Spunky_247
Spunky_247
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- Spunky_247
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@Unequalmitten86 said:
All the nerfs and perk changes will never fix the core of the problem. It is the face campers, the gen campers, the computer hacks, the slash and bleeding out, etc. Once you get better control and a stricter policy in place for those then change away. I understand tunneling because let's face it, it's a strategic move that honestly eliminates a threat for the killer.
Making these changes now especially in soloq doesn't fit the bill. I never used DH and found it annoying but when you play solo and get unhooked finding someone to heal you is like your carrying the black death or you have cooties. Sometimes no one helps. It isn't very teamworky on soloq. The numbers are decreasing and they need to fix the core issues. Yeah a decent person can play both but they have let face campers reign long enough and they need to start doing something if the want to take healing away like this. With the healing changes some killers are impossible to beat. While playing today most games we spent most of the time unhooking, healing, and only getting one or 2 gens done before we all get knocked down and die. Lots of people DCing or suicide by hooks.
Let me ask you this if you were given a free trail of this game (never having played it before ever) and face camped 6 out 10 games, die almost every time, and no virtual way to heal or fight back, would actually pay money for this? But being a killer you would mop the floor and think it's really good.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406322#Comment_3406322
Skull merchant is not strong killer. She needs rework, not nerf.
Heal wasn't nerfed. Altruistic healing is exactly same. Actually better now.
Only self-heal was nerfed and that is good change, because it didn't make sense for it to be stronger than altruistic.
They also basically removed strongest 3-gen build, which is really good for the game too. It is not one sided.
Do you really complain about tunneling in end game, where it is only chance how killer can win? You just want free escape.
I can understand why players might not like tunneling from start and I mean like 4-5 hooks total kill, but during end game? Whatever.
No it’s not the end game tunneling. Obviously that would happen 1v1… yes through the game tunneling sucks ass.. but a Med kit to heal an injured survivor is a good emergency to aid in survival to take too hits instead the opportunity of one in down. If the player was injured without a chance to heal before being left standing.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/373135/nerfed-healing-boon-med-kits
If medkits had to be touched, they could've just had slower heal times. That's it
Instead we got an update that made them all browns
They could've easily nerfed medkits while also keeping them different from each other, ie the emergency med kit has a 85% heal speed but only 1 heal by default, the ranger med kit having 3 heals by default but at 50% speed, the brown being the same, but at 1 heal, and the yellow being at 2 heals, but at 65% speed
Or better yet, just have the ranger medkit be focused on altruistic healing with say a 75% speed increase when healing others instead of 50%, as well as a +20% efficiency bonus when healing others, with 32 charges. The self heal, of course, should be much lower than most other medkits or just removed entirely
Emergency med kit being focused on self healing, but still less strong than it was before, with a -10% speed penalty when healing yourself with a -20% efficiency penalty, and a 25% healing increase when using it on others, no other penalty or bonuses. 16 charges
Yellow med kits being the middle ground of course, with a -30% speed to healing yourself at base, 45% when using it on others with a 10% efficiency bonus. 24 charges
Browns of course, being the cost effective option, with standard -40% self heal speed with smaller skillcheck zones. 35% speed when using it on others. 16 charges
So basically, just revert the charges change, what's the point of bringing a ranger medkit when you can just bring a brown medkit and still get the same effect?
Sorry for the wall of text, just so many ways they could have done it different
Highly agree with this. Some many ways they could have leveled the playing field without taking away to the total use of Med kits
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/373135/nerfed-healing-boon-med-kits
Really? Skull merchant is your take?
How am I supposed to take this seriously now?
Medkits were supposed to be left alone? Medkits were bigger deal than CoH. It was dumb to heal under 10 seconds. It also didn't make sense to have self-healing more effective than altruistic healing.
This patch was good start, now we can actually talk about some soloQ buffs based on results.
When you see feedback from DH, CoH, Medkits nerfs. Seems like they were supposed to be nerfed. No perks / item should be that important.
SWF don't care, they are mostly same. SoloQ suffer from those nerfs.
But now we can actually talk about some buffs focusing on improving soloQ experience.
Icons were good start imo, I love those. But we clearly need to add some more, which is possible now.
I have played Killer and Survivor & I succeed at both. Admittedly I enjoy survivor more because of the adrenaline rush. But idc “if you take me seriously” yeah I dislike the Skull Merchant as a character and I think her drone should be nerfed. Thirdly, I play solo & w/friends, no matter what I’m a team player. But the nerf all around of healing is a major slap. I understand making the sides even bc stack up healing can be a pain in the ass to a killer. So yeah some of the nerf fine the Boon I understand to a limit but they regressed survivor healing on it’s own without a boon, but I stand by the fact the Med Kits shouldn’t have been touched because even a purple Med kit isn’t that useful in a match. Dead Hard is what it is bc I never used it. But I always carried a Med kit for the end game especially if I was the last one standing.