to me, campers don't get any skills by camping because they just... camp... they stay at a spot, they don't really play.
Also, maps and vaults are made FOR looping, otherwise, what do you want for a survivor to do in a chase? Just in a straight line until he gets down?
I'm just ######### about that post lol.
Just get better, that's it
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I agree, Hag is a boring and frustrating killer to play against, since almost every hag player are like bubba players: a**holes who tunnel and camp.
The bad thing is: unlike Bubba, it can be pretty hard to loop her since you can activate a trap at any moment. Plus, the way the camera changes direction at the moment you activate a trap breaks the direction you want to go as running.
Being hooked while playing against her and you can be assured you may not leave the hook: she can camp without staying, and if you get away while crouching without urban evasion, the time you take to get away from the hook area, the hag will have so much time just to come back and you won't be at 10 meters away.
Even if not a lot of people play her, she is annoying and boring enough to be my most hated killer to play against.
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@n000b51 said:
Who's care about french dlc on PS4 ?
Les fr sont le rebus, les renégats, les parias de DbD alors à quoi bon ? Mets le jeu en anglais 🤔
Ça tellement pas rapport, surtout que DBD est à la base fait au Québec à Montréal, le français devrait être beaucoup plus pris en considération que genre l'allemand.
Moi je joue en français pis je m'informe sur tous les termes anglais de DBD pour pouvoir en parler dans des groupes ou sur le forum avec les autres anglais.
Ceux qui veulent jouer en français ont ben beau, c'est pas pire que de jouer en espagnol ou en italien, le français est pas plus rebus que les autres langues qui sont pas l'anglais.
Tu dois être le genre de puriste qui veut juste écouter les simpsons en anglais pcq c'est la langue "originale" alors que des dessins animés ça a pas de langue originale en soit, parce que ça demeure doublé d'une façon ou d'une autre, et que les simpsons sont doublés pour se rapprocher du public qui l'écoute.
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@NuclearBurrito said:
Such a change could not happen in isolation, due to it allowing Survivor to effectively have 5 perks.
You'd need to decrease it's power drastically (ex: decreasing the endurance duration by a lot), possibly making BT still give the current effect without the hypothetical nerf.
And additionally you'd need a basekit Killer buff to compensate. I don't have a specific example in mind for what that would be, but it could be literally anything of the appropriate magnitude.
Not sure about that.
My explanation is... borrowed time is to avoid tunneling, I don't know if you agree with me? I mean, to allow borrowed time to work, the killer must be close (in terror radius) PLUS the killer must hit the same survivor just been unhooked. That's what I call tunneling.
I play myself killer, and when someone unhook a surv whil im close, I usually go to the unhooker and not the unhooked... if I hit the just unhooked survivor, I'll leave him on the ground to let him have a chance to be healed while I'm pursuing the other.
So, when you play against a good killer who has good ethics, the perk borrowed time is useless.
I just mea that, lot of my games have been ruined by campers/tunnelers losers. Litteraly ruined, what's the point of playing if the only thing you do in a game is... nothing but waiting on the hook with no chance of escape. On the other side, what's the point of playing killer if the only thing you do is, nothing but look at a hooked survivor without even moving.
That is frustrating that if you get unhooked, the killer can just hit you a second after with absolutely no chance of doing nothing. Some killers wait for the animation of unhooking just to be able to hit again the unhooked surv. I think this is the most toxic thing in DBD.
And when you have just badluck and get downed easily by a killer, that is really frustrating to know that you could be saved and win some time by looping him after that unhook unless just being saved and hit right away without trying at least to loop him and show what you've got. Because killers like that are usually very easy to loop because all they do is camp, so never really practice their pursue skills. That would be such a great way to show them that camping tunneling ihas no benefits and encourage them to play better than just being sh*t.
