Fixing Bad/Terrible Perks GO
I want to Make DBD perks good again, more specifically bad and terrible perks. We are not including Meta/Okay/Strong perks, so we going to pick the least used or just forgotten perks; and if we can collaborate on a Community wide perk balance chances to make them useful and have a place in the game
I will suggest my first two perk change:
Killer perk: Dying Light
Problems: Dying Light is so good in paper and with other builds, but by itself; it has alot of flaws, especially when it benefits the obsession the most as they are never effected at all by the penalty and they get a free 5th perk slot when it comes to the bonus healing speeds and unhooking. It seem bunkers to think a perks mostly likely effecting only two to 3 Survivors at once, especially when you cannot murder your obsession as you will lose the perk effects entirely; yet they are nuisance and can benefit the team massively but healing them fast. Sure, the perks can be strong with pair with other slowdown builds, but the one downside is so massive that it completely outshines the benefits of this perk.
Solution(s) to fix it: I would make this perk effect all the Survivors, regardless if they are the obsession or not; and also make the Benefits of being a obsession, be more of a completely hindrance by slower healing speeds and unhooking; as the point of the Perk is to avoid your obsession entirely to gain massive value in hooking non obsession teammates. Sure, the obsession is the weak link, yet they will be spare from death, so Dying Light can build up massive value in token build up. I would also be fine with tweaking the numbers to adjust to the changes of Dying Light so that it doesn't stack too strong with other slowdown perks like Thanophophia.
Survivor Perk: Autodidact
Problems: I admit, this perk as the greatest potential to be the best healing Perk, when you are able to score Skill Checks often and constantly get alot of progress done when healing teammates. The problem is the rng and lack of skill checks, as well the penalties to used a medkit to get more skill checks to appear more often. Not to mention, alot of other healing perks are far more convenient and useful, like We Will Make It, Boon: CoH, or if they have a medkit to used on their own. That, and losing progress for the first 2 tokens; is very anti efficiency, as well as lack of information to your fellow teammates assisting. It one thing, if you are alone and farming skill checks to get the bonus; it is another when a Claudette comes in with a Emergency medkit and healing build to swoop in and group together to heal your injured teammates to farm all the skill check bonus away.
Solution(s) to fix it: I would grant a token per Aultristic actions, by unhooking or body protection hits; or at least make skill checks pop up more often as well as allow to self heal yourself for tokens. And if were to add one more bonus, make it so that Hemorage Status effect is longer active on Autodidact patients. Also, similar to Leader, let the perk notify your teammates that you have autodidact, so they can stay away and let you farm the tokens.
Go ahead and propose your bad perks changes below
Comments
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So not even mention perks like dark theory, Territorial Imperative, and buckle up?
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Pharmacy once per game get a medkit from a locker while injured
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He said give ideas, not that he was going to make all of them. Do it yourself, goofy ahh boy.
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Or revert the nerf, it was totally uncalled for and I'm not sure I have ever seen anyone even complain about it pre-nerf
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Counterforce: The aura reading effect should last a couple of seconds longer (2/3/4 seconds to maybe 6/7/8 seconds), and should also ignore Boon totems.
Shattered Hope: Give killers the power to destroy dull totems along with boons. This makes the perk more universal instead of people calling it the band-aid fix for CoH. Killers would still have to find where totems spawn on the map if they wanted to go around to make sure nobody can boon or pair it with Pentimento.
If not revert, I'd give it the rummage treatment Residual Manifest has. Just so nobody ends up looting all the chests to leave you dry.
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Predator: Survivors now also leave scratch marks while walking
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Reactive healing - you know how to patch yourself up: When a teammate loses a health state close to you, you benefit from 50% progress on your health bar. You also don't suffer from Haemorrhage anymore.
It's pretty annoying when I try to run it and the enemy has Sloppy Butcher and someone loses a healthstate and my survivor starts yelping on his own. You can't even be stealthy with this perk vs sloppy butcher. You get double nerfed in that situation, at least make it worthwhile.
Dark theory: Blessing a totem grants 2% haste to affected area. Secondary effect: if you're injured you gain an additional 2% percent. Now it's a perk to extend chases while injured, could be nice to place in a dead zone.
