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CoH Problem isn't the healing speed, it's the infinite self heal charges paired with infinite bless
Circle of Healing has a problem that is not the healing speed.
Since it came out in that dreaded october night so many killers have been gutted of their strategy.
Legion is getting a buff but its whole game was hit and run, so was wraith (although it has been nerfed into the ground).
Even ignoring these two killers hit and run was a great viable strategy to spread preassure, now instead killers can't protect a side of the map because as long as there is a CoH on the other side it's a lose lose situation.
Either the killer commits to chases and loses gens or the killer goes boon hunting on the other side of the map and also loses gens.
Defending a 3-gen is no longer a good strategy if you dont have an instadown or antiloop or chase oriented killer.
This is the problem with CoH, the fact that it discourages entire killers and playstiles from seeing play.
The problem is that the killer cannot see the aura of the boon in any way as there aren't even perks for it.
The problem is that the survivors know where the boon is and don't need to look for it.
The problem is that it's an infinitely usable and infinitely replaceable weapon as the killer can't break totems but the survivor can relight them.
The problem is that when the map gets smaller due to the gens on one side being done it is detrimental for the killer to do anything about a totem away from his gens.
I understand that most things that people on this forum suggest would rework the whole boon system and that's not good as it would kill other perks or make them too complicated. Therefore suggestions such as "make totems be blessable one time only, or one time each" or "make CoH have a shorter range than other boons" or even "make the killer see the aura of the boon totem or the survivors not see it" are going to be ignored regardless of how much support they recieve.
I would then suggest that CoH either didnt allow to selfheal (while still boosting selfheal via medkit and selfcare) and therefore make it a time-saver where the whole team (or part of it) can run to to reset without allowing the single survivor alone to have access to infinite medkit charges without a team-mate.
Otherwise I would suggest that CoH would work like a super-medkit. Meaning that the boon has charges (say 64, a full heal for 4 survivors) that after they have been used no longer allows self heals or heal boosts and the only way to re-have your charges is to have the killer snuff the totem and relight another one.
What do you fellow forum-lurkers think about it?
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I mean the healing speed is part of it too, there's a reason not every survivor is running self care but back in the days when self care took only 24 seconds instead of 32, literally everyone used it.
It still remains to be seen what this nerf will do to it, at the very least you will have to be a little smarter with your boon placement. 14 seconds of placing a boon and 21 seconds of healing plus the 10+ seconds minimum you waste to find bones or even longer, up to 30 seconds in many cases. That means in pure action bars you have 35 seconds of time for your heal and another 10-30 seconds of bone searching. After that your entire team can heal in 21 seconds but it will probably also take them 5-10 seconds to make their way to the boon radius so that's more like 26-31 seconds for a heal.
Even if you get 3 self heals off in your boon, and you have zero travel time for those heals, only action bars and 10 seconds of time wasted finding a bone. Thats still 87 seconds spent healing over 3 heals, which is an average of 29 seconds of time spent per heal, compared to self cares 32. If it takes you an extra 5 seconds to actually find the bone and an extra 5 seconds of travel time for people healing to actually reach the totem then it takes a total of 102 seconds of time wasted to get healed which is average 34 seconds per heal over 3 heals. At that point your effeciency is slightly worse than self cares and hte only benefit the totem provides is that it's 1 perk that can affect everyone in the team.
I think it will end up being slightly better than self care. Compared to self care where you can use it literally anywhere so you have zero time waste in traveling, you get a 32 second heal everytime. If you heal only a couple times its worse effeciency, you heal 3 times its going to be about the same. You heal 4 times its better. The boons 2 advantages being a benefit to your whole team and potentially higher effeciency after healing many times. You probably need at least 3 heals in the boon for it to be more effecient time wise than self caring.
Outside of a few broken bone spots and maps like RPD or ironworks 2nd floor, this actully introduces some risk into spending time booning a totem because if you look for a totem, spend time booning it, only to heal once or twice before it's snuffed, it is a pretty bad usage of your time. It will really only start to be good effeciency at 3/4 or more heals. So the risk/reward aspect of bones actually starts to come in to play since a killer discovering your totem before you are able to get much value out of it will waste a lot of your time.
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When you play against swf with comms, they will coordinate on heals efficiently. COH helps solo q survivor teams to do the same. What's problematic with COH isn't that... it is the insane healing speed that survivors get for free. Self-care is deemed by a lot of people to be a killer perk... so infinite self heal isn't the problem.
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