WesCravenFan
WesCravenFan
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Nothing.
NOED is fine.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794385#Comment_2794385
They did it with Iri head huntress. from 3 to 1.
Now you never see it.
Iri Head was just... pressing M2.
Myers Mori takes slightly more work than that.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2794385#Comment_2794385
*Talks about one type of add-ons / playstyle*
oMG hE iS cOMpLAinInG aBOuT wEAk kILLeR luL
Jesus.
YES.
Survivors cry about NOED being unfair because "it gives kills you do not earn", and yet to Mori someone with Myers to have to spend half the game throwing. That is about as earned as it gets, short of a 5 stack Pentimento/Devour.
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We are complaining about Myers?
Really?
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794245#Comment_2794245
Not really in the beginning the killer has 0 momentum or pressure and you really need to have a good first chase to start building pressure. You have to do this with all the survivor resources available. A killer can only pressure 1 survivor in chase at a time that leaves 3 to do gen and it only takes 80. It's not crazy for it to take more then 80 seconds to find chase and hook a survivor.
The thing is a the start of a match a timer starts for the killer and the killer has to apply pressure to extend that timer. Survivors hole the pressure in the beginning the killer has take the pressure from them.
Water is wet. Grass is green. And other true statements unrelated to what I was talking about, much like this post.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2792777#Comment_2792777
You don't. But it's max of once per chase, and the Dead Hard is often not the difference between making that pallet or not. "It can't be countered" is not the best argument since it can be applied to any exhaustion perk; in all cases, the survivor is trading the perk slot for a good likelihood of a longer chase. The only difference is the activation condition.
FWIW I hate playing against Dead Hard too. Still though, it's not exactly special.
It is special. It is the only Exhaustion perk where you have 100% control over when and where it happens. It has pinpoint timing entirely under the Survivor's control. No height? No Balanced Landing. No vault? No Lithe. Wanna 99 that Sprint Burst? Guess you aren't doing gens.
A perk that isn't special does not have the insane pick rate that it does.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794097#Comment_2794097
I'm pretty sure they didn't chose to make gens go that fast I'm pretty sure the survivors did that.
You still control how hard you want to pressure, how much you want to proxy camp hooks, how much you slug, etc.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2792510#Comment_2792510
This is probably it. Camping Bubba every 3 or 4 games gets old reallllllly fast. And I'm not really exaggerating at the frequency I run into facecamping Bubba.
Is this a specific MMR era thing? I face a Bubba that camps like once a WEEK.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2792997#Comment_2792997
Should killers just go afk once the generators are all done?
That is the opposite of what I am saying. If the game ended VERY quickly and you won, it means you chose to end it as fast as possible.
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@lonesomekill said:
https://forum.deadbydaylight.com/en/discussion/comment/2793001#Comment_2793001
Why not. Who cares. Let them move on to next match.
Why not? Because it is a waste of development team time.
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@lonesomekill said:
https://forum.deadbydaylight.com/en/discussion/comment/2792947#Comment_2792947
I think they meant any player who dies can see killers perks and move on. Not just solo. I might be wrong. It makes sense. Survivor queues are long enough. Let dead players see and move on i say. I dont think its that difficult.
I don't see the purpose of this whatsoever except to appease the impatient.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2792950#Comment_2792950
Well, no sacrifice was finished before all gens were done, brand new parts made game going with this pace, after 3 minutes with 1 gen left what else what i was left to do? Either give up and have nor fun, nor bp, only t-bags or start sweating.
Also, yes, i created my own outcome because when i played sweaty survivors brought brand new parts. Think logically, my actions during the game can't influence what survivors bring.
Your actions can influence how long the game lasts, though.
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You got a 3K in five minutes? Sounds like you wanted to sweat for the win on purpose. You created your own outcome.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2792896#Comment_2792896
Once again, how do you imagine him telling that to his teammates while he is playing SOLOQ? Do you know what soloQ is? How is it abusable by solos?
Are you suggesting that BHVR completely recode the game's code to hide perks just so solo queue people can be differentiated from SWFs, for the sole purpose of having the solo see the Killer perks because they are too impatient to wait for the match to end? Serious question here, is THAT what you are suggesting?
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2792859#Comment_2792859
Trapper has the power to trap pallets PRIOR to getting into a chase. If a GF can't hit his knives, then that's literally the player's lack of skill, considering that a healthy survivor DOESNT have deadhard - making your 'example' redundant and stupid.
After Pig places a trap on a survivor's head (hell, she doesnt even need to down anyone for that anymore), chasing a survivor is ill-advised especially after Gens have popped.
