Totem Boon and Hex: Pentimento
Hex: Pentimento is undoubtedly a very interesting perk. You could even say that he almost brought new mechanics. But ... It seems incomplete to me because of Totem Boon can resist Pentimento and you can say that it is a good counter to this skill. But as for me, this is just an unpleasant accident, the survivor may or may not have Totem Boon. Nobody knows about this until the match starts. And what is the point then? What I'm suggesting has more to do with the mechanics of the game itself, but it looks really good here. Simply put, I suggest Pentimento to work on Totem Boon. But how? Watch. When the killer breaks the Totem Boon, the totem is completely destroyed, after which we can revive it with the Pentimento. But look further. By rebuilding the totem, we are giving the survivors a place to plant the Totem Boon. That is, this is our choice. We may not revive the totem, and then the survivors will have to find a new place for the Totem Boon, or we may revive, but then the survivors will again have a place for the boon totem. Do you understand my point of view? This is very interesting, not what it is now
Comments
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Pentimento is an interesting perk that got released at potentially the worst possible time.
I would 100% be okay with reducing the penalties on it in exchange for changing it in some way so that boons don't hard counter it.
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If you nerf boons to the point of uselessness or make pentimento work on boons. Boons would be pointless and you would have to nerf pentimento since it would be too easy to get 30% gen speed reduction.
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There is one of my thouts aboun how to faily nerf boon totem:
There are 20 perks in trial.
4 killer's perks and 16 survivors. 4 to 16.
Hex perks have big influence on game, but also have risk to be destroyed and there will be 3 to 16.
Pentemento is situational perk, which needs broken totem. If there is a boon totem this perk is useless because nobody will break any. Also 3 to 16.
If killer runs both pentemento and, for example, ruin, it xab be potentially 2 to 16.
Boon are nearly as useful as hex, but they don't have risk of being lost in game, as hex. And it makes them unbalanced w little.
To balance them I propose change one thing:
Each survivor can plaсе one boon totem per trial. If killer finds it - be will just shut it or destroy totem.
Now for the numbers:
(If killer runs only non hex perks he have 4 of them.)
With the worst case, where survivors will run 4 boon perks each, there is potentially 4 to 0 perks. It's nearly impossible, because survivors wil rather pick Dead Hard, DS, Flashbang ect.
More common if there is 1-2 boons picked by 1-4 survivors.
And in this cases we can have perks from 4 to 15 (1 boon in entire team) to 4 to 8 (2 perks each survivor)
As we can see most common situations in game will leave survivors in team perk advantage. Boons still be useful and rewarding for survivors, but they will have risk factor of losing perk. However they will still be more safe to use then hex perks, because hex spawns randomly and can be destroyed in first minute of the game. While boon is must to be placed by survivor, which can choose for it the most safe place
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Also there was idea, not mine but in addition to this my sugestions (I forgon the name of thet guy who wrote it T_T) that using boon totem on hex will give to person one extra usage of boon. Nice Idea probably
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The only way you can nerf boons if to give it cooldown after it gets destroyed or give it alot of token and when it runs out you cant make boons anymore. Any other nerf to boons will make it essentially useless, because there would be no reason to run it. Therefore if you were to do that pentimento would have to be nerfed because it would be too easy to get 30% gen debug.
Also boons are not rewarding at all. The only boon that's useful is CoH. And it's only useful if I as a person who placed it get to use it more than once per "one placement of the perk". In any other situation I am better off running medkit with high amount of charges with botany knowledge.
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Well. Due to this logic we need to make hexes can be placed multiple times. CoH is basically old self-care for everyone in nice radius. New boon, that is also Bill's stand up perk for everyone in radius. It's strong enough and making pekrs like Thanatophobia are worthless. So make risk of losing perk is I think fair enough
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There is a reason why everybody picks it. If you were to nerf it like that 95% would stop using it. Since there are other perks that can do similar things. Unbreakable is situational, unbreakable boon is more situational than that. Coh is only worth it because after you set it up you can heal in ~6s with other perks and medkits. I can heal pretty fast with green medkit and botany knowledge with 0 set up and not being bound by location that can be snuffed out halfway into a heal. Now if you play 4 man it might be worth running. (But again only if you can set it up infinitely.)
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