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Boon: Circle of Healing (Killer Perspective)

Sunbreaker7
Sunbreaker7 Member Posts: 651
edited November 2021 in Feedback and Suggestions

The new "Boon: Circle of Healing" has put Killers in a new kind of disadvantage than ever before. I am not saying the perk is OP, but I do like to make a note that it does force Killers to adapt to a completely new playstyle that allows fewer mistakes to be made.

With the boon allowing survivors to see the aura of the totem, it is far too easy for them to simply run to quickly heal and get back in action if the Killer decides to go pressure gens or chase another survivor. Not even the Mangled status effect no longer bother the survivors when self-healing in the radius of the boon. The survivors pretty much have gone with a mentality of not caring if getting hit anymore and there is a good reason for it.

There can be up to 5 boons lit at the same time on a map, making it extra easy and fast for survivors to get to the nearest boon and self-heal. Kicking boons down is a viable option and fairly easy to locate when nearby one, but there can be up to 4 survivors with the perk, thus making it almost impossible to keep up with them as they re-boon the totems as soon as you kick them and go chase or pressure gens.

The healing speed is simply so fast that as soon as you turn your back for a survivor near a boon radius, they have already healed and made you waste your time for the single M1 that you worked so hard for in hopes that the survivor will have to waste time healing while you as a killer go pressure gens.

What is there to do other than tunnel everyone, because you know as soon as you leave them be, they will simply quick-heal under a boon and return to waste your time or go fix gens, faster than you can injure or down the next survivor, no matter your skill level.

The new Boon: Circle of Healing is a fun perk I like to use as a survivor, but as a killer, I find it insufferable at times, feeling like I am getting bullied because the survivors are more than willing to throw themselves at me and run back to boon-heal unless I chase them till they enter dying state.


The point and conclusion:

Perhaps the perk is in need of a nerf? Not the kind that makes it weak and pointless, but for instance, would it be too much to ask if survivors could not see the aura of the boon location and would simply need to discover a teammate's boon by entering in its area of effect. Also, the radius of the boon effect could be decreased, so that the survivor would have to heal much closer to the boon.

Or how about if when healing under the boon, the survivor's location would be revealed to the killer when standing X-distance away from them? No? Well, give me your suggestion and let's see if we can come up with some ideas here.

Or another one, how about a survivor can only boon one totem at a time?

Let me hear your opinion on this matter and whether or not you think the perk needs to be adjusted a little.

Post edited by Rizzo on

Comments

  • Sunbreaker7
    Sunbreaker7 Member Posts: 651

    This is exactly what I have found myself having to do when facing good survivors with the perk. It gives me no chance of playing any other style than tunneling.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    There's something about Boons which makes them impossible to snuff. I've reported a couple through bugs, but even now there are some spots that a killer cannot snuff, and that's rather frustrating.

    As a 50/50 player, this perk does need toning down. As survivor, the Boon acts as a place of refuge I can always come back to. I don't feel any sort of anxiety and it does feel like easy mode - especially if a few Boons are lit. Shadow Step seems much more useful, as looping now becomes a joke.

    As killer, I've gotten used to it more and have managed to balance snuffing with the various other tasks at hand. It does get frustrating when they can be relit on a whim. However, today on Haddonfield, this 1 totem kept being lit (3× throughout the round), but I snuffed it 3 times. As it happened there was 1 injured and 1 healthy survivor when the last gen went, which was right next to that totem and it was fun to see it light up with NOED as I wasn't far away!

    But all that aside, it does need tweaking. I've moved away from the whole "perk should only be used once" idea, but either a totem that's been snuffed cannot be relit (neither by Boon nor Hex), or some negative repercussion in relation to the Boon and a cooldown. For the 2 we have, maybe when Circle of Healing is snuffed, for the next 60 seconds all healing is reduced by 30% for all survivors, or if Shadow Step is snuffed then all survivor auras appear for 4 seconds (unless a perk like Distortion is available). I'd prefer the former, but the second could have some fun counterplay. I'd even argue if the latter idea was in place, the stacking could be brought back (high reward, with high risk).

    Something needs doing though.

  • ZtarShot
    ZtarShot Member Posts: 838

    pretty fair perk

  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    Its been like this for ages dude, BHVR doesn't listen. Boon totems only made an already tight situation even worse. Then they had the nerve to go in on the question about "Feeling required to run a perk" as if that wasn't the case already. Turns into a Either run this perk and possibly win, or don't run this perk and your chances of losing skyrocket to 100%. They put all their eggs into this perk system to balance the game without considering the sheer power creep on survivor end. Its actually insane. Its like they come up with an idea....and then forget that the rest of the game exists so maybe that new idea should be balanced so that the stuff that already exists doesn't shoot the new idea into the realm of broken. But no, we keep ending up with these goofy ass Mettle of Man style perk takes, and nothing to veer the game back on course.

    Making mistakes like that is sad the first time, but repeatedly? It just gets cringe....