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Haha urban evasion go brrr
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Imagine hope + no mither + resilience + dark theory
Rip 110% killers
Not that I'm saying it shouldn't it does really need a buff or just a rework
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At least No Mither would also get buffed indirectly and not be such a troll perk.
Imagine getting teammates who run No Mither with Medkit (I have gotten it and they were prestige 10 or something).
Hope would mean you have to make it to late game anyway.
If people can defend Killers turning around a game with endgame perks, then it's only fair we can defend a No Mither survivor with the prks you listed having a high chance of escape if they made it to end game.
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Another idea I would love.
Residual Manifest: Blinding the Killer not only causes the Blindness effect for 20 seconds but also makes killer unable to see scratch marks for the same duration of time.
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Surveillance- Take the information part from Call Of Brine
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Bloodhound
in addition: Running over consecutive bloodpools increases movement speed by stacks. max 5% extra movement.
Running over another survivors bloodpool resets the perk.
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Blastmine: Everytime a gen is kicked that has Blastmine installed in it, the killer is blinded and stunned 0.5 seconds moreeach time. At least now it can work as a sort of kick deterrent as well as a gen control perk.
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Iron Grasp: Now also gives 10/15/20% faster picking up and hooking survivors.
Beast of Prey: After being in chase for 15s, gain undetectable. This lasts until you damage a survivor or 5s after losing chase.
Predator: Predator now spawns the normal set of scratch marks in addition to the narrow set.
Unnerving Presence: Now uses old Ruin's skill checks instead of shrinking the success zones.
Distressing: Repairing, healing, sabotage, cleansing, and blessing are 3/4/5% slower if done in the killer's TR.
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There is a huge list of perks that I can go all day, listed as Bad/terrible perks and how I would Rework or buff them to make it better. I will instead listen to all of your perk suggestions and comment on if it good or bad changes, or suggest something else. By all means, all not changes are perfect balance as the game is evolving and new killers and perks are being added to the rooster; but I do like to see awful and useless perks to somewhat shine in average games.
As for your perks, I can propose my changes to make them better and unique.
Boon: Dark Theory
Problem: This Boon perk on paper sounds amazing, to have slighty faster movement speed within the Boon range in order to Last longer in chase with average speed to slow movement speed killers; even outlasted agaisnt Hag and Huntress. But, the problem is it range is limited to 24 meters and more then likely, the killer will be able to notice the distinctive Boon sound when close by and will snuff it; especially when they know that you are moving faster then normal. The perk can synergies well with haste speed perks like Hope; but but itself, if lacks in strength compared to CoH.
Solutions: I think it wouldn't be too crazy to make Dark Theory have slightly increased range of effect, by a extra 12 or so meters (maximum of 32 or even 40 meters in Radius); just so that the perk will be harder to track by a average killer whom doesn't know about totem placements well. Another solution, if increased range is not okay; would be to increase the speed by 2% or even 4% while injured to make survival in chase much better. And maybe, give it a increased vault speed, similar to what old Spine Chill used to do, to give those players that desire fast vault speed option to run.
Territorial Imperative
Problem: Okay, let's talk about the one and only benefit of this perk... it helps Killers catches any Survivor in the Basement when you are far away; plus a cooldown..... Maybe, if you want to be a Bubba that doesn't want to camp yet still be able return once a Survivor enters your basement; there is that value; but there are so many better detection perks out there, that this perk feels outdated and situational, if by chance you get a Survivor into the basement.
Solutions: It needs a Rework, in my opinion. I would scrap the aura reading in basement entirely; and I would give it aura reading for any Survivor interacting with Killer's power and hooks and lockers. Basically, a Survivor sabotage a hook, rescue a Survivor, hides in a locker when the killer is out of Hachets and knifes, disable my bear trap, etc. The perk will give a aura reading on the Survivor and a killer Instinct notification in lockers for a few seconds. It can have a 20-30 seconds cooldown; but just give me free detection for every time a Survivor interacts, that isn't restricted to the basement.
Buckle up
Problem: Yeah, these perks benefits is trash. Generally, killers do not slug unless they see and know if there are other Survivors nearby or if the situations like last 2 Survivor are standing and they want a 4k. And if even then, the perk is very situational and not beneficial if say... I am facing a undetectable killer. The aura reading on Survivor picking themselves up is lack luster, as typically Survivor take about 30 to even 20 seconds with Unbreakable to pick themselves up or 99% their progress and waiting for instant pickup.
