I don't understand the problem with CoH
Hello everyone or good evening!
I've been playing the game for a few months now, whether it's killer or survivor, and so many questions come to my mind.
But here, I would like to focus on one of them, after having spent "a few" hours on the forum, one thing that kept coming back, and, in doing so, never really answered the question, that's is about circle of healing (or CoH)
As a reminder, survivors have four abilities related to totems...
One totally useless (Dark Theory)
One that can be useful but situational (exponential)
The one that poses a problem, allowing you to treat yourself without having prophylaxis (Circle of Healing)
And the one I consider to be powerful, which makes scratch marks on the floor invisible (dark steps)
But, despite all, CoH is considered the most abused by killers, so much so that MANY are claiming its disappearance or a huge nerf (even despite the nerf obtained via PTB 5.7.0, it doesn't seem enough for them)
So despite all that, my question is this... What's really wrong with this ability? Assuming that prophylaxis is already a skill that everyone has, in the Meta all simply... Does this ability have another faculty that is unknown to me? Does it allow this point to make the player unkillable while it all takes 32 seconds to heal?
I would really like to understand because, despite the fact that I play killer and I find myself facing CoH, I have never had more difficulty catching survivors..
Thank you for your future answers !
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No offense but this simply tells that you have been lucky enough to not play against real good survivors or you don´t play "normal" m1 killers.
Before CoH a lot of killers could use the hit and run playstyle. Which means just injuring survs. If they don´t have Selfcare or a Medkit they have to find teammates to heal them. That all took time - also as healing was slower in general.
So as killer this could really build pressure on the team. If they can´t heal fast enough they maybe go donw on the second chase.
Strong medkits were already a bit of a problem because of the healing.
The introduction of CoH changed a lot of this.
One perk now gives UNLIMITED healings for the WHOLE team. Even alone.
UNLIMITED medkits.
The healing speed buff came on top. Even if this will be nerfed to +0 it remains UNLIMITED heals for the WHOLE team.
Therefore the speed nerf is no real nerf.
Of course you can snuff - but then it can just be relit.
Make this on the other side of the map and the killer can´t afford to leave gens to go snuffing.
Everytime you get hit in chase run to the boon and heal quickly. Then come back.
Maybe you can relate why this is considered a problem by some players.
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Don't worry, there's no offense, I'm happy with your answer, I better understand the problem
However, I have already dealt very often, with the kind of survivor who loves bully, but that's another story
So if I recap that, it's mainly linked to the fact that an old way of playing, now, is no longer viable against CoH
But so, that also explains why I had no worries, when I hunt a survivor, I do it until he's knocked down, I don't let him frolic elsewhere, the time to go strike someone else
Thank you very much for your answer!
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Thanks.
You are already doing the right thing then.
You chase them until they are down. But this is part of where the "tunneling" complaints come from.
You have to do this because so you secure the down. If you only hit one and let them escape they just heals and your chase time is wasted. No matter if medkit or CoH. Even CoH elevated this.
Some time ago you don´t need to chase everyone down because it was not so easy and fast to heal.
A main reason for a lot of problems some killers now have in general is the much better ability to heal fast these days.
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There, I think you misunderstood me (or that I expressed myself badly, it's quite possible...)
When I say I chase the survivor until they're down, it's not the one that comes off the hook
As soon as I find a survivor, I chase, until I finally catch them, op, on the hook, then I move on to the next one I find
In case I fall on the person I had hooked lately, I try to avoid him, until a moment when I find no one, I take care of him again, I try to offer him a chance, so that we both have a "good time", otherwise...
Camping, tunneling, I avoid it as much as possible, the rare times that it happens to me, it is because a survivor decides to stay behind me while I transport the victim to try to remove him from the hook, or because the one who just got off the hook said to himself that he was going to put himself between me and my "prey" to protect her... Never really understood this case, by the way
The only case I have the problem to not secure the down is when I play Legion
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Ok, no, i didn´t mean that.
For some it is already tunneling if you don´t let go of them in chase. Which you don´t want to do unless you really can´t get them.
Go for the hooked surv immediately is just a high pressure to win.
If you rotate survs it is just harder for you. Good survs already try to spread the hooks among all 4 so that at the end you max get 8 hooks.
As killer you raise your odds of winning if you can get one out quickly. And the hooked is the most vulnerable.
It is as simple as that but of course unpleasant for the survs.
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Really? For me, Tunneling was just the killer chasing you after you only just got off the hook, or knocking you down straight as he facecamp you. At least that was what I understood of the term...
