Shattered Hope is one the worst designed perks in the history of Dead By Daylight.
I don't understand how this perk made it though designing, play testing, and to live servers without anyone pointing out how terrible it is. There shouldn't be a single thing in this game that's solely answered by perks, there should be basekit anti-tunneling measures, basekit gen regression, and basekit answers to perks, and for the most part, it appears that BHVR is actually taking the correct approach here: They buffed gen kicking, added a 10 second basekit BT, and made things like Noed, Ruin, and Dead Hard actually counter-able for most players. But then they turned around a made the tone deaf decision to add this perk, here's why it does not work at all for any killers aside from top tiers.
- 1: It takes up one of your precious 4 perk slots, while one boon only takes 1 perk slot out of the 16 survivors have.
- 2: It still doesn't change the fact that survivors can just put it at areas that takes a gross amount of time to reach.
- 3: Again, you're sacrificing 25% of your perks, and guess what? Survivors can just... not bring boons! And there goes your perk slot! It's like old small game but even worse.
- 4: There's no basekit answer to boons, so if you want to be able to do anything about COH(Because let's be honest, COH is the only boon that's actually a problem) then you have to bring this perk, otherwise, you're completely out of luck, good luck if you're playing Wraith!
And now with reassurance coming, I'm sure it'll take Shattered Hopes spot as the most obnoxious perk in the game, 5 dollars to not get camped?
Comments
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It should be basekit. Don't understand why they have to make perks to fix issues with Boons.
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I just wish shattered hope still did something if there were no boons.
But I agree coh is still a problem.
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Pretty much. Couldn't say it better myself.
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I always said you should be able to Snuff OR break. Dunno why it had to be so complicated.
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If they make shattering hope base kit then they will have to make killer take 16-20 seconds to destroy boons also make boons less audible
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Shattered Hope should not be basekit if 3 of the 4 boon perks are already bad enough.
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Now you know how survivors feel when 50% of their loadout consists of band-aid countering perks (BT/DS/OTR) against Camping and Tunneling which may or may not happen.. and are not perks.
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The issue with boons are that most of them are garbage and one of them is super overrated after its many nerfs.
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Now I'd argue this is a brilliant argument to nerf COH and not the 3 boon perks that are situational at best (hi Shadowstep) and one of the worst perks in DBD at the worst (hi Dark Theory)
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Boons should be permanently broken by default.
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Also boons have a lot of counters to them
Shattering hope to destroy the totem
Snuffing only takes 2 seconds
Nurses calling to deal with CoH especially if you are using sloppy to make them heal longer
Anything killer instinct to counter shadow step
Picking up the survivor instead of slugging to counter exponential
The 4th boon for haste just being smart and know how to counter loops will easily shut that down quickly
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Its designed perfectly. it does its job exactly how it should, especially since only 1 boon is strong and the others require you to place them near the killer to get little to no value
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Absolutely. Being able to boon the same totem over and over is ridiculous.
I'm not a booner, but I was doing the challenge where you had to run Exponential the other night, and ran it with CoH and booned the same totem upstairs in the main building over and over again, and the game drug on waaay longer than it had any right to as a result. I was literally laughing out loud at how ridiculous it was as I was doing it.
That poor killer must have snuffed it six times.
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The reason it’s not basekit is because if it were, perks like NOED, Plaything and Undying would automatically become weaker. I guess they didn’t want it that.
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On the condition that they make survivors do 12 gens each
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I don't get whats so strong about boons that something like that should be basekit. Why should killers have the option at basekit to make certain perks useless?
CoH is in a decent spot at the moment. maybe it could need a nerf in the future, but even that I am not sure about. It's well balanced now if you ask me. And being able to destroy totems at base would make even CoH not worth running anymore, at all.
Not a good idea to have something like that be added to basekit. It's fine as a perk, it would just be nice if Shattered Hope had another effect so it wouldn't do nothing if survivors don't bring boon perks.
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The "killer has 4 perks and survivors 16" argument is absolutely silly.
What if the survivors take items with them? Should they now killswitch "Franklin's Demise" perk because 1/5 of my inventory won't work?
What if survivors take the build for healing with a first aid kit, but play against Plague? Should they now killswitch Plague because 3/4 of my build has been countered? xD
If you are scared of boons, bring that perk, end of story.
How about giving Unbreakable to basekit so killers can't slug?
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I recall a dev saying they made it a perk so killers can have the time waster of setting up boons
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I love ya, man, but I'm going to have to disagree that it's overrated because of its nerfs.
In terms of efficiency, it's still 50% faster than having a teammate heal you outside the boon. It's basically Original Self Care that was 80% speed, which was broken af because it makes survivors far too self sufficient. Being able to constantly reset yourself is extremely powerful and makes spreading pressure through injures pretty much impossible.