Solutions: Just like territorial Imperative, this perk needs a rework!! I saw Otzdarvia's proposal about this one, I can it can be worthy alternative Rework to counter Slugging in general... it should either
Option A.) Buckle Up will allow you to pick up teammates faster, by 25%. But also will allow to complete remove any Debuffs Status effects like Exhaustion, Mangled, Hemorage, etc. So that way, a Survivor getting pick up can immediately dead hard, could sprint burst away, they will no longer be broken or be slowdown by Sloppy Butcher.
Option B.) Buckle up is now a teammate oriented perk, like Leader and Streetwise; but it allows Survivors to immediately pick themselves up as if they have Unbreakable. It would be amazing perk to counter massive Slugging and the one guy whom happens to be still standing and running around; with this perk; can immediately put a stop to it; by simply running into a group of Survivors whom are all slug and 99%, their progress bar. Instead of you picking a Survivor up, you can just passively run close to them and allow the Survivors to pick themselves up for free. Of course, the only downside is the Survivors running it cannot pick themselves up with Buckle Up alone.
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So Pharmacy is like Inner Healing, but you do not need to break totems and need to be injured to work. I like it, it be similar to Flashbang and can allow you create a Emergency Medkit while in a locker.
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Me neither, it was a strange "Buff" in my opinion; as it indirectly nerf to aspect of it. One farming for a free medkit on first try in which it can be "stolen" by some random Meg, well that is chest spawn is busted and sometimes teammates can literally be behind the chest and get a notification to pick up first before the Survivor open the chest can finished the animation and grab it. Plus, it nerf it passively 2nd ability to open chest 30% faster; as you need to be injured the whole time. That sort of hurts it amazing synergies for Plunder's item farming builds.
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Counter Force Changes are good.
Shattered Hope is fine, as I thinking Boons are fine... the problems with Boon has to do with CoH alone and well... stuffing Boon Totems as killer is definitely a waste of a time with no benefit besides wasting a Survivor time in re Blessing it and hoping they waste 21 or so seconds in Blessing it in the corner of the map.
If anything, I think Basekit Snuffing should get a Buff and apply a cooldown the the Survivors with the Boon perk; everytime the killer snuff it. Punished Survivor whom bless the totem with a 60 second cooldown, before they can bless again
If pharmacy gets Revert yay, if not... I do not mind any nice QoL improvements to Pharmacy; even Giving passive faster chest open and silent opening speeds.
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Not a bad idea, I like it!
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If I were to make a Buff to the "Best Meme perk in the game" which is No Mither; I would do one change which is make it so that Broken Status effect isn't immediately obvious to the killer, until they finally get injured for the first time. This can help remove whole killer mentality of "Oh my. Poor David... looks like I need to tunnel the living ######### out of him, as he is only 3 health state away from death!"
They could buff the other numbers to make it strong; but I think that one is change is good enough to highlight by Dev's quote as "DBD in hard-core mode perk"
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That would be a fun way to punished the kicking generator Killer's more; everytime they fell for another Blast Mine; the stun duration is increased by another 0.5 second longer then the last; maximum to 5 seconds long stun duration. Kinda like Wraith when burn by a flashlight when cloaked
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revert calm spirit
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That would definitely would be nice, helps make more then a detection perk, as it can be a good Chase perk, it can possibly pair well with Play with your food.
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I think the stun is 4 secs currently. So I'd definitely make it last longer than 5. Maybe the limit would be 6, since that would require kicking a blastmined gen 4 times, which I'm not sure happens most games. Most commonly I get to use it twice in a match if I'm trying to be a decent teammate.
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Make Aftercare an alternative to Bond.
Aftercare: after healing/safely unhooking a survivor you see each others aura for the rest of the game. This effect doesn't end when you get injured again.
Basically it's a two way Bond with increased range, but you must manually turn it on for each survivor.
The effect of the base perk is really nice, but it's devastating when you get hit and it all goes away.
I don't know if a permanent whole team aura reading ability would be to strong, but it still needs to be acquired for each Individual survivor in the trial.
Maybe limit the effect to two survivors or even just one? But that might be too limiting (only one). Or how about this: you keep the effect of you acquire your injury via taking a protection hit for one of your Aftercare mates. This feels quite fluffy and in line with the perks idea, while also giving it a nice limitation.