I think you should be embarrassed for over-simplifying something to try to suit your argument. Every perk has a counter. Not to mention, your change of argument whilst also ignoring that you've only 'provided' 3 killers that may have an issue out of 26 killers. lol, and im the one to be embarrassed?
A Trapper cannot psychically know where a Survivor is going to go. It is not possible to trap every single pallet on the map - there is literally not enough traps. Furthermore, Trapper has no zoning power to force them into one. So yes, this example is bad.
The Ghostface can't hit his knife in my example BECAUSE of Dead Hard. Because the Survivor got a free uncounterable out with his perk. Healthy Survivors are irrelevant to the conversation because that is not how Dead Hard works.
Your trap argument has absolutely nothing to do with Dead Hard. Not to mention in order to hit that trap you need to down them, which the Dead Hard user can avoid with the very example I laid out and here we are again.
So yes, you should be embarrassed. I said it before and I will say it again: there is no counter for Dead Hard used to guarantee a pallet or window. I am not "oversimplifying" because it is not that complicated to begin with. Dead Hard is uncounterable and busted. Only a Dead Hard used as an attempted dodge can be worked around. All distance plays are unstoppable. Even an anti-exhaustion effect was nerfed to a mere 5 seconds, easily walked off.
Stop perpetuating this lie that Dead Hard for distance has a counter. It doesn't.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2792824#Comment_2792824
Oh, trapper.. the same guy that can trap those very pallets?
Ghostface.. the one that can expose the survivors, making their deadhard redundant?
Pig.. The same killer that you're not encouraged to be chasing survivors with?..
Oh.. no..
Trapper does not have the power to TELEPORT ahead of the survivor I am chasing to trap that pallet.
Ghostface's instadown means nothing if you cannot land the knife, circling back to my example.
Pig has to chase survivors to down them, as she has not yet mastered the power of the Death Note.
Your examples are bad, and you should feel bad.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2792777#Comment_2792777
You are disgustingly over-simpifying this game.. lol holy #########, is everyone an m1 killer?????
I mean, there's a lot of them. I'm sorry the game doesn't make every single one of my daily rituals a Huntress daily. Sometimes you gotta run that Pig, or Ghostface, or Trapper.
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The worse feeling in the world for me was when my fiancee broke up with me on Christmas morning because "she thought it would make it hurt less", and then spent the rest of the evening spending time with the guy she was seeing behind my back online.
Yep. I do not miss 2001.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2792541#Comment_2792541
Baiting a deadhard, or outwaiting a deadhard is playing around it.
There is not one singular perk in this game that you can't play around lmao
I am chasing a Survivor. They are injured. They are losing distance. They are running towards the pallet. I am guaranteed to make it to them under current distance.
They press E.
Pallet distance gained.
Walk me through how I counter that.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2792564#Comment_2792564
Yeah but people should know that if someone is in the basement and there a bubba don’t go down there. Plauge is another one. Why on earth do people keep cleansing vs her I don’t get it man. Solo que pisses me of sometimes
Solo queue seems to avoid the Lament Configuration like it is an I.E.D.
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In general I play pretty nice. I try to have the SpookNJukes mantra of "It's just a video game. People can play how they want".
That said, if you are being a jerk on purpose, you won't get any mercy from me and that hatch is getting slammed shut.
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@fulltonon said:
If people gonna use "kill rate" as metrics bubba is definitely t1.
Bubba's kill rate is 57.63%, ranked #2 behind the Cenobite.
Do what you will with that information.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2792660#Comment_2792660
The only ones who got me had a dedicated breakout power bottom to hold their hand for them.
I am struggling so hard not to take this sentence in a bad place right now.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2792633#Comment_2792633
hard disagree, i found nemesis fun for a couple weeks but after that it's just constant boredom besides some zombie moments
Your zombies have moments? Mine quit their jobs to become certified Tree Inspectors.
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I never actually got screwed over with Boil Over. Yes, it was in like every damn Killer game I played but it never cost me a hook. I guess I just got lucky I never fell for the RPD trap.
I think the nerf is fine. It just means you can't try to climb Everest for a free escape anymore.
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@dallasmedicbag said:
Just don't. Save your headache and just play killer. There is a big exploit going on right now regarding pig and her camping boxes. Two of my teammates' keys unfortunately belonged to the camped box and these players are out there to ruin your game. If you play killer, there isn't a way for anyone to ruin your game because you can still play normally.
"Everywhere"?
I still have not faced this mythological creature you speak of.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2792606#Comment_2792606
My theory is BHVR looked at nemmy's stats, saw that nemesis games with and without marvins blood had some kind of tangible difference so they decided to make the addon not as impactful
Even though it still basically guarantees tier 2 if you down someone with two tentacle hits after infecting them in the same chase so - I guess it was to slow down his getting T3?