Furthermore, this perk STACKS with medkits, items under a lot of scrutiny as of late for being ridiculously overpowered since they (in terms of efficiency) save you at least 8 seconds, compared to a Commodius Toolbox that saves 10.7, and can have several charge add-ons so it's limited use becomes a non issue.
This perk is reviled for a reason. It more or less necessitates committing to chases, lest the entire act of injuring a survivor end up being a complete waste of the killer's time.
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What’s worse is that shattered hope was added to fix COH because boons as a whole are pretty weak. Just make the interesting boons weaker for no reason
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any perk that depends on another perk to function is poorly designed. this is pre-rework small game levels of bad.
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Coh is not overrated at all. It is still by far the best healing perk in the game and it is not balanced. It also indirectly encourages tunneling because the killer knows that if there is a boon in play then most likely that survivor is going to be able to go heal on their own at a high speed and without help from a teammate, thereby forcing them to commit to chases and not let injured survivors get away.
BHVR can either nerf coh into the ground (and survivors will stop using boons because the others generally aren’t worth it) or they can give killers a more permanent answer to boons and then buff the other 3 perks to make up for it. Personally I’d rather see the second option because the first option will mean that the whole boon mechanic will likely just die.
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Space one time to snuff.
Space a second time to destroy.
Base kit ! Now !
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Pentimento would need a complete rework
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I agree with Gannman, Circle of Healing is a good perk but overrated by some people as being "the best perk in the game" or whatever. Honestly I've seen plenty of matches lost by people focusing so much on keeping their Circle of Healing Boon lit that they lose time they could have spent on gens and lose the match. The healing speed it gives isn't nearly as good as it was, it still has the range limitation, and takes 14 seconds to place and relight if it gets snuffed. It's definitely not as powerful as it was when it first came out.
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If Shattered Hope becomes basekit then boons meed to be buffed.
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I disagree, perks that counter other perks aren't bad design provided the effect they give in their conditional scenarios are worth it. Franklin's Demise for instance is useful if nobody carries equipment, but in practice most of the time most or all of the survivors have equipment and Franklin's gets some value. Shattered Hope is worthless if nobody uses Boons, but in practice Boons are common enough that you tend to see at least one every 1-2 matches and occasionally see two in the same match. Personally for instance when I've brought Shattered Hope I think there's only ever been one game I didn't manage to snuff a Boon with it. (Not that I bring it all the time, but I do have a Don't Mess With Hexes build I enjoy with Shattered Hope, Pentimento, Devour Hope and Undying.)
I'm not saying I think Shattered Hope is top tier or anything, I'm just saying in principle the idea of one perk countering another is perfectly fine, it just needs to be an effect that is powerful enough that when you get to use it it's more impactful than an average run of the mill perk that isn't as conditional.
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Not really? I mean, literally EVERYONE would know where the totem was because it's aura would be shown.
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Ok but also killers move slower and take 4 hits to down deal??
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The killer also has magical powers and can literally stop the survivor players from playing the game at nearly any given moment.
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I might legitimately be okay with that .
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As long as survivors also cant escape via the exit, only by killing the killer
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COH is like old object, it's only strong for SWF's, solo queue can get some value, but only with green medkits, where as SWF's can coordinate where the boon goes, who goes at what time, and can save a lot of time healing.
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Nah, original DS version of free grasp escapes for everyone no metter what will never beat it.
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Just channel your inner Michael Jordan and dribble that baby Laurie.
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Kicking a boon should force a cooldown (1 min sounds good?) before they can boon again and/or there should be some requirement to be able to use boons. This would allow them to be stronger since they aren't just free/infinite.
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Or maybe make totems take longer to boon after each time the killer snuffs it.
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I think the argument to this being okay, is the time it takes.
But the time COH saves anyways does not make this a problem.
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So no one's going to mention the fact that OP said that Ruin is easier to deal with now?
OK.... So Ruin has been easy to counter (tap the Gen and see if you get Cursed then either stay on the Gen for as long as possible or find the totem and cleanse it)
Just because it lost 100% of regression doesn't mean it's "now easier" to counter... it's more about gamesense and logic
SO now onto the main topic... Shattered Hope
It was made as a knee-jerk reaction to COH being strong... and since they nerfed it (twice) it finally reached the "borderline usefulness"
Basekit Gen regression... what .25 charges per second or the 2.5% of instant regression (they both aren't as good as first thought)
Actually there are more Perks to counter Perks and Perks to counter playstyles (PGTW VS Repressed Alliance... 4 Items VS Franklin's... Lockers VS Iron Maiden... ETC)
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