In any case, that's what I saw on the forum here, people seemed to get angry about it, as soon as you save them from a camper, you run directly after them... As a survivor, I often have the case, to believe that I annoy the killer
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Yes, that is mostly it.
But tunneling (tunnel vision) more exactly means focusing on one player. If you chase someone it sometimes happens that another player runs in and wants to distract you from getting the chased one. Often because he is injured and they want to prevent him going down.
If you ignore the distraction to pursue your down - which you should - you are already "tunneling".
If you go after unhooking you want to tunnel one out. This is hated the most. Understandably - but as stated above - you could increase your chances fo winning very much if someone is out early.
It is a circle of the game.
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In my opinion, only CoH I think is too strong, the other boon perks I think are ok, it depends on how the killer deals with it, but one thing is for sure, the problem in this case is the speed at which a survivor can heal compared to while the killer can get a second hit (I'm not counting "save the best for last" in this situation),
I think CoH would be fair if it had a condition to activate this boon, for example: to activate a CoH boon, it would first need to heal a health state of another surv, so it would avoid having a Coh boon as soon as the match starts, making the perk to be more useful in the middle of the game and not in the beginning, relieving a little this pressure that the killer receives
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When they do that, get in my way, I just kick to get him out, because it's often the one who's just been released from the hook who comes to play the bait, that way they get out.
But I'm going to remember what you told me, see if I can't play more just to put more pressure... Even if, the only time I had a huge gen rush, I didn't too understood how they made their account, but the defeat is logical at times too
It still takes 18 seconds to heal you completely with CoH, 21 in the future update (and not the 30 seconds I said earlier, mistake on my part) without it being disturbed
So it's always possible to catch the other before he can heal himself thanks to that, it's not like the Anti-Haemorrhagic Syringe, which there yes, in case he uses it , better to abandon the survivor
And I admit it's always extremely funny to see the survivor try to loop you through the windows while you play wraith with shadow dance white and blood in this case, they have zero chance of healing until you can catch up
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The problem I feel with boons is more to do with how they work and how they were implemented, they are powerful, COH specifically but the other boons are powerful in specific circumstances as well. It's the fact survivors get this power by doing very little work for it.
The flashbang perk requires you to do some gen work first before going into a locker to get it, going into the locker is the equivalent of 16 seconds blessing a totem. The boons are more powerful than flashbang but you have to do less to get that power.
CoH is the more powerful one but it has been nerfed twice so far, it's still powerful as it allows survivors to get back to doing gens faster than it would if CoH wasn't in play.
Shadowstep is really strong in indoor maps as tracking scratch marks in indoor maps is just so strong for killers.
Dark Theory is insane as it gives survivors a speed boost in a chase and if the survivor is really good at working loops and pallets, it can be impossible to catch them.
Exponential can really screw you up if you don't pick survivors up right away and hook them, but that one isn't too bad unless you plan to slug.
This is why boons are overpowered in my opinion and need to be redesigned into a token-based system, with each token carrying a time value (30 seconds) and a max of 4 tokens at one time, this would also mean killers don't have to snuff boon totems as they just auto snuff after duration value runs out, which is great, killers have enough to do already. Survivors get a token by unhooking or finishing repairing gen or cleansing a totem (lol).
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Fuck, sorry, I completely forgot about you when I left my message in draft
Dunno, It's true that after placing a Boon, you have the halo, but it also allows you to know where it is located, and to make it disappear instantly, for the survivors, it still takes about twenty seconds to recreate (and once you know where it is, it's even faster to make it disappear) and you hear it in the sound when they do their incantation, so "little work" I don't really agree with you , they have to be careful that the killer isn't around, and meanwhile, they don't make a generator
In addition, the totems are often close to the generators, and, at worst, tries to find who places the totems (if it's not the whole team, then it's a mess in this case) trying to neutralize it quickly
For me, shadowstep is the most powerful totem, and you can't nerf it, so you have to get used to the sound of footsteps, breathing, and/or find your totem as quickly as possible (or if that really bothers you, play one of the very many killers who can spot survivors in a wide area, like the doc)
Dark Theory... Having tested it myself, even like that, it's not that viable, and as a killer, I've never seen it in reality, the 2% boost is so ridiculous that it doesn't allow not precisely in the long term, to survive longer against the killer, and even in the short term
And agree with you for exponential
The concern of tokens can also be problematic, or the effect should be amplified to legitimize the fact that once there are more, you abandon the idea, and .... Well that totally removes the design of the boons... That is to say, to help the team, that's what it's based on
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