Boons overall strength might a good opportunity to talk about hex inconsistency
I've only seen, in these forums, people asking boons mechanic to be nerfed. But... wouldn't it be better to buff hexes mechanics instead. Like, if we compare boons to hexes... hexes are underwhelming because of their inconsistency. I'd rather take, for example, a built-in "old thrill of the hunt" (yes, the sound alert thing)... than a nerf to the boons. What do you think about it?
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Yes, hexes should have a mini corrupt at the start of the match that lasts 60 seconds so you get SOME use out of them but they still retain high risk high reward.
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That could work too.
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I've never been crazy about Hexes because of the huge variance involved. The one idea I heard that I really liked was that Hex perks should be reworked and rebalanced to have their abilities scale with how many totems are still in play instead of having an "eggs in one basket" approach where cleansing one specific totem shuts off a hex perk completely.
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For Ruin it works... but i don't know about others.
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I'd say it works on more perks than not. Only a small handful of perks would be completely incompatible with this idea.
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I do think after a Hex is destroyed,the hex should retain half of its power somehow,its unfair to use a perk that can permanently be disabled so easy.
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Devour Hope/ Haunted grounds/ Retribution/ Crowd control/ Third seal/ Plaything... i don't see much how it could be reworked in that way to be honest.
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The thing with boons is that even if they gut COH I’d still argue they are flawed in design and the only thing preventing them from being busted is the perks not being very strong which kinda puts a chokehold on the entire mechanic. As long as the general mechanics of boons remain exactly as they are they will not be successful imo.
Hex perks on the other hand are not really flawed in design at all, they only need some minor tweaks to spawn locations and locations in relation to survivors/preventing a totem from being gone in literally 20 seconds.
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That sounds like a good idea too.
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There's still some hexes that even with improved spawns wouldn't be worth running. But that's more an issue with the power level of those hexes. Like lullaby is generally pretty bad on anyone that isn't doctor. Third Seal is kinda bad due to blindness not really being a threatening status condition. Crowd Control is just a worse bamboozle.
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One of the changes I'd like to see to hexes is having them only light up a totem after they have an effect on the match- Ruin only lights up a totem once it starts regressing a generator, Devour only lights up a totem after it gains a stack, things like that. For "trap" totems like Haunted Grounds and Retribution, I'd say give it a small activation trigger but also let it light up alongside any other hexes you brought.
Even outside of that, hexes that spawn after the start of the match should be able to snuff boons to make room if they need to. With this change, that'd be all hexes, but they still only spawn in once so that's fine.
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Oh I agree. I was just having a discussion yesterday on how bamboozle is better than crowd control. All 3 of those hexes should get buffs.
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they already tried buffing consistency and lifespan with Old undying. survivor's moan about it. If you want improve hexes to be more consistent, than just bring back old undying.
What I find funny about the whole survivor complaining about old undying is that they said cleansing multiple hexes up to max of 4 times was not fine but apparently, its fine for the killer to have to cleanse hexes an unlimited amount of times. explain that logic.
I also do not think that Circle of healing will receive any future changes purely because the other boon perks are not really used much at all. If they did make COH ineffective, than boon mechanic as whole would be largely irrelevant.
Dev also like to go by stats. I highly doubt that COH is overperforming statistically compare to other meta survivor perks like DH/BT/DS etc. Currently, I see dead hard on almost every survivor on nearly every match while COH on average is used by like 1 survivor, maybe 2, sometimes none.
Its also been like 5 months since its release. Compare to say Mettle of man, Mettle of man was changed 3 months after its release. If it was going to get changed, it would been changed already by now.
Only thing I'm curious about in regards to boons is whether they will make boons that mirror closely to killer hexes. For example, Killers have hexes like chase-oriented hexes like blood favor, crowd control, devour hope with instant downs. they also have hexes that affect generators like lullaby and ruin.
I'm curious if they'll make a boon that automatically progresses generators that are not being worked by 0.25 c/s or boons that like counter instant down, such as grants endurance effect if exposed.
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Crowd Control can tie the length of time to number of totems. Third Seal can do the same for blindness (starts at very high time, then the time gets reduced for each totem that gets cleansed. Play Thing can highlight a specific totem that needs to be cleansed tie the aura range to the number of totems (i.e. you can cleanse other totems to make the aura range larger and larger). The other three I will give you, yes (as well as NOED).
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The one idea I heard that I really liked was that Hex perks should be reworked and rebalanced to have their abilities scale with how many totems are still in play instead of having an "eggs in one basket" approach where cleansing one specific totem shuts off a hex perk completely.
I love this idea!
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CoH is S Tier (Meta), Shadowstep is B at best, Exponential is C and new perk is D-tier. Where is the consistency in strengh?
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