Sort of.
With Marvin's Blood you can get first tentacle (contamination, then second tentacle would get you T2. That enabled your pallet/door breaking tech to help you get the third and final hit that results in the down. Now that you need ALL THREE HITS to get to T2, you can't use it to help finish your first Survivor down, which is kind of huge. It's extremely common for my first chase to end with 2-3 gens done. The alternative is to "just pressure gens, 4head", and abandon chase.... in which case you are not advancing your mutation rate and the ones you let go will run and vaccinate. It's a bit of a lose/lose.
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@Brokenbones said:
He just got nerfed so probably not
His kill rate is pretty high, funnily enough. Not that it means a whole lot it's just interesting to see - he's def not as weak as some ppl might say
I honestly think his kill rate is attributed to new players getting rekt by his Lethal Pursuer perk getting quick and early downs.
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Quickly ended chases?
Artist.
Wanna loop? Take a bird to the face.
Wanna mind game that corner? Take a bird to the face.
Wanna try to take that window? Take a bird to the face.
Wanna drop that pallet? Take a bird to the face.
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@Sdyx said:
As the title states, are there any impending nerfs for Nemesis T-Type? His entire kit is crazy broken. His tentacle strike, which while extended, is still a MELEE attack, is capable of hitting across walls and pallets, and his basic attacks have next to no cooldown after hitting someone, making it nearly impossible to try to get away when downed. I understand that he's still a fairly new killer, but he's also been out for a good amount of time that I'm sure all of these notes have been brought up multiple times. I'm still fairly new-ish, played a while back, took a long break, and came back, but this killer is egregiously OP when you compare them to any other killer, even killers with ranged attacks.
Completely wrong.
1.) His basic attack is precisely the same as every other killer.
2.) He does not have a ranged attack. The tentacle does NOT follow the same rules as hatchets, knives, or the redeemer.
3.) The tentacle has a wind up, a full snap, and is dodgeble. If you have a floor-to-waist level obstacle such as a crate, barrel, or window you can simple couch and the tentacle automatically misses. This includes the Killer Shack window.
Nemesis is an AVERAGE killer. Nothing about him is OP at all. He has to hit you a whopping THREE times to down you, and you get a sprint burst on contamination hit, which you can then turn around and undo with a vaccine, of which there are FOUR on the map.
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2792510#Comment_2792510
Whataboutism is a dumb way to address something. “You hate get facecamed? Well I hate dead hard, so we’re even.” It’s such a unproductive mindset, eye for an eye, us vs them. Empathy and the ability to at least understand differing opinions goes a long way. By all means stay a bitter salty killer main, but that just does more damage to yourself than anyone you’ll play.
Incredibly wrong.
1.) I am not a Killer main. I ONLY play Killer for daily rituals.
2.) My statement wasn't whataboutism. I'm literally explaining how changes to gameplay do not come as a result of subjective fun. An example is not whataboutism. You missed the point by a mile.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2792510#Comment_2792510
Difference between Deadhard and the playstyle that people abuse with Bubba, is that you can physically play around Deadhard, whereas if you're on the receiving end of that Bubba playstyle, the most you can do is attempt - but you are forcibly taken out of the game.
You cannot play around Dead Hard. This has been debunked a thousand times over again and I'm tired of repeating myself. If you Dead Hard for distance to ensure a pallet or window there is no counter.
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@FriendlyBubba said:
https://forum.deadbydaylight.com/en/discussion/comment/2792480#Comment_2792480
Bubba should have Judith's Tombstone in his kit.
Calm down, Satan.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2792510#Comment_2792510
Well tbf dead hard is also actually too strong bubba isn't even top 5 killers.
I have no argument for either of those statements. Bubba isn't even in the top 5 for pick rate, let alone kill rate.
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People understand how to play against Bubba. They just hate it, and think "This isn't fun for me!" is a valid argument to attack the way someone else plays and demand BHVR cater to them.
I don't find Dead Hard fun, yet here it remains.
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2792463#Comment_2792463
With one gen left hmm?
What does the number of gens left have to do with anything?
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Agreed, Bubba needs a buff.
His chainsaw should be able to make Survivors lose hook progress so they die faster on hook. Right now survivors have way too much time to go for the save. It is insane that one Survivor can bait me away from the hook while another steals my hard earned kill.
/Sluzzy
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@Mileena_Kahn said:
Wouldn’t you get bored of chasing the same survivor and hardly interacting with the other players and/or defending your gens?
Did you just seriously ask why I would rather kill the Survivor I have already put time and effort into instead of just abandoning them for no reason except to start ALL OVER AGAIN with another one?
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Pyramidhead does not need add ons. But then, he has the most worthless add ons in the game so that is not saying much.
