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Small Buff for Hex Builds by Removing Ability to Bless Hex Totems

Blessing a Hex disarms Haunted Ground (doesn't trigger), and Pentimento (since you're not breaking the totem), and doesn't trigger the "destroyed hex totem" sound and instead plays the "blessed boon totem" sound (since you're not breaking the totem). Remove the ability to bless hex totems altogether instead of trying to find some convoluted solution to keep it in.

Comments

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Whats your solution for when everyone runs plaything completely making boons unusable.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited December 2022

    This would simply make Plaything a decent counter to boons, and not an absolute one, you can bless a totem before someone gets hooked.

    Totems used to be killer belongings, but now survivors seem to get priority in everything related to them.

  • Steakdabait
    Steakdabait Member Posts: 1,370

    plaything and pentimento are already boon counters if survivors are stupid enough to actually try to boon them instead of just ignoring plaything.

  • Seraphor
    Seraphor Member Posts: 9,436

    Er... no?

    Blessing Plaything hard counters Pentimento.

    Just another example of where survivors have the upper hand.

  • Milo
    Milo Member Posts: 7,384

    I'm pretty sure Haunted Grounds still triggers when blessed. Unless it's bugged atm which is very likely.

    And one solution from the top of my head for Pentimemento that could be added is, if a killer snuffs a boon, they gain the ability to make it a pentimemento.

  • jesterkind
    jesterkind Member Posts: 9,520

    Does blessing Haunted Grounds not trigger its effects? I thought it did.

    If it doesn't, the simpler fix would just to be making it still activate the perk after it's blessed, not making a mechanic-wide change for its interaction with one perk.

  • Steakdabait
    Steakdabait Member Posts: 1,370
    edited December 2022

    If you actually don't think survivors wasting 34 seconds of their time booning a each plaything hex out of fear of pent isn't perk value on the killers part, idk what to tell you other than to think about how much time actually slowdown perks waste. That's almost 3 pain res procs and pain res is the most widely used slowdown perk in the game.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    It will never happen because it was obvious from Day 1 of Boons being in the game that they were designed to be better than Hexes.

    I'm still waiting for a perk that allows Survivors to reopen the Hatch without a key. Or just a perk called 'ROFL, No: When being hooked, the Survivor gets a Skillcheck they literally cannot fail, even if they ignore it. Once they succeed at the skill check, They hook the Killer instead'.

    (Yes, I am still bitter about Boons, and how they are literally lose/lose for Killers. Mostly it's Circle Of ThisOneIsBrokenAF. I will continue to be bitter about it until they finally nerf Circle Of InfiniteHeals)

  • WashYourHands
    WashYourHands Member Posts: 263

    I forgot about Plaything... BUT! By the time 4 different survivors are hooked, does it make sense to set up a boon on the 5th totem? By the time 4 different survivors are hooked, would there be a boon blessed already? Potentially making only 1 Plaything trigger if all survivors blessed a boon?

  • WashYourHands
    WashYourHands Member Posts: 263
    edited January 2023

    According to the Wiki it should. I've played with a Random Hex + Haunted Ground + Pentimento + Random Perk loadout on different killers for the past week or two and I've noticed some games where Haunted Ground never went off. Maybe it did go off, but the red timer UI on the perk image is bugged? I highly doubt that I just didn't see it on my screen. Maybe I should record my games... 🙄

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    I mean getting a boon down for healing after people start getting hooked is common.

    The most comon time to find and snuff a boon is when you down someone healing at one right before you go to hook them

    As long as 1 plaything totem gets cleansed you can get it to proc on all 5 totems completely eliminating boons from the game

  • WashYourHands
    WashYourHands Member Posts: 263

    I don't understand what you mean. Plaything only triggers once per survivor so max. 4 times.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Personal, I wish Blessing a hex Totem with a boon perk shouldn't be possible or rather instead of Destroying it, it instead deactivates the perk until you snuff it and regain back the hex.