  • Predated
    Predated Member Posts: 2,976

    3-genning worked plenty for me. If they wanted to do the gen, they would need to sacrifice people to be downed. Then just make sure every totem in range of the 3 gen remains snuffed and generators regress faster than survivors can progress it.

    Is it boring? Sure, but survivors are holding themselves hostage by not letting the killer down survivors. Heck, the only way they could progress a gen is to force the killer to pick up and hook a survivor.

  • Predated
    Predated Member Posts: 2,976

    I mean, few things:

    1. its worth snuffing boon totems. For every boon totem that you snuff, it takes survivors 14 seconds to reapply.
    2. its not worth snuffing boon totems on the other side of the map, but that is fine, as it requires survivors to run to the complete opposite side of the map to recharge.
    3. there can only be 4 boons active, there are no 5 survivors.
    4. They literally cannot re-boon a totem as soon as you kick it. It would take quite a lot of time to get the boon back, let alone get the boon back in a favourable position.
    5. The healing speed is fine, being near the boon radius when you leave a chase is very rare unless you have a small map like Midwich that already has 4 active boons. And even in that scenario, the entire path prior to that has pretty much turned into a dead zone.
    6. The boon recieved an aura, due to SWF being able to communicate the locations of boons. It would only affect solo survivors, and solo survivors dont really need a larger disparity from SWF right now

    The problem isnt really the boons themselves, heck, medkits are still a much bigger impact than boons. I often even avoid running to a boon with a teammate, as it would take longer than 4 seconds to reach that location, meaning it would take longer than 16 seconds to heal up my teammate and has the risk to expose both of us. Boons are only truly strong if there are 3 or more active, and even then, its very easy to break them down for the killer.

    I personally would think killers need to recieve an aura reading on the boon if they are within 8 meters of the perk(it might be easy to hear where it is, but they cannot hear or see if it's behind one side or another), saving them some time where there should be no time wasting. And I would maybe add a 3 second haste effect after snuffing it. That would allow killers to use a boon totem in their favor mid-chase.


    My original idea was for random hexes to respawn on snuffed boons, ofcourse with the original 14 second bless timer. Right now, if you hate boons, use Undying and Thrill. You can see survivors blessing dull totems and with the Thrill buff, it now takes nearly 30 seconds to bless a totem(nearly 50 if it is a hex, but you cant see their aura's there), meaning it takes a very long time to just put it up.

    As for the maths behind that: 30 seconds+16 seconds to heal yourself means it's literally worse than selfcare. You would need to self-heal at least twice to break even in terms of time, and even that isnt including the time it takes for you to go there. Even at 4 self heals at a boon, it would still be 24 seconds for a self heal on a specific point on the map. Which is fine. That's 1/3rd of a generator spend healing.

  • AGM
    AGM Member Posts: 806

    I don't find the perks to be all that oppressive to go against. The only nerf I'd get behind is 30-45 second cooldown after the killer snuffs a boon totem, where the survivor cannot bless a totem again until the cooldown ends.

  • Sweet_Potato
    Sweet_Potato Member Posts: 213

    Most killers do that anyway regardless or being competitive or not.

    So this argument is pointless. Or even more: It reveals camping and tunneling as most effective killer strategies and killers who dont do that are actually playing not efficiently.

    Therefore in order to be fair and balanced all survivor abilities should be considered and evaluated whether they are able to counter camping and tunneling.

  • dugman
    dugman Member Posts: 9,713

    The good news with Boons is, if the devs ultimately determine Circle of Healing is too strong, all they have to do is tune down its healing speed. No need to change how Boons are placed or reset or whatever, just adjust the Healing speed dial on Circle of Healing and/or the radius of effect on Shadowstep if either or both turns out to be too strong. Balancing these two specific boons doesn't require anything more complicated than changing those two parameters.

  • Dino7281
    Dino7281 Member Posts: 3,294

    What killer were you?

    They should never let you down anyone. Work on gen -> start running asap -> killer hit you once -> heal -> repeat. So you either have endless loop till you finish gen, or killer has to commit and he will lose a gen for it.


  • Clowning
    Clowning Member Posts: 886

    My biggest issue is that it just genuinely isn't viable to split pressure in the current Boon/Medkit meta. Majority of the time, you have to commit to a chase, because otherwise you're being far too inefficient with your time.

  • AGM
    AGM Member Posts: 806

    I mean, CoH definitely helped avoid PyHead snowballing, but he was in a pretty dire situation period. 1 gen left, no hooks, last gen almost done, and not to be rude but the killer wasn't very good, as he kept missing a lot of shots.

    That shows that CoH is a good perk, but OP? I'm not so sure.

    If it were me as the killer in that situation I'd pretty much accept my loss and just commit to a survivor for my 1 kill, or maybe 2 if I'm lucky. It's hard to judge how much boons affected the killer's performance without seeing the whole game though.

  • Dino7281
    Dino7281 Member Posts: 3,294
    edited November 2021

    I play mostly killer, but lot of survivors lately -> mainly because I just don't enjoy killer that much anymore...