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I am fine with that, I just do not want a 10 Second and longer Blast Mine stun; as that would be terrible for any Call of Brine Killers
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Here is a cute idea: double back on the removal of BP bonus perks and give No Mither +100% BP at the end of the match. Now soloQ would be even "funnier" with all the No Mither David's running around.
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It would definitely would be nice if the Perk lingers longer after hook; I would be fine if you lose a token or a teammate aura upon one hook. So in theory if you save and heal 2 teammates and gets each other auras, but get caught and hook; instead of refreshing and need to start over, you only lose one teammate aura, until you save them. Basically, Aultristic plays can help you earn tokens up to a maximum of 3 for all four Survivors; and you lose one per getting hook twice and then you die.
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This sounds like an acually good idea. Per perk level you start with one token, denoting the max amount of Aftercare survivors you can have under your care, and each hook removes one token. Nice, clear and easy.
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That would definitely fit the Dev's quote status of calling No Mither "Dbd in Hardcore mode" not only gives Survivors to be broken permanently after being hit for the first time, but give them 100% Bonus BP for the rest of the match. It all High Risk and High Reward, for Adept David Mains!!
Also, if I was playing Killer and encounter a SWF running this Improved No Mither full squad, with multiple Bloody Party Streamers, I would probably meme and have fun instead of playing tryhard XD
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I love running Autodidact, but its really frustrating when you got full stacks and then never get a skill check while healing until the very end. Yeah, thanks for nothing.
Solution: lets take a page out of the Hyperfocus book. Each stack of Autodidact inceases the likelyhood of a skillcheck and the speed of the skillwheel for healing skillchecks permanently by +4%.
You taught yourself some radical methods that no sane medic would ever employ. That stuff is dangerous and prone to desaster, but you have ripped some people back from Death Door with barely a touch of your healing hands and swear by your methods. This would make Autodidact a true "high risk, high reward" kind of perk, raising the chance of missing your skill checks tremendously, but also letting your breeze through healings like a madman. Might actually be too good as you could routinely pull off 3s heals.
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Exactly, Aftercare has the potential to be just as good as Kindred and Empathy, yet that one downside in which you loose all token upon being hook, makes it not worth running passively, not to mention the chore of getting Safe unhooked and heals. Just make me lose 1 token, and I can still have alot more uses with this perk.
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Exactly, My frustration with Autodidact, is the RNG of the perk; and that the RNG is not 100% in your control and favor. In most 1 out of 10 or 20 matches; you actually get some value from this perk; all because the killer is not busy tunneling the Survivor off hook, they are not pressuring alot of Survivors, you are alone with your injured teammate you just save; and now... you are playing the waiting game while healing hoping and praying that Dbd God's have given you some skills checks sooner and more frequently..... Still Waiting.... Damn, i finished the heal and only farm one skill check -_-
Then the other terrible scenario, same situation... by this time, a sneaky Claudette just Boon a totem nearby with CoH; and runs over to you and helps finished the heal with a Purple Medkit... no skill checks and she teabags as a sign of thank you -_- no skill checks....
Autodidact needs Skill checks to spawn more frequently, and please... have a pop up notification like Leader or Prove Thyself and let your teammates know that you have this perk and need them to "back off" so they can farm skillchecks.
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Thanks!
I also think boons are totally fine too, even CoH honestly. I just know everyone likes to complain about SH being weak, that was an idea I came up with to at least try to make the perk more appealing/viable for matches were boons may not be in play. But I do agree snuffing should be a lot stronger at least. Entity can block the totem for 60 seconds if they don't want to tie the cooldown to the boon perks themselves too, there's a few ways to go about it.
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I have a more tactical approach to salvaging Shattered Hope.
Shattered Hope: each time a gen gets done you get a token. You can expend a token to destroy/cleanse any totem, even dull ones. This way you can prime your own Pentimento totems that no survivor knows about and/or permanently get rid of strong Boon locations, your choice. I would leave the aura reading for killing a boon in as a secondary.
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Even I do not Aggreed on CoH being a fair and balanced Boon; I do agree that most Boon perks are situational and could use some tweaks and minor buff. Shattered Hope is definitely a perk, I can understand why some killers want basekit, so that CoH isn't such a hassle to deal with.