    This change will make survivors have to choose between Blessing the Totem and keeping their boon perks active with this Totem, while risking that it will come back; or... make the decision to properly cleansed it and have the Hex gone for good.

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 469

    Blessing absolutely triggers Haunted, but blessing Plaything counters Pentimento. That said, blessing takes 2x as long as cleansing a hex totem. I would like to see totem destruction upon snuffing be basekit though.

  • WashYourHands
    WashYourHands Member Posts: 263

    Interesting... So you're saying that if a Survivor blesses a hex totem, it makes the hex perk dormant until the Killer snuffs the boon?

  • WashYourHands
    WashYourHands Member Posts: 263

    Despite being META, nobody brings Shattered Hope. Why? Because you need to FIND where they blessed in the first place. I guess you could bring Undying to see them near totems, but once they cleanse it, you're lost again. Maybe I'll test Shattered Hope + Undying + Pentimento + 4th perk build, but I'm skeptical of its power...

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Yess, Blessing a Hex Totem will not kill the perk but deactivate the perks effects, so that the killer if they go out of their way to snuff it; their hex perk comes back and is active again. Say, for example they bless Devour Hope, yeah the perk doesn't instant down, give killers a slight speed boost and free Mori at all; but if the killer snuff it, it will come back to haunt them.

    With this change, this puts pressure on Survivors on whatever or not, they should cleansed it and ensure that the Hex is gone for good; while sacrifice a totem spawn for their boon perk. If a killer is running a full Hex Build, yeah the Survivors can still boon any of them, but it will never make the hex perk go away.

    Although if the devs do accept my proposal and make boons deactivate hex perks instead of destroy them. Here's what will happen to the following Hex Perks.

    *Blood Favor: Disabled

    *Crowd Control: Disabled

    *Devour Hope: Disabled, but because it is token based; the killer could or (maybe better) could not earn anymore tokens perk hooks while deactivated.

    *Face the Darkness: Disabled

    *Haunted Grounds: Activates regardless of the blessing or not, Then Disabled and can be reused again *evil laugh*

    *Huntress's lullaby: Disabled, but it can still earn tokens. (I am fine with this perk earning tokens while deactivated, as it not that oppressive)

    *No One Escapes Death: Disabled (I don't know why, instead of just cleansing it, but oh well)

    *Pentimento: Deactivated (much smarter to cleansed it the 2nd time, as blesses will bring it back)

    *Plaything: Disabled, but will come back to haunt the one Survivor it belongs to.

    *Retribution: Activates the aura reading and/or oblivious when bless, yet Disabled it so that it can be used again.

    *Ruin: Disabled

    *The Third Seal: Disabled, yet you can earn Survivor tokens and apply it all at once.

    *Thrill of the Hunt: Activated, yet Disabled and can be used again for totem slowdown. (Again, much better to cleansed then bless)

    *Undying: If the totem is not Undying, this Undying Activates and take the hit and is gone. If the totem is Undying, and not Hex perk, then the perk will not die and can be snuff back. (Undying can be oppressive when pair with other Hex, so I am relying on rng on whatever a Survivor bless the right hex totem, or it would be much better to simple cleansed it)

  • Vampwire
    Vampwire Member Posts: 731

    I like this idea, but a very evil thing you can do against boons already is run Thrill of the Hunt. Blessing a hex totem takes an entire minute and blessing a dull totem is about 40 seconds. So if you hate boons run that in the mean time until they get addressed or changed (if that ever even happens). It's especially cruel with a hex build on Legion. They will bleed out before they cleanse any totems and if you play with Frenzy a lot you will basically always see when they're on it. Plaything, Blood Favor (or devour if you're crazy), Pentimento and Thrill.

  • Vampwire
    Vampwire Member Posts: 731

    I like this too. It's always been dumb to me that something called a Hex is removed so easily by what should be the weaker power.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Exactly, in my opinion; Hex Perks are one of those "High Risk, High Reward" Perks as I like the fact that they can be (or for a couple) very powerful Perks that has the potionial to make a impact in the game, for the killer side. But, of course being a Hex perk means that it can be cleansed and deleted from that match which might lead to the killer be down a perk slot or more, if multiple hexs are lost.