    CoH is super broken for few reasons:

    -Killer can't get rid of it, snuff is just waste of time and not worth leaving gens or losing chase for it

    -it has double range on multilayer maps

    -it destroys hit&run tactic -> you have to commit to every chase, otherwise you basically lost time

    -it destroys 3-gen, unless survivors will not hold W away from gens

    -it gives extra perks to other survivors, you have basically 23 perks total whenever boon is active (it's more safe to use 2x CoH from my testing, so 22)

    -everyone sees that totem, so know where to go heal and you can also use that as a landmark for SWF

    -as long at least 2 heals are done from CoH, you gained time. It gets even better with each heal

    -it's just brainless to use, you don't have to think about where / when to use it, because worst think that can happen is you will have to do it again


    Best thing is that it just works for your whole team, that is super broken. Try to compare that with Inner Healing and that used to be decent perk imo, but it is just useless compare to CoH.

    And survivors are suprised killers tunnel way more, which I think is because of CoH. Well, that is at least reason why I do it way more often than before. I used to love hit&run tactic, but it simly doesn't work against it.

  • Winchester89
    Winchester89 Member Posts: 85

    I had a round yesterday where I was forced to tunnel. I played Legion and everyone was injured. Seconds later, 3/4 were completely healed. After the third time, I tunneled Mikaela out and that was effective. All survivors relied on the blessing and when it was completely removed from the game all other survivors were easy targets.

    I don't like tunnels because as a survivor I don't want to be tunneled either. But there are moments with these blessings when I see no other way.

  • Dino7281
    Dino7281 Member Posts: 3,294

    Yep, best way to deal with that BS.

    Whenever I hear that boon sound, it's tunnel time.

  • Hunter_Main_322
    Hunter_Main_322 Member Posts: 530

    I play on the spirit of which has recently been buffed and the red rank has become even easier to take and I'm only glad that we added boon totems as the survivors spend time on their consecration

    So I don't understand your whining about this

  • Winchester89
    Winchester89 Member Posts: 85
    edited November 2021
    Post edited by Winchester89 on
  • Guest1567432
    Guest1567432 Member Posts: 728

    "But but it takes 14 seconds to bless it's so long" Every "50/50 player" on this forum.

  • slendermansmoom
    slendermansmoom Member Posts: 544

    i seen boons as the new selfcare but for more then one person

    they don't bug me because i destroy the boons very quickly and also i always bring like 3 hex's so it's kind of obvious where they will be because they have to be between my hex's

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    Just gonna paste something here:

    2 heals per CoH blessing is all the survivors need in order to get ahead for time investment, even in the fantasy situation of the killer having the time to snuff and the totem being snuffable.

    14 seconds to bless, 16 seconds for a health state, you understand?

    That means the first heal is a bit of a sunk cost, but the second is a full 16 seconds not being wasted by someone else on the survivor team to heal you, or an extra 8 seconds granted to you compared to Self-Care. The reason CoH isn't fair, even potentially oppressive, is less because it allows Self-Care, and more that it allows full heals without the extra time investment of Self-Care, the extra time investment of another survivor taking that 16 seconds to heal with you, and potentially all of this without use of an item or perk slot by the beneficiary.

    By and large, though, because killers don't have the time or capability to snuff, especially since hit-and-run is gutted with these boons, that means CoH is the snowball perk. Not OP, but in need of tweaks to acknowledge that there's just more potential for abuse in terms of time investment, considering the killer's time is 4x more valuable.

  • Viamont
    Viamont Member Posts: 304

    Boons can be properly balanced but quite honestly betwen survivors just wanting to abuse and have the cake and eat it, and BHVR saying they are perfectly fine who knows, that aside theres a few ways they can be worked and make fair to be againts:

    Allow killers to destroy the totem alongside the boon, if anything killers will at least have an option here, if they are running a hex that needs dull totems at the very least they can choce to keep the totems or just not want to deal with boon spaming.

    Limited amount of use per trial, 4 uses per boon per survivor sounds more than fair, they can still re apply to the same totem, but they will have to tink if its worth it or use somewhere else.

    Cooldown, apply one after the totem its blessed, something along 90/80/70 depending on rarity, this would prevent over abuse and make it also a tactical option, they wont be dennied reapplying but wont become as opresive as they are right now.

    Time increase, quite honestly 14 seconds for a dull totem and 24 for a hex its a laguable amount of time, specially when the time isnt equal betwen a survivor and a killer. IF they want to pull the "you are paying with time" then so be it, make it so a dull totem takes 30 seconds and a hex 45, THAT would be paying with time in a meaningfull way.

    On the other hand shadow step needs a serious change, the fact this anoying thing allows them to become virtually invisible its laguable beyond a bad joke, with iron will survivors are pretty much untrackable, more so in structure jungles where they can easily lose line of sight againts the killer, and before anyone might try to bring it, blood doesnt do much, many areas have heavy vegetation or things on the ground making it quite hard to track the blood. shadow steps needs to be separated in two diferent boons.