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SC is good when you got not so helpful teammates, big map, and doig solo or end up the last one alive.
I think the best is having a good medkit and bond on if you not in swf. A medkit can save you a perkslot and with bond you end up the most helpful part of the team. With kindred you get so much info it can change many things.
thing is if you're in a situation where you desperately need healing then self care is the reliable one.
i typed this with my beautiful hands, not a beak...the kind parrots tend to have
let's talk about player time, it takes 32 seconds to heal with self-care. it takes 16 seconds to be healed by someone else. so getting healed by someone else is better? yes but no.
it takes 2 people to do this heal, the healer and the injuried, and takes one to do self-care, the amount of player time wasted is 32 seconds, since both of those survivors (the healer and injuried) are wasting their precious time and 2 x 16 = 32.
(player time is the time it takes for the players on a team to do an action.)
example:
if it took me and my teammate to complete an action that takes 20 seconds, the player time wasted is 40 seconds. if it were, me and my other two friends, it would take 60 seconds.
the player time required to heal is equal between self care and being healed by someone else.
this is when inner strength comes into play. it takes 16 seconds approx. to cleanse a totem and 8 seconds to heal. this is up to 22 seconds, much shorter then being healed by a teammate or using self-care. self-care is a complete waste of a perk slot and inner strength can combat noed, hex totems and give you a heal and and extra 1000 bp for every totem you cleanse.
self-care does none of this, and does not create an impact on objectives
deja vu would even be a better perk, helping you complete objectives and stop 3-gens.
hope this helps
I suppose this just proves it. I always knew self care was bad. I was told to get the perk when i first started playing and I did use it for a while. But those were the days I feared the killers. Now that I am confident in chases I can afford to run any perk I want. I love mixing up builds and using perks that no one else uses. It makes each game more fun. Self Care does not make the game fun. Medkits are just so so so so much better imo.
Yeah, inner strength being its own counter, I can see how Self Care might be appealing in solo q. The way people use it though actually throws games and its kind of silly. I would take Kindred or Bond in a heartbeat over SC any day.
Self-Care gets countered by all things that cause the magled status effect, thanatophobia, reduced healing speed etc.
Healing takes 16 seconds int dbd. 32 when using self-care without any debuffs.
Cleansing a Totem takes 14 seconds + 8 seconds from inner strength = 22 seconds.
since you are playing with friends, there is no reason to use self-care, since a friend can heal you (only takes 16 seconds). this also applies to inner strength in some sense
you will probably only need to be healed 2 or 3 times a match (after each unhook once)
inner strength relies on cleansing a totem first... but has no real counter, while self-care does have plenty of counters
in conclusion i would say self-care is worse than inner strength unless you get unlucky and can't find a totem to cleanse (also counters noed somewhat)
I think neither perk is really that good or impactful but i think inner strength should prevail (not counting items or synergies between perks because self-care has really good item synergies while inner strength has really good perk synergies)
Self care has a bad rep because some people use it stupidly, but it has its uses. If against an Oni and you cant find your team its worth it to heal yourself so you stop leaving a trail of orbs for him to suck up and follow you with.
(edit, rewording)
thank you <3
The conclusion basically is:
- inner strength is better but unreliable with finite uses
- self-care is worse AND it's countered by so many things
- self healing is in general not good unless you are not that good at the game/don't know better
- teammates = best healing method since no perk slots are used
- med-kit is a good alternative for teammates
- bond is the best healing perk, weirdly enough
Infinite uses
32 second (without anything affecting it)
Doesn't require any pre-requisite
Inner Strength:
Limited to a max of 5 times (potentially 0 uses if your team takes all totems before you can get 1)
8 seconds of use (not counting the time it takes you to actually find a totem/cleanse it)
Requires you to actually cleanse a totem to be used