Basekit Snuffing need a Buff, in which a Survivor Boon perk will be disabled between 30 or my preference on 60 cooldown; as it punished Survivor with bad Boon placements and blessing the same totem everytime, and that the killer reeks the benefits of preventing Survivor from booning again. Shattered Hope is fine, as it synergies well with giving you the ability to destroy a Boon totem for Hex Pentimento value. Would be nice if Shattered Hope allows you to crush dull as well, but if I want to add another buff to shattered Hope to makes different then basekit snuffing. Make Shattered Hope allows killers to Revive a lost Hex Perk; thanks to Survivor's Boon. It can be quite good perk for killers when hate losing their Hex after the first 30 seconds of the match. The Killer can relies on Booner Survivor's to constantly bless the totem and give the killer a opportunity to snuff it and make it into a hex instead.
(If I were to balance shattered Hope massive strength in my new buff, the killer need to lose a Generator up to a maximum of 5 tokens, so they can salvage the hex 5 times, using Boon perks)
it adds bit of theme to the perk name, in Shattered Hope of the Booner, as blessing hex Totems or any totem in general can be really risky and will ensure that cleansing is more practically, instead of relying on boons.
But, I would definitely scrap that idea if CoH gets a significant nerf/rework
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Yeah I agree with you but I know all the 110% killers would complain cuz now the survivor is literally faster than their base speed
Best solution tho imo is to just make dark theory give a 6% (or more) vaulting speed and/or reveal the killer when within totem range (cuz I mean based on the description it really feels like it was meant to do that)
Plus no mither already has synergy with perks like pharmacy, resilience, TINH, etc
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I unironically like this mainly because I don't care about escaping (unless a challenge calls for it), heck they could make it so you already have 2 hook states used and I'd still run it 100%, I mean it's meant to be a "hard mode" perk right? So why not give a BP bonus for challenging yourself
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I like option B better, mostly because option A is literally a worse version of WGLF
Still, There are perks like empathetic connection which is literally a worse version of empathy and the 10% is literally hardly useful. To be honest all this perk needs is a healing buff, like 25% would be all it would take for me to put in my medic build regularly
Better than new is also a bad one too, it gives cleansing, healing, and chest opening speed to survivors that you heal.. which is pretty pointless tbh, the effects need to be extended to things like sabatoge, unhooking, gate opening and mabye, a smaller bonus to vault speed (like 4%)
No mither since it's meant to be used as a "hard mode" perk should give some kind of BP bonus, at the very least 50% to the boldness category like how Beast of prey is
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110% are not M1 killers though. They have other ways to kill survivors, Huntress just needs to hit hatchets, Deathslinger can reel you in , Nurse can is Nurse etc. They are not particularly limited by their distance that's why they have 110% speed in the first place. The scenario you mention would only happen after all gens are done.
I don't think I can see the point of Pharmacy and No Mither, at least in solo que. With a SWF I could see some potential, but in solo you'd have to drop the medkit for your teammates or just heal them with it. But it's already a huge disadvantage just having a No Mither teammate that them giving you 1 green medkit is not enough imo.
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Right!!! Seriously I would love this, obviously people that are tryhards would complain because they're teammates aren't taking the game seriously but tbh that's already what solo queue is
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Pharmacy and no mither to open chests faster without needing to be hit by a killer and hooked first (by which point the chests have probably already been opened)
Only really used for chest opening challenges, that's about it since it got nerfed (which really was uncalled for)
But again I'm not against it I actually think dark theory needs a buff, I'm just saying how some people might complain against it because they can't catch up, especially in indoor maps like RPD or lery's
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Nah BHVR thinks silent chest opening is OP, it's why calm spirit got a nerf
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That is why I do not get the reasons and logic behind it; if they hate Survivors open chests: they why nerf Horder and it unique ability to downgrade items. Why create a perk that is specifically designed to target and Bully the one type of Survivors that you should ignored; yet this perk is designed to punished anyone going into the basement and looting chest.
I am also not a fan of any perk having any downsides, unless the perk effect is very strong. Silent open chest is not that game breaking enough to warrant a slowdown penalty; meanwhile perks like CoH can a "A okay" free pass as Healing Significantly fast for you and your team is quite very strong with no risks or penalties.
