Shattered Hope is stupid.
All these Killers who were tired of Boons kept saying that snuffing Boons should break the Totem, so it cannot be blessed again. The devs ignored this for a while before finally adding Shattered Hope and saying "Here you go! Now you can break them!"
Dude, this is literally an insult. You want us to waste a Perk slot for this? What if they don't even have Boons?
When snuffing a Boon Totem, it should be an option to simply snuff it, or break it. No Perk needed. I don't get why they made it a Perk instead of just making it a basekit option.
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Imagine if survivors needed a perk to destroy Hex totems. That's how it feels now for killer.
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So it's not good enough to take a perk slot, because it's weak. But you want it, because you can't play the game without it? Make you mind please.
Imagine hex totems working in a small spot, taking 14s of your time to activate (+ finding totem time which can be quite long), being able to disable them in 1s.
Make shattered hope basekit and you can outright delete all boons. But I want compensation for destroying those perks. Make staying outside of chase within 16m of a hooked survivor for 30s (cumulative time for a single stage) give you 10s stun and loud notification to survivors about it. Delete boons for deleting camping. Sounds fair
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I actually agree that Shattered Hope is stupid, but it's not because it should be basekit. That idea's been litigated a bunch and it's not hard to see why boons shouldn't break when they're snuffed if you look at the broader picture for what those mechanics are meant to bring to the game.
Boons shouldn't break when snuffed, they should just be snuffed. Shattered Hope should have a small secondary benefit in case boons aren't brought, though I don't know what that'd be- that's why it's a badly designed perk, it does literally nothing if no boons are brought. At least Thrill has a totem counter on it, and also affects something you can choose to bring- Shattered Hope does nothing.
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Boons and Hexes do not need to work the same way, they just need to be balanced around how their general systems work. And honestly the only Boon people even ever complain about is Circle of Healing, the others range from "ok" to "not very good", so there's absolutely no reason to nerf how Boons work across the board. And even there Circle of Healing is a good perk but it's not clear it's overpowered at this point following its various decreases to its healing speed. I've seen plenty of games where the survivors lost partly because they spent too much time messing around with totems and self healing using Circle of Healing that could have been spent on gens.
All that said, I do think Shattered Hope as a perk could use a bit of a buff. I will say I am currently running it by itself and more games than not I do manage to destroy at least one Boon, sometimes multiple Boons, so it's not like I never get value from it. But it is definitely meta dependent, the only reason I run it at all is because Circle of Healing is consistently in the top five most picked survivor perks list so I know I'll probably get to use it, but even then I do kind of wish its secondary effect of showing auras in Boon range was a bit stronger. I feel like you could instead have it be that when you destroy a Boon you simply see all survivor auras across the map for 5-8 seconds and it would still not be overpowered (kind of like getting a Lethal Pursuer or Retribution ping when you destroy a Boon). Amping up that reward for destroying the Boon would probably help the perk's overall popularity.
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Your logic would fit if the game was a 1v1. While 1 survivor is in chase, 2 can be on gens and 1 doing totems.
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boons are not strong enough to deserve such a nerf.
only problematic boon is coh.
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61% in top 5% MMR. 59% otherwise. Nerf killers instead of survivors
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Breaking boon totems should be base kit. The perk should simply give you aura reading on boon totems.
If you make this change, buff the crap out of all boon totems except COH.
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Shattered hope needs to be basekit, then the devs can buff boon perks except COH.
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But i want them to keep wasting time booning the same totem so I can snuff it and keep applying plaything.
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I'm a believer that Shattered Hope just needs a secondary effect that works to break Dull Totems too. You can snuff totems all you want, get boons out of the picture/force survivors into an area of your choosing if they were to boon up. Works as a weaker way to get Pentimento stacks even.
It doesn't need to be basekit just because CoH is the best boon perk.
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No! Killers have it easy already. Nerf eruption, cob and oc instead
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I totally agree on this one, BOONS are huge issue because of re-blessings all over again
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I mean nerf those too, I guess. I just want the perk to have a little more viability vs being solely a boon counter.