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@Mat_Sella said:
"Im a killer and I love to repeatedly attack the same person. I hate these perks since they ruin my ability to repeatedly attack the same person." - Tunneler
I really hope it is sarcastic xD
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@BowlofTofu said:
All four of them run it. Every time you get a hook they just pick em right off. Left and right it never stops. It's like a free get out of jail card and it's just aggravating when this is the only perk load out I see in a whole team.
Borrowed Time. Unbreakable. Decisive Strike. Spine chill.
What am I supposed to do against that? I try tunneling but then they all start protective hitting and when one is down the other pops up again and unhook and ugh it's so frustrating.
You sound like a tunneler...
According to my opinion, and I'm as surv as killer main, so I don't take any side, but I'd say that borrowed time shouldn't be a perk but something that sould be added to the game by default..
But i find myself as a good killer and never tunnel, unless toxic teabagging flashlight clicking survivor, for me it is an invitation to tunnel, they ask it. But according to borrowed time, I mean... if I see a surv unhooking someone in front of me, my first reflex will be: oh, you are #########, you unhook a surv while it is not safe, so I'll kill you now. Usually, the unhooked surv can go awway, just because I find it unrespectful to just down again the survivor to hook him right back.
So stop complaining about borrowed time, to save the fun of the game against ######### killers who camp/tunnel, borrwoed time should be always on, and not a perk. I still don't know why devs haven't noticed it yet.
Where is the fun when you play against a killer, you get downed and hooked, and the rest of your entire game, you are on the hook, unable to play.... you just do nothing of the game.... it is just frustrating, and killers who do that should be punished someway.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1657851#Comment_1657851
This was before medkits were reworked.
oh ok lol thanks :P
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@Yung_Slug said:
It's honestly starting to bother me how many people still think this. There is nothing stopping you from healing at above 200% speed. In hopes that I don't have to repeat this anymore, I am posting a discussion about it.
This myth was a misunderstanding of the (admittedly poorly-worded) description of We'll Make It, which stated that cumulative healing speed bonuses could not exceed 100%. However, this meant ONLY the bonus from We'll Make It was capped. It could still stack with other perks. You used to be able to unhook 3 people within the duration of We'll Make It and benefit from a 300% bonus to your healing speed, which was obviously overpowered, especially considering that it also applied to self-heals. With the right setup you could heal faster than the killer could hit you. The perk was nerfed and they added the new cap to the description.
Don't always trust the wiki as fact.
Just because it says "Official" doesn't mean that it's factual. This wiki, like most, is operated by fans who may also have incorrect beliefs about the game's mechanics. Allow me to direct you to the Change Log of the We'll Make It page:
https://us.v-cdn.net/6030815/uploads/XPFX6QBY8SCZ/wellmakeit.png
This is incorrect. Do you want proof? Look no further than this video by PainReliever:
Towards the end you will see that We'll Make It is definitely stacking with other perks (as for why the first one took 10 seconds, he mentioned in the comments that the killer had Sloppy Butcher).
This video was posted on May 7 of 2019, which is when patch 2.7.0 came out, and 2 months after 2.6.0. I doubt he recorded this after 2.7.0 came out and released it on the same day, so we can assume he was using 2.6.4. This already disproves that the cap was "secretly" removed in 4.0.2. Even if we are to believe that the cap was introduced in 2.6.0, that would mean the cap was removed in just a month after its introduction (and the video is DEFINITELY 2.6.0+ because they are in the Temple of Purgation). Given this information, I think it's safe to assume that it never existed in the first place.
Side Note: I'm not going through the trouble of looking beyond the wiki for the history of We'll Make It's perk description to verify its accuracy, but I assume these inaccuracies were caused by someone seeing that the perk description was updated and assuming that the actual effect was changed as well.
TL;DR: The Wiki is wrong, healing speed almost definitely was never capped.
The video shows that the brown, yellow and purple medkits self heal the same speed as the green.
The green is supposed to self heal faster but has 1 segment healing only... that vid doesn't work.
Or I don't get it