    I am fine if Survivors have their own Varations of hex perks, which are Boons. However, what me and many can agreed, is that Boon, unlike Hexes are High Reward and literally not alot of risks, especially when a Survivor can boon as many time as they want, as well you can Bless a Hex totem, also to delete it.

    If they do not want to remove the amount of blessings a Survivor can make, nor eliminate the Survivors ability to bless a Hex totem. I say, just make blessings totems just simple Disabled the Killer Hex perk, so that there is bit of reward for killer's snuff it.


    >>Also, on a side note; CoH is the only problematic Boon perk; that deserves a massive nerf. I do think every other boon totem is perfect fine and balanced, as alot of problem with Boons in general as to do what COH has done.

    My stands with COH, unlike other boon perks; is that you do not necessarily need to boon anywhere near the killer in order to get massive value from it, as well as it greatly benefits you, and also your teammates as well. Other boons perks, are more likely get snuffed by killer as Survivors need to stand really close, like in the terror Radius and hearing distance of the killer, to get massive benefits, while COH is strong in just about anywhere in the map, without any penalty!

    If it were up to mean to fix COH; I would simply remove the Survivors ability to Self-Care in its range, and simple reveals your injured self/ teammates to every living Survivors on the map in the boon range with the bonus healing. Or keep it the way it is, yet make it only work within killer's terror Radius. Oh and for either change, Medkits should not stack period!

  • WashYourHands
    WashYourHands Member Posts: 263

    Turns out despite being a powerful perk, most survivors just bring stronger, more self-centered loadouts with medkits cause you heal way more quickly with them... I played a few games with this build and I had 0 survivors bring boon perks. :/

  • Vampwire
    Vampwire Member Posts: 731

    I completely agree with what you said about boons. COH is really what makes them ass. Nobody is going to use anything else because COH will always be the best and safest option. I think boons are a really cool idea. Shadow Step and Exponential are also really great boons. I think that one Yoichi boon could even be good if it got a +1% movement buff, but that perk is pretty tricky to make balanced in the first place so I'd hate to be wrong on that idea and realize too late.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    They could extend the range, or increase the speed. But I am more fine with it, as there is risk that killer will always find those boon perks and be able to snuff it; as those boon get maximum value when it within your range and the Killer's too.

    Example:

    *Dark Theory: When you are being chased by the killer, the speed is far more Noticeable and impactive when within range of the boon. Killer can hear it, too.

    *Exponential: The ability to recover faster and have unlimited unbreakable, is grand; but the boon is only good if you happen to get down within the range of the boon which also can be heard by the killer too.

    *Shadow Step: Perfect for ninja builds for removing scratches marks and aura reading, can help chase or being track by killer whatever from a distance or much effective in chase behind cover.

    All of these boon perks are fine, as you get maximum value when the boon is in close proximity of a killer and you and there is always the risk that they will be easily snuff. All except for COH.

    CoH is straight up abomination of a boon perk, has it straight up has one significant advantage that others do not. You can place anywhere, especially in the most obscure and least likely or "never to be found by the killer" spot and get insane value. Why does this perk benefit get the luxury to work so effectively, when it never at risk of being snuff near the killer easier?!?

    CoH needs to be at its most effective when near the killer, and within ear shot; or simply the stats needs to be gutted when boon as far away as possible. Also the self care ability needs to be removed entirely and is should be teammates oriented based perk. If the perk requires to lure one extra teammate or two to come to the injured self boon location, that is massive pressure for the killer to come to boon location, as less people are on gens. The fact that Boon COH can allow a Survivor to heal themselves more frequently instead of coming together to heal instead of doing gens is terrible for any average killer, when it comes to managing map pressure. CoH is one of the reasons why Camping and Tunnelling is more frequent, and it is why it needs a rework/massive nerf to be on par with every boon perk.