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Why nerf Botany knowledge again?

TruEternityTruEternity Member Posts: 320

I do not understand why botany knowledge got nerfed so hard, when it was barely even used in most games. First they took away the efficiency, but at least it got a speed boost to healing in compensation. Now it eats med kits faster, and got nothing in return. If the healing speed was a problem, reduce it, but don’t add a crippling downside to it. It’s calm spirit all over again, add a minor buff, and a huge nerf because hey it’s a wacky meta shake up! For goodness shake remove the downside and slow the healing, or just revert the changes altogether.



  • WeenieDogWeenieDog Member Posts: 2,067

    I wouldn't surprised if it got nerfed for a similar reason to overcharge.


  • TruEternityTruEternity Member Posts: 320

    But overcharge got a net buff, it was just toned down from the ptb. If stacking is the problem why not just add a healing speed cap? I keep saying this, and will again, it's a classic BHVR move to nerf something that wasn't the problem, but just contributed to the problem all the while leaving the problematic thing (medkits) alone.

  • ShrimpTwiggsShrimpTwiggs Member Posts: 1,181

    I felt like that change was strange as well. Outside of mega-healing builds, I rarely saw Botany. Med-kits are still broken and nerfing Botany didn't change that. It's as OP said, it's ignoring the real issue.

  • GamallGamall Member Posts: 237

    Because they want people use other perks.

    It is like taking an inflated balloon out of my hand and giving me a deflated one just out of spite

  • SekiSekiSekiSeki Member Posts: 514
    edited July 12

    Botany was buffed because of the SC nerf. Medkits got out of hand because of botany buff, so that was added as a countermeasure.

    I kind of get the SC nerf, it encourages survivors to group more, which makes the game more fun. Everything else just goes together.

    Now medkits not being nerfed, I'm not too sure. You'd probably get more lash for nerfing medkits imo, so maybe that's why? This is only the start of the changes, so I look forward to the direction they take.

    Edited: Now Calm Spirit just got me, idk dog.

  • ShroompyShroompy Member Posts: 3,907

    Thats the route another game I play (For Honor) took and it is the most frustrating god damn thing in existence. Every new character and rework just got stronger than the at-the-time strongest character. While at first we had a wide cast filled with variety we now have a bunch of copy pasted movesets that are just boring to go against and the devs refuse to change that.

    Any timeline in that game will have a different meta, but everything has gotten so god damn frustrating that its barely even worth playing anymore. Thats a game where if you play a D tier hero you actually have no chance against an S tier. And the meta has gotten so bad nowadays that characters that were considered S or A tier just 2 years ago, are now in some cases C or even D despite receiving no changes.

    It isnt bad game design, having perks that are obviously stronger a step up compared to the much larger pool obviously isnt healthy. Its about time we see something new.

  • ElleGreenElleGreen Member Posts: 1,064

    We don't have a new meta we just have a stronger version of the meta we already had! OTR Is stronger DS and The slow down meta for killers Is now even slower.....

  • CarthCarth Member Posts: 938
    edited July 12

    Medkits are broken and rather than fix the root cause they just want to make healing perks not work well with them

  • foxsansboxfoxsansbox Member Posts: 2,132

    I really do feel Medkits were the problem. Botany is a tradeoff perk. It's okay being strong because it's not directly responsible for the health state changes. Which is literally how the game is balanced, around the disposal of health states. Medkits should've been hit but I'm thinking we'd hear even more complaining if that where the case.

    1 Bottany thread versus a million medkit threads.

    You're the martyr :(

  • TruEternityTruEternity Member Posts: 320

    That's all fine and good, but where was botany in that overpowering meta you're talking about? Medkits are still going to be one of if not the strongest things a survivor can bring, nerfing botany didn't change that. Having a change for the sake of it is where you end up in a dumpster fire, because logic be damned, it's different.

  • GrigerbestGrigerbest Member Posts: 809
  • ObeltObelt Member Posts: 353

    Medkits but they nerf the perk instead of medkits

  • SharpefernSharpefern Member Posts: 405

    Agreed like if its an issue just revert the change. It wasnt a meta perk before and now its gonna see even less use because you cant bring it in risk that you need to grab a med kit. Like why not just make it the same instance as We'll make it and have the speed not effect you (still a nerf but not as bad) OH right because of self care.

  • thrawn3054thrawn3054 Member Posts: 5,291

    In what universe was Botany ever meta? People are complaining because every single change has sucked.

  • ThraxThrax Member Posts: 970

    Careful bud they'll add a perk to the next dlc to fix the issue.

  • CybilCybil Member Posts: 1,125
    edited July 13

    Healing is easier and faster now than it ever has been thanks to CoH. Seems like the devs are acknowledging this and encouraging survivors to dedicate their builds to faster healing.

    I'm still looking forward to this change. I love running healing builds and the medkit efficiency hardly puts a scratch on any of them thanks to Built To Last. 50% healing speed increase is going to be HUGE.

  • fulltononfulltonon Member Posts: 4,397

    Probably they want to keep meds strong cuz consumable or smth.

  • Rogue11Rogue11 Member Posts: 867

    Maybe instead of changing perks that cover for poorly designed core mechanics, people wanted the devs to actually adjust the core gameplay.

    Spawns, map layouts, basement still existing, gens being m1 snooze fests, camping/tunneling being the most effective killer strat but least fun for survivors.

    Not going to claim to speak for everyone, but fixing things like these is what I wanted. Instead we're just changing the bandaids that cover a fundamentally broken core game.

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