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One CoH, and the whole game changes

I don't know how people can say this perk isn't that impactful or that it's not OP. Literally wins survivors the game most of the time. Even SWF has to waste a little bit of time to find each other and heal, but with this perk, that's a nope. Not only can they heal themselves within a huge radius without a medkit, but they give each other a speed boost in the range too. It makes it to where hits don't matter, nor do downs. Only hooks, because that's the only way they don't get healed crazy fast. You hear the boom, and suddenly the way you were gonna play doesn't work anymore. You can't just hit survivors; you must down them or there's no point.

And for people who say "just break the boon", how long does that hold up? How many boons must we break, only for them to be replaced? 3, 4, 5, 8? It doesn't matter for you that much, because even though you've destroyed something that took someone 20 or 30 seconds to put down, you've wasted just as many by not pressuring any survivors. That's why it's lose-lose.

You can feel when CoH is in play, especially at endgame when everyone's just hook trading. You hit 3 people, they heal up and come back. Hit the person trying to body block the injured person, they come back 20 seconds later for another hit. God forbid they heal together, because those health states are gonna be flying back up. The hit economy in this game is broken!

And you know the thing killers have been asking for forever? For less obvious totem spots so that their hexes cam actually stay up and do something? Now, that actually works against you, because then the survivor's boons will be well hidden as well. Can't tell you how many times I've spent 10+ seconds just trying to figure out where the boon sound is coming from.

Let's just admit that boons were a bad idea, especially CoH. They give way too much value from one perk. Since people like to say Adrenaline Vial is OP because it has too many effects, let's call boons the Adrenaline Vial of survivors. They are completely game changing, even if the devs refuse to acknowledge that.

Comments

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    The meta has changed. We actually asked for it. It’s going to be a thing. Adapt. Overcome.

    Circle of Healing, in my opinion, had two options. Reduce the healing benefit, or remove the self care option. You can see which one they’ve chosen.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    As an Oni main, COH does have its benefits as its basically a Demon Powerstation with all the blood found by them.

    I play both sides and it sure feels cheap healing off a boon. Takes away the challenge of finding help/medkit.

  • danielmaster87
    danielmaster87 Member Posts: 9,857

    They've chosen both. You get self-healing AND get a speed boost to healing teammates. A fair healing boost for the whole team would be like 15%. 50% is crazy. 100% is freaking ridiculous, and that's how the perk was released!

  • deKlaw_04
    deKlaw_04 Member Posts: 3,660

    Good video. The comments however come up with some of the worst idea ever.

  • Brimp
    Brimp Member Posts: 3,112
    edited April 2022

    We never said to change the meta by adding another busted perk. By doing that it's affectively a band aid fix because you dont maybe see iron will but then you get 10 second heals for everybody. Best way to change meta is to add draw backs or straight rework meta perks. Honestly with how powerful unbreakable can be I would say keep the self pick up with faster recovery but once you use the self pick up your team can no longer use a 2nd unbreakable.

    I would say exhaustion would also need an earning requirement because just having distance any time you want when its not on cooldown is just a busted mechanic overall and is outdated.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,398

    I think what it boils down to for COH is that killers "feel" like they NEED an instant down, a fast recovery animation or fast-gap closing ability(that can hit survivor between loops from SB-hit) to be competitive.

    Ultimately, it feels bad to earn a hit as killer, suffer attack animation recover, survivor getting large lead on killer and the killer having to wait a long time before they get a chance to get another hit. Its too slow for game-tempo especially generators.

    The way I feel about it is that health states are like a loaded-gun. The gun when it fires is high impact, but it takes long time to reload the gun. I feel like the gun is too high impact when its loaded. when you have health-states against a lot of killers, you have a lot of power as survivor and can make a lot of errors without killer having much input them. When everyone is injured, there are sometimes specific gameplay moment where you wish you had a health state but you don't, so sometimes slug snowballs can occur that would been prevented with a key health-state moment. In general I would say a lot of toxic T-bagging survivor flashlight clicking from survivor tends to come from health-states and bodyblocking.

    The way they balance health states is that they make it hard to heal so by the end of the match, if the killer is applying a lot of pressure and getting hits quickly, the ending of the game is everyone injured. it leads to that so-called... no heal meta where healing is less common and more difficult to pull off so everyone end up being instant down as a result from killer gettings hit fasters than survivor being able to heal+pallet drains. COH makes reloading the gun faster and makes health-states accessible throughout the match and killers just don't like it because its drains their time efficiency too much. too much impact from hit->recovery->hold forward for a while->pallets.

    I personally wish that health states were less obnoxious to play against as killer, so I kinda wish more killers had access to instant downs easier or have shorter recovery animation or less sprint burst so that more consecutive hits were possible.

    that guy is correct in the video. He forgot mention that med-kits are obnoxious for same reason that COH is obnoxious.

    he has two errors in that video

    1) mangled is not 25%, it is 20%. This was weakened when they weakened general healing and self-care

    2) Typically, killer time is not perfectly symmetrical to 1-4 ratio. that is large exaggeration. At its best case scenario, its 1-3 because for example, if a survivor takes a hit, hold-w(forward) for 20 seconds, the survivor looping is not doing a generator and other 3 are, so you earn 60 seconds. This is very idealistic and perfect situation for survivor. On average, its about 2x-1, 1.5x-1. Depends on strength of survivor team.

  • Tiufal
    Tiufal Member Posts: 1,252

    CoH is fine. Stop crying about healing everytime.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    I haven’t watched the video, but it would be easy to see why people say mangled is 25% slower healing when it says so in the freaking in-game description:


  • Tiufal
    Tiufal Member Posts: 1,252
  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    It's really not fine. Better selfcare that also heals faster Survivors healing each other or with a med-kit provided by one person in a whole team with infinite set up is really not something that sounds like "Pretty balanced perk" to me.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033
    edited April 2022

    Mangled increases base healing speed from sixteen seconds to twenty. Mathematically that’s either:

    • 16 x (1+.25) = 20, or
    • 16 / (1-.20) = 20

    Either way you pick, it is twenty seconds. Funnily enough, the snippet in your post references this but doesn’t explain it.

  • danielmaster87
    danielmaster87 Member Posts: 9,857

    Nobody was "crying" about healing until CoH came out. We complained that it was even possible that you could have a build where you healed yourself in like 7 seconds, but we didn't act like that was prevalent or anything. We also thought it was stupid that medkits were almost always used to heal yourself and not others. But nobody was saying "heals are too quick."