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An idea for boon perks being nerfed

Shenlong1904
Shenlong1904 Member Posts: 293
edited November 2021 in Feedback and Suggestions

I personally do not believe that these totems are too powerful, but they are definitely quite frustrating.

So here are my suggested changes

1 . Survivors cannot bless another totem without either running back to the totem already place and kicking it or the killer snuffing it out

This adds a little bit more risk to boon totems, as now a bad totem placement or a determined killer who makes the area unsafe will force survivors to go to an unsafe area, where the killer might greet them with an easy hit or two.

2 . If a survivor blesses a hex totem, the hex will still be deactivated, but it will activate hex effects (haunted grounds, retribution). But when the totem is snuffed out by either killers or survivors, the hex will come back to action, forcing a cleansing to permanently get rid of it, thus also ridding survivors of some of their boon potential

This creates risk as haunted grounds and others can activate multiple times by themselves. And will rid an area of potential boon power to fully get rid of the hex

Comments

  • GannTM
    GannTM Member Posts: 10,888

    I wouldn’t mind tbh. I don’t think boons need a crazy nerf but this would be ok.

  • Labrac
    Labrac Applicant Posts: 1,285

    I think you shouldn't be able to bless the same totem twice. It's just frustrating when you snuff a totem and less than 30 seconds later you hear the BOOOOOOM again. I also don't know how I feel about 4 survivors being able to bless 4 totems, they are supposed to be a "safe haven", and when they cover basically the whole map it's kind of stupid.

  • Bran
    Bran Member Posts: 2,096

    I would like to see a cap on the amount of boon perks that could be stacked if anymore are added into the game. Maybe capped at 2.

    As for the changes presented.

    1) I don't see any issue with that currently

    2) I don't like the idea of the hex being dormant behind the boon. It just seems to add a layer of complexity to the game and a unnecessary mechanic.