And yeah, I with folks whom think Calm Spirit nerf is quite bad and need removal of the slowdown penalty.
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If you are a tryhard whom refuses to used No Mither as you need to tank alot of hits to survive; cool for them. But if encounter a group of players whom used No Mither together and still try hard with it; and somewhat succeeds and power all the gens and possible open the exit gates and escapes; I will praise them and call them a legend.
I will heavily respect any Survivor's whom do not relie on same old meta perks; and go no perk or no mither. And actually play well
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Ahh yes, the holding W meta and how those indoor maps have alot of obstacles like multiple pallets, easy line of sight blockers (with many walls), and occasionally strong windows, that ensure that typically 110% movement speed killers will have a touch line of sight. Typically these type maps do not favor Ranged Killer's with typically slow speed and lack of opportunity to get a clear shot. The walls can make Survivors move unpredictable and make it easier to put in a extra few distance. Yeah, the New Boon Dark Theory might be a problem on those maps; but they can also fix and balanced out the totem spawns as well ensure that Boon cannot cover multiple floors like RPD and Game.
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There is some risk though and a penalty, you have to set up a boon which can alert the killer where you are if you booned there before or if they are nearby, take the time to set it up, then heal at 75% speed (the 50% bonus healing affects the 50% base self heal which likely accounts for its strength)
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Yeah and as a bonus if more people start running it, boom we have basekit unbreakable for those that do, don't even need to add it and killers can get kills more easily especially if it starts you with a hook state already used (or both)
Win win imo but I know people would complain about it because now we have more "no mither noobs ruining solo queue"
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Not exactly a risk, more of a delay that pays off significantly, when it comes CoH sake. It kinda hard explain why CoH is problematic and very different then ever Boon perk.
The problem I see are...
1.) Every Boon perk, except for CoH are required to be set up in advance in a particular area, especially close to Killer and can be used effectively when down, in chase by the killer, or patrol route as you are ninja stealthinh by running and hiding your scratch marks. CoH is such a very strong Boon perk, as it can be place just about anywhere, but most especially it is a game changing perk when it can be place as far away from the killer as much as possible; or be placed in a hard to reach and hidden spot that cover a huge area of the map, like Coal Tower from Ironwork of Misery for example. CoH can be pretty much guaranteed to be hidden, while the others are mostly likely to get discovered by the killer and get snuff.
2.) General People that Boon, when the killer comes close or in "Search mode" and looking for Survivors will tend to avoid Boon immediately and try to hide or flee; which is where the risk comes into play. CoH as I said can be placed just about anywhere, but it is far more convenient and stronger when it is away from the killer in the corner of the map where it is for from the Killer's patrol route. This perk can single Handle makes 3 gens situations are to control on the Killer's end; due to the fact that Survivors can relie on that one Boon far beyond the patrol route. The Killer's forced to try stay in a camping/boring playstyle and defend those gens and try to keep the Survivors hook and down and slug near that as much as possible or... throw the game in a ever to snuff a CoH and let the Survivors either gets progress on the gens or reapply CoH as if it is not big deal. Basically, CoH makes thr games stale and can shift the balance in the Survivors favor, especially in SWF case.
That is why CoH needs a reworks or massive nerf, the one Boon perk that needs to be in line with other Boon perks. While the others boons need some slight buffs.
If It were up to me to Rework this problematic Boon perk; I would wish for either 2 options:
Option A.) That CoH removes the ability to self care and it becomes more like a Half Empathy and Half we will make it type of Healing perk; when Boon is lit; all injured teammates in the Boon Radius is reveal to the entire team. The Survivor can group up and give 50% bonus healing speed, which add up to a 100% within Killer's Terror Radius. Medkits/healing perks cannot be stack with this perk.
Option B.) Self Care is allowed; but no healing bonus at all and no healing perks or Medkits will be stack. The stats are the same as old self care, in which it 50% healing penalty. Slightly stronger then current self-care yet not as strong as bring a common medkit. (If we wanted to make this perk better slightly, with over killing it with nerfs; I will allow the ability to self care without making a sound. Give it a free Bite the Dust perk along with Self-Care in the Boon Radius for you and your team that has no medkits with them.)
If only CoH has a true risk in which you need the killer to be close to the boons proximity in order to be effective like every Boon perk; then I think we would reach good balance in Boons be in the game.
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