COH changes
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As a killer main, I feel like I should be rejoicing with the upcoming changes to COH...but the SoloQ survivor in me is disappointed.
I think that changing COH so it can only be used with a medkit really takes away from Mikaela's "power" or perks, whichever you'd like to call it by. She's a witchy girl and these boons are what makes her who she is, character wise.
I've wondered if it wouldn't be more useful to instead, keep it the same..BUT..limit the amount of times a boon can be lit and relit per match. I feel like something like this would be far more useful..IMO...thoughts anyone?
Comments
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Nah, the self-healing was the entire issue with it. BHVR had a choice between removing the self-healing entirely or making it so slow that it was near-worthless, and they chose the former. The truth is boon perks as a whole are just badly executed and should get a rework. Until then, none of them can be made any stronger, including this one once its nerfed.
Btw, it's not just being limited to medkits, it's only an altruistic heal speed bonus now (and the aura reveals they're adding to it). Using your medkit in the boon radius will not give you any bonus.
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Boons broke DBD balance in a very stupid way.
- They provided infinite quick healing
- They were impossible to remove completely (other than killing the owner)
Boons have been overpowered and they're being brought in line with the new balance for medkits.
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Self healing was the issue because of how fast survivors could heal themselves in it. With the nerf to healing, that wouldn't have been an issue anymore. It would have been almost the same time as it took to heal yourself with Self Care before the nerf.
I really hope they revert the nerf to CoH, because that is the one nerf that will hurt solo survivors more than swf. And that is a big shame, considering just last mid chapter patch, things finally were looking to become better for solo queue. And obviously CoH nerf won't undo that, but it's still a shame to have a nerf that affects solo queue much more than swf.
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It would be slower, but so would all healing with their proposed changes. The perk actually would’ve been even more valuable than it already is with medkits being nerfed.
It may have been a good solo queue perk, but it didn’t change how unhealthy it was and it was still incredibly powerful in SWF too. I actually think CoH has hurt the game more than people realize because survivors have gotten too used to efficient self-healing over the last year and a half and it’s going to be rough now for a little bit when it’s gone, even if they hadn’t nerfed base healing at all. Same thing with killers once gen-kick meta gets nuked in the coming patch (and to be clear, that needed to go too). Players who consistently relied on these tools to win are going to struggle.
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As a SoloQ survivor, I'm happy to see CoH go. It was one perk that gave every survivor two perks, it outperformed nearly every other healing perk in the game which is why it's pretty much the only one used. Why use any alternative? Just plop it down where the killer will never go and profit for the entire match.
I'll adapt to playing without it.
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I mean, shattered hope also removes the totem but its a waste of a perk unless you have pentimento AND they bring boons.
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You could have stopped by saying : waste of a perk slot.
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Maybe I would ok with the changes if they would buff the other boons
Dark theory is just bad, exponential is too situational and shadow steps is meh
With these changes, all boons are just gonna be dead, they need to rework them
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I mean, not on a Pentimento Build. Boons directly counter it without Shattered Hope.
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I'd hate to rely on teammates to heal esp as soloQ. a lot of times survivors will refuse to heal you, just cause. The eboony allowed me to heal myself without spending a gen worth of time.
Endurance and gen rushing perks will be used now or inner healing.
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Survivors may need more tools to find each other, there are many such perks, and those perks may need a buff in the future.
In short unknown factors in the future cannot hold us back.
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bhvr took the perfect perk (everyone sees where the boon is and can heal themselves up) for the solo q and made it a swf perk, my dear dbd community that's the definition of bhvr when they say "we want the gap reduce between solo q and swf" lies, lies and even more lies from bhvr I haven't seen more for years... they say something and do the complete opposite of it
if i'm wrong come back here to the forum and please enlighten me, so much was trimmed that you communication to heal up as best as possible, even healing was destroyed, which only helped the solo q people a lot and was essential, for swf it is a drop in the bucket... but i even hope that bhvr doesn't get scared and lowers the 24sec heal, please do it and see if dbd will be slowly dead or not and if it's in there as a test for 1 week, trust please do it bhvr! do what your mind said to you!
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CoH is not the "perfect perk". It's on a power level beyond all hex totems.
- It provides infinite healing in a game where healing is supposed to be slow and infinite or limited but fast.
- It can't be removed unless you kill the player who placed it.
- Even the perk that is supposed to counter the perk doesn't even really do that - so nobody uses Shattered Hope.
- Imagine a world where you can only break hexes if you have a Boon; that's what it is like to go against CoH as a killer.
- CoH essentially adds a "stationary" 5th player to heal you or anyone standing in the blue light.
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I've said this for a long time now. CoH made the game start going into a boring slog of a game that forced you as a killer player into either dragging the game out as long as possible and hope enough survivors don't have the patience you do or never dropping chase, which is