"Perfectly balanced"

supersonic853
supersonic853 Member Posts: 5,879
edited November 2021 in General Discussions
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The only place without a boon was the back right because the rando didn't bring a boon perk. There wasnt really a place the spirit could go that wasnt protected by either shadowstep or CoH (im the boon right beside me and i only had circle of healing the other 2 boons were both). I felt pretty bad but i had a challenge so. At least noone had iron will lol.

Comments

  • GillyBeannn
    GillyBeannn Member Posts: 577

    I think it has to do with Totem spawns/RNG and it's something bhvr needs to fix.

  • IronKnight55
    IronKnight55 Member Posts: 3,114
    edited November 2021

    The perks are balanced. The only thing needed is make it so other healing perks and items don't stack with CoH. Done.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    This.

    Why the devs didn't do this I the beginning is beyond me

  • Junylar
    Junylar Member Posts: 2,308

    Just

    Do

    Bones

  • GannTM
    GannTM Member Posts: 10,956

    I don’t think they’re OP but I do think COH could use a self healing nerf.

  • chargernick85
    chargernick85 Member Posts: 3,171

    The killer side if me hate them but my survivor side is enjoying Coh, Desperate measures and a Med-kit. Cant get my hands on Botany/WMI couldnt imagine it with them.

  • Kaitsja
    Kaitsja Member Posts: 1,928

    Anyone who genuinely says boons are perfectly balanced has no idea what they're talking about. Boons should have a timer so that killers don't have to snuff them out. I'd say 60/70/80 seconds feels fair. Tack on a relighting limit of 2 per totem, for a total of 10 times per trial, to make using them more strategic.

  • Sluzzy
    Sluzzy Member Posts: 3,130

    And a blight with 4 slowdown perks is balanced too. Lets not forget the elephant in the room.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    It makes no sense to put them on a timer and limit the number of uses coupled on with the downsides they already have. Either do one or the other not both

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    I thought the elephant in the room is the Nurse with slowdowns, silly me

  • Beaburd
    Beaburd Member Posts: 998

    Anyone who says these perks are balanced has not seen a boon squad with RPD offerings.

    All it takes is basically two boon totems, in the center of each wing of the police station, and you will not have scratch marks throughout the entire match basically.

    If you lose them through the winding hallways without scratch marks, they also have easy infinite super self heals anywhere on the map.

    You also waste so much time trying to snuff out a boon totem they'll infinitely relight here that it's never worth doing.

    It's kinda scary honestly.

  • dictep
    dictep Member Posts: 1,333

    Anyone who says any killer perk is balanced hasn’t not seen a good slugging nurse

  • Beaburd
    Beaburd Member Posts: 998

    I... the double negative is so confusing, man.

    If you mean that literally, then okay, I'm glad every killer perk is balanced for a slugging nurse to you.

    ---

    If you meant one negative, to imply that you can't claim a perk is balanced by looking at one individual object to that perk (whether it be a map or a killer), especially when it's known to be strong or otherwise problematic, that's a bit off.

    In your example of all perks being broken if used by the nurse, the nurse is a very peculiar killer whose base kit has a combination of strengths that make exploiting easier but also can't really be significantly shared or transferred to other killers due to a strict requirement to keep them unique.

    Maps on the other hand have a combination of strengths that can be re-used by the innate fact that they're maps and not tightly bound to an air of uniqueness that killers are.

    For example, what could be accomplished on RPD could be accomplished on Lery's, The Game, Haddonfield, Hawkin's, Midwich, and any other future indoor map relatively easily. All that is required is that the map has tall walls, winding corridors, and a relatively small map size.

    Even then, the original post referred to how they can be oppressive in wider maps, like the junk yard, which is vastly different from RPD. I simply mentioned RPD in particular as the worst offender, but it extends to others as well.

  • Beaburd
    Beaburd Member Posts: 998

    Great, and survivors also naturally have some good maps too (haddonfield and badham come to mind).

    ---

    The point here is that boon perks can easily cover multiple entire maps and, despite the occasional belief, are not counter-able at this time.

    RPD was one glaring example that has left me personally traumatized, but the conditions that made boons strong in this case were high walls, small map, and winding corridors. Those conditions that make boons strong apply to more than just RPD, including Lery's, The Game, and Midwich to name a few.

    The original post also refers to more open maps, like autohaven, and how easily it was for them to cover it in boons as well. This should give you an idea that, despite my worst-case scenario example, that boon strength pervades more maps than even mentioned here (along with future maps).

    It's just not very fair when there's no permanent or reliable way to deal with them as a killer.

    Heck you don't even get rewarded for snuffing out the totems because you're wasting more time as a killer doing in almost every scenario relative to the time gained by the collective group of 4 survivors.

    ---

    Honestly this whole situation reminds me when they added Meyers into the game with the original DS.

    Not as bad as that, but it's getting pretty close.

  • DangerScouse
    DangerScouse Member Posts: 989

    Have Boons been nerfed yet?

  • dugman
    dugman Member Posts: 9,714

    The problem isn't how Boons are placed or snuffed or replaced, you can balance around all of that. They just need to probably turn down the healing speed of Circle of Healing and maybe adjust the radius or effect of Shadowstep if they're too powerful.

    • Slow the healing down on Circle of Healing enough and it won't matter if there are four of them on the map and the survivor can spend time putting them back up. Slow it a really ridiculous amount and it's even too weak to use as a perk. Somewhere between ridiculously slow and a little too fast is the sweet spot
    • Shadow Step can be tuned with its radius. If it only hides auras and scratches really close to it then it becomes a lot weaker. Another option is, instead of hiding all scratches or auras, make the effect more sporadic. Maybe hide 90% of scratches, or hide auras for a few seconds every few seconds, for instance. (I don't know if Shadow Step is actually overpowered, it actually seems weaker than Circle of Healing, but hypothetically adjusting its effects is a good way to tweak it if it needs rebalancing.)
    • And finally Exponential can be tweaked, if it needed it, by adjusting its radius of effect and recovery speed. The closer you have to be to the totem when you're down to use it the weaker this Boon becomes since crawl to a totem while downed takes a while and, unless you have Tenacity, you can't heal while doing it.

    So I think the Boon idea as a whole of having them be limited area but replaceable multiple times has merit. The devs just need to be careful to balance the individual Boon effects and radii accordingly.