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i said a long time it should be basekit
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SH basekit is the same as DS with 3 seconds against nurse. Absolutely useless. Next up nerf medkits and I am out of this game. SC is already butchered. Killers have 61%+ DC's winrate. Maps are being constantly nerfed. When will it stop? At 80% killrate? No. I will not play such a game. Sorry
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If you follow those stats, nurse needs a huge buff since she has the lowest kill rate in the game.
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Hex totems and boons aren't even close to being comparable though
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I myself stopped playing with the same frequency a few months ago because of that, but I can say the devs started to get biased since the middle of last year to the beginning of this year (and look how this ended up growing from a complete conspiracy to become the reality of the game), first when they released the news that they would change the game's meta perks and referred to the perks used by survivors as "second chances". Then came the nerfs to CoH twice in a row, the botched Boil Over rework only to nerf again, the nurse being "shadow" buffed with the release of sadako, and devs didn't killswitch the ranged addons (and the fix only came months later and with the name of "nerf", like was intended to have increased blink speed using that), and the midyear update which changed meta perks of survivors and killers that were used a lot only for less than 1 month later to go back with DmS and PR opressive combo, and the nerf disaster in the pig which is one of the few killers that I use, anyway, the survivors queue is empty and with the active bonus almost always on it says everything of game balance: you have to be really masochistic, especially in a soloQ survivor or a beginner farming BP.
Post edited by randonly on1 -
But most boons are not nearly as strong as hex totems.
only exception is COH and even thats not nearly that good nowadays
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Literally so accurate.
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Theres a middle ground and you can even keep shattered hope in the game. Make it so after every time you snuff a boon it loses a skull so that the max amount it can be booned is 3 times. Then shattered hope does it in one. I think its completely fair
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No survivor nerf is fair at this point if it's not compensated. Just look at new tiles that are part of the game. Who is supposed to loop any killer on them? And this is constant trend. I am sure boons will be nerfed at this point. But slowdown perks, camping, tunneling and all the other nasty stuff will get OTR vs old DS treatment - useless against real camper/tunneler.
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Are you actually complaining about my middle ground thought process? lmao. All of which have nothing to do with slowdown camping and tunneling. Whataboutism gets us nowhere. One issue at a time
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Yes. It's stupid. Killers have much higher Q times, no incentives, 61/59% killrate, constantly being silently buffed, but let's make a compromise and not make an additional huge buff - let's only make lesser additional buff.
I mean don't you see that maybe the game should go a little back to more balanced history instead of constant killer buffs?
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One additional funny thing is, that I don't even like CoH. It is so time inefficient, that I only boon when there is no other option. I used to use SC in these cases. But guaranteed 42s for a heal (that's without sloppy butcher) or using 2 perks is way too much.
If there was old SC the way it was (with many people already complaining about how much it's killer perk), I would never touch CoH. Because this boon is inferior in practice if you have to look for totem + travel + million other risks it poses. But there's a systematic tries to delete any reasonable option for survivors to heal. Now I am hung up to my last 2 options I still have - medkits and boon. If I have better alternative, I would use that one (and it's 100% not inner healing or pharmacy)
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This is as close to balanced this game has ever been. I think that having 3 boons per totem is completely fair. It wouldn't even be a buff to killer just a nerf to overuse of boons. Which is niche to begin with. Other issues like tunneling and camping need to be dealt with but just because those exist doesn't mean we aren't going to talk about bringing other changes in. Which boons need to be brought in a touch. Not much. I also agree that just breaking them with 1 snuff is bad. This is the issue with this community right here. zero compromise "just give me what I want for my side"
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Hex totems can't be relit tho and don't have a range requirement
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That would be fine IMO, but if that were the case I think booning should take 9 seconds since they will now be limited as well as bringing the rest of the boons in line with CoH (namely dark theory, and with the unbreakable basekit, exponential)
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Boon totems are really strong but should be strategically placed somewhere the killer isn't likely to go on his own. If a killer snuffs that totem he's likely breaking chase to do so unless the totem was poorly placed. (Like next to a gen he's patrolling... the survivor wasted 16 seconds).