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SHHH!
The Bush League will hear you!
You trying to start a rumble?!
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2790565#Comment_2790565
You don't even need any perks to genrush, theoretically you can finish generators within 5 minutes without using any perks.
I know, I'm just pointing out that there is "doing your objective because you are not in chase", and blasting them out ASAP on purpose with perks and items.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790075#Comment_2790075
At Dead Dawg Saloon, I have never successfully hid in a bush. Every killer cheats with bright Nvidia filters. So you can't hide. Perks need to be fair and balanced, not with this kind of unfairness. These kind of slowdown perks and perks that prevent doing the objective is too strong.
If I can hide in a bush on Dead Dawg as Leon Kennedy in a blue cop uniform, you can figure it out.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2790061#Comment_2790061
They literally has nothing to do other than gen rushing.
There is a difference between "I am going to do gens because it is my only objective" and "I made a build specifically to get the killer to chase me and avoid going down, using flashlights and Dead Hard to be annoying while my teammates use their Prove Thyself and Brand New Parts on Toolboxes to ensure all gens get done in under four minutes".
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2790223#Comment_2790223
Hide and Seek Killers :
Michael Myers
Ghostface
Clown
Demogorgan
Wraith
Hillbilly
Huntress
Oni
Pig
Trapper
Blight
Trickster
Artist
Nemesis
Twins
Executioner
DeathSlinger
Plague
Spirit
Bubba
------
All of those killers have to search to find a survivor. But please, keep posting more lies about the game "not having hide n seek anymore"
The Doctor and Cenobite are really the only ones that have basekit Killer ability/power and reveal where survivors are. Cenobite is annoying but his power does not bother me as much as Doctor does. Doctor's ability reveals people through several layers of walls and above/below the floor he is on in a giant AoE. It's beyond stupid and should have never made it into the game.
I was really trying to take you seriously until you made this list that literally includes killers with wall hacks.
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@SilentShepherd said:
Anything that is ANTI-FUN, that is, that makes playing the game not fun, should be looked at. For both sides. The aim of game play design should be to create abilities and gameplay that does not break the core tenets of the game and is not overly stressful that it ruins the game's FUN aspect.
- Bubba's chainsaw able to facecamp, insta down AoE multiple targets, and has many charges, AND can turn directions
- The doctor's AOE reveal scream. This mechanic breaks the fundamental tenets of the game. The hide and seek aspect of a HORROR game is completely nullified with this broken, stupid mechanic. And it even penetrates upper or lower floor levels. It's completely stupid. The killer doesn't have to search for you, you remove the tension and fear of the killer looking for you.
- Nurse blinking through walls. Again, another stupid ability that completely breaks the core tenets of the game. This time, the CHASE aspect. The chase aspect of a horror game is the most tense, exciting parts of this game. And Nurse completely ruins it with this stupid mechanic that allows her to simply teleport through obstacles, pallets, and even walls. This is ANTI-FUN written all over it.
- Decisive Strike should be CORE on all Survivors. Being tunneled out of a game is one of the most frustrating, anti-fun things in this game.
- The game needs to stop being about kills/escapes. A kill should be worth a lot of points, and an escape too, yes, but the game needs to utilize all of those amazing stat tracking that we ALREADY have.... and combine everything into an overall GRADE and Title Score for each Survivor. So even if you die, you helped your team succeed and escape as a martyr hero... which is a core thing in all horror movies... the hero who takes on the killer so others can get away. People would not feel as bad for dying anymore.. when they get a good score and the title "Heroic Survivor" for achieving a lot of points to contribute to the match, even if they died.
I have a few more to add to the list.
I can't help but notice you said "for both sides", but only proceeded to list things that annoy the Survivor side. Feels like you need to back that claim up a bit, chummer.
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Killer Times: Instant to one minute.
Survivor Times: Anywhere from two to seven minutes depending on solo queue, SWF composition, and time of day.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780597#Comment_2780597
Did the do the November break down or is this it?
Why are you obsessed with November?
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@MikaKim said:
Anyone have a link to the November 2021 stats?
I assume they did them, as they've done them every year at that time.
Thanks!
We have more recent ones. Why do you want older ones?
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I want to see a rework where Charlotte walks around trying to M1 people in bot-mode while you have Victor out. It'll never happen, but it would be cool.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2780569#Comment_2780569
And she's the paramedic, leave her to her job.
In seriousness tho it's a domino effect thing. The perk itself only benefits her, but it can quicken later heal times or give them a shot at pulling you off the hook and live, or even having an extended chase. Sure, other survivors heal you faster, but sometimes its faster to just suck it up and self care if you dont have time to find survivors and need the health state
Is she medic or is she booosh?
