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coh nerf that i dont agree with
there is a coh nerf that people suggest that is that the perk has 3,4,5 uses, etc. how many times as killer, do you end up kicking out the bonns cause when i play killer i think its 1, maybe twice if the location is bad but anything else and it will normally be a spot in which it wastes too much time like a main building or seperate floor, i just think this perk shouldnt allow self heals but thats my opinion
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To be fair, Boons would be useless if you actually had time to snuff them.
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Boons themselves don't really need nerfed because no matter what you do to it, the matter of fact is it just lowers the use of the 3 other boons, and CoH doesn't lose what is broken about it. The healing speed changes are great, but unlimited healing at a still relatively fast pace is still very strong. I just think it shouldn't stack with medkits personally and I'd be fine.
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The free self healing is the main prob of COH. Basically group wide self care for the cost of 1 perk slot.
It undermines the team work required by survivors, which invalidates hit and run play styles and reduces the threat of being injured all for one perk, and that's why its so unbalanced.
Boons themselves aren't a real problem its just all that COH can do on its own is th eproblem.
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Since when do people complain about self-care? Self-care has been pretty much declared to be a killer perk since the start of DBD. Its too easy to heal up wrong.
CoH literally has all the bad things that makes self-care users lose games:
- you have to go to a specific spot of the map to heal up, which wastes a lot of time, time that could have been spend doing gens.
- sloppy butcher exists and instantly counters it quite hard, other mangled addons and perks have been added for quite some time.
Self-care was quite ######### unless paired with Botany Knowledge, at which point it was still mediocre. And self-care gives infinite heals WITHOUT needing to place a boon.
So, how is CoH an issue when Self-Care has been proven, over, and over, and over, and over, and over, and over, and over again to very easily be a waste of time to use? Every single time I see someone complain about CoH, its about how it's "infinite", but ignoring the amount of time survivors have wasted on simply placing one and healing up. In a lot of cases, especially with a perk or addon that inflicts mangled(and soon haemorrhage too), CoH is going to buy you more time than it will from survivors.
There is a reason why tournament squads rather run Botany Knowledge over CoH unless they send you to very specific maps, because simply put, Botany Knowledge is objectively better as a perk slot.
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Don't get hung up on the self care analogy.
COH provides the ability to heal yourself without assistance, the whole point of survivor is cooperation if everyone can just heal up for free without needing an item or a team mate, and still bring 4x chase perks and a tool box with a BNP all because 1 guy has COH its a lil unbalanced.
Botany knowledge still requires a team mate or a medkit, if you want to pair it with selfcare for team wide healing then you gotta eat up half the available perk slots for it.
Team wide self heal without needing an item for 1 of 16 perks is a really good general trade. Because most killers aren't applying "tournament" level pressure. Toning down COH in a general game sense is not an unhealthy change given what it can do for what it costs.
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Here's why everyone is wrong about CoH tho:
Lets compare it to a PERKLESS swf on comms. What does CoH do that SWF on comms cannot? Or even better, what can SWF on comms do better WITH CoH than without?
Because CoH cannot meet up with you next to an important gen, CoH cannot guarantee you being healed up. In fact, CoH gets in the way because a survivor cannot bring the killer too close to you.
So, if CoH is barely usable for SWF on comms to the point where Botany Knowledge or even Empathic Connection gains 10x the amount of value, then how is it busted?
CoH is only very powerfull when comms arent involved. It basically buffs solo queue closer to SWF. And this change is needed. The gap between solo queue deaths and SWF deaths is incredibly large. And you cant really nerf SWF. Boons reduce that gap significantly.
This is exactly why I get hung up with the analogy, because people are like "its a 5th perk". Like, is each totem of Pentimento an individual hexperk? With your logic it must be. Because 1 totem is slowing down gens as if you have 6 stacks of Thana. 2 totems is slowing down healing as if you have global Sloppyx2, 3 totems is also reducing self-recovery, 4 totems is slowing down exit gates as if you had 7 stacks of Remember Me. Or Devour Hope, 3 stacks give you an instadown as if you have NOED on and the 5th stack is as if you had the 0.9 version of Ebony Mori. All while gaining movementspeed whenever you hook someone.
Boons are much, much weaker than the effects of those hexes, especially since you need to spend a significant amount of blessing a totem uninterrupted, unsnuffed for long enough to lower the average timesink you spend on blessing and preferably used enough to gain time. You want the average blessing time per heal to be about 4 seconds pre-nerf, which means you need to heal at least 4 times.
Now, when do boons break the game? On indoor maps and when 3 people heal. Neither of those issues are fixed.
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The whataboutism is strong with this one.
Everything in game is weak compared to the advantage swf on comms.
At no point in your rambling diatribe did you address the point I made that COH does a lot compared to its cost and toning it down is not a terrible thing. "Its a problem when 3 people heal" well yeah for very little cost so toning it down isn't a terrible thing. If you are using COH for single self heals then of course that's stupid but that's not what its for.
"Here's why everyone is wrong" That's my fav part. I feel dumber having read it. lol.
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