The point of these changes is to encourage synergy in perk choices to enhance the desired effects.
If you are running a heal-focused build and not seeking out healing from others then that is a flaw in your strategy.
What about that item recharging perk instead of We'll Make it? It is redundant to take a perk that only gives fast healing via unhooks as well as Botany.
Its likely to force players use certain perks than encourage "synergy". Its not about strategy.
Im already use only meme builds that still help my teammates, not useless. I dont know why I should get punished further.
The build is already put myself at risk. As 4 perks are for teammates.
I prefer to have 30% speed and accept no speed buff on medkit. Not like this.
I just find it funny that BHVR removed most things that have downsides for killers, pretty much everything is just a straight up buff to their power/kit. So what do survivors get? More requirements! Because everyone loves running things that actively hinder you in some way when you use them.
I hate to rely on streamers/content creators. But Scott Junds streams where he uses and abuses green medkits recently do a better job of explaining why this had to happen than any words can.
It’s a rare item with enough base charges for one heal, don’t see the problem. All they had to do was disable Botany when using a medkit - just like Autodidact (which I never understood why that is a thing, but that’s another discussion). Instead, a perk now nerfs one’s own item. It is stupid.
the rarity of an item is irrelevant when discussing balance. And yes if it was just one heal it wouldn’t be the end of the world. The issue is all you have to do is slap on a green addon and now you get two heals. And still have another addon slot to boost your medkit speed even more. Of course, you can still just use bandages along with the green addon to get enough charges for 2 heals. But that still means you’re not running an addon to boost your heal speed. Which will make a difference.
It’s a strange change, I’ll gladly admit that. But it’s nowhere near as stupid as the state of Green Medkits.
The syringe use to be an instant heal instead of the 16 seconds you have to wait now. Also on toolboxes BnP also use to be instant. They did nerf them but that was because they were completely broken.
P.s. for anyone else reading this BN got nerfed because it make an already really strong thing even more strong. They indirectly buffed medkits with the BN buff and didn't want that to happen so it got a downside. Just bring CoH with BN and get increased healing and let your whole team get fee healing as well.
Botanny Knowledge was actually buffed. It's only getting it's secondary effect removed to compensate. Now a survivor with CoH + Botanny can pretty much imitate the original 100% CoH, that is not a nerf by a mile.
Pharmacy was also buffed, as it can now work multiple times in a single match. It's quite rare for all the chests in the map be gone before you even get injured once.
Iron Will still does something, depending on where you are the sound of the grunts of pain can be quite faint and harder to hear. It just doesn't remove the information from the game like it used to.
Calm Spirit was a useless perk and it's now a niche perk with a downside. I don't think it needed that downside, but saying you "lost" a perk that wasn't even used isn't remotely true.
DS is less effective but still works. No, survivors didn't "lose it" and now have a perk that does the same thing but better.
Also, DS and OTR weren't the only buffed perks. Light Weight, Lucky Break, Sole Survivor, Distortion, Dejá Vu, No One Left Behind, Dark Sense, Tenacity, Overzealous, Hope, We're Gonna Live Forever and Inner Focus were all BUFFED.