If a killer breaks chase to snuff a boon, which she/he has to do sometimes (shadow step), then the survivors should not be able to just reboon in the same spot. Otherwise it's like a get out of chase free card every 16 seconds... ugh.
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Usable only on boon totems, Shattered Hope should reactivate a previously-deactivated Hex with all tokens.
If there are no deactivated or equipped hexes, it functions as it does now. Make booning a risk beyond time management.
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And to compensate stun killer that stays cumulative 20s next to hook for 20s. Sounds about same.
One of the reasons I still take boons even if it poses lot of risks is that I can boon that plaything and not get pentimento even if it's plague. You effectively want to make it other way around. Never boon hex, because it takes double the time, killer will know the position, can interupt you and he will get the hex back in a single second. Sounds about as much unfair as possible.
@ArchAbhor the question is, if there even will be any compensation nerf. Seriously - looking at new tiles, watching missing pallets and listening to big streamer names, I seriously doubt it.
@roundpitt not necessarily. Boons are very visible compared to hexes or regular totems. If you play corn map, there is only 1 type of totem that is easy to spot and guess which type is it. Also that directional noise makes it quite easy. Also while booning you make quite a noise and it's not that rare to get interupted mid booning which cancels 100% of your progress
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In this case COH nerf :
- When a survivor is hooked, you earn a token.
Up to a maximum of 2 tokens can be accumulated.
Other version :
- When a survivor is hooked, you earn a token.
Up to a maximum of 4 tokens can be accumulated.
If another player equips this perk, the tokens are split between survivors up to a maximum of 1 token per survivor.
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There doesnt need to be a trade off for every change. Each issue should be addressed individually. Not "If they get this then we get that". Nothing gets done that way. Also the missing pallets is obviously a bug that im sure we will see fixed sometime soon. Its been said in lots of vids I'm sure BHVR is aware of it
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I am not sure it's bug. Same way that I expect design of new loops (azarov's and mc millan) is not a bug and indeed they are now designed to slow killer for 3-5s
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I have you heard of tile weights? Essentially what this means is that theres a random pool of pallets that can spawn on the map lets say between 5-10 for simplicity. For every pallet on the map it takes away from the available pool for the randomization. This is so that theres a guaranteed number of pallets between the min and max and the rest of the tiles are weaker like TLs or the new one. There is a Tile right now that has no pallet and still counts as one. Thats the bug. Its been talked about by a few people idr who though.
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I have heared about this one. And I thought it's already fixed. This got introduced few patches ago. But that still does not explain "new tiles". Or crow map loosing big chunk of pallets it used to contain (so many, that even good loops did not deplete all of them). And crows map is only an example. I tend to find new missing pallet every 2 weeks. Before crows it's temple of purgation and stonehange having 0 pallets. Stuff like imagine in 2 weeks not seeing 1 pallet under corner stairs in midwitch (both are god pallets) - stuff like this happens approximatelly every 2 weeks
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I think it's good the way it is, it's a risk-reward factor, usable by players who feel uncomfortable with boon totems,
I play survivor and use Jeff's distortion, but the killer doesn't always have aura reading, not to mention that some have killer instinct, which cancels the distortion, but I don't complain about that, and you shouldn't complain either, use it if you think it need it, if you don't need it don't use it
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No clue what they were thinking making this perk. Fun fact: it’s only the third general perk introduced to the game since its release.
Edited for removal of misinformation.
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Wrong. Thrill of The Hunt... Kindred....
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You’re right! Didn’t even realize Kindred wasn’t there on release! I’ll correct my post.
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Im not seeing it. Not saying you're a liar but maybe those are low pallet spawn randomization. As far as I know they havent fixed the bug I mentioned.
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so now that you know about it, you will notice it in future. Before the mentioned stuff I was sure that there is always 1 pallet at each stonehange on temple of purgation. But actually that spawn point is no longer guaranteed and there can be 0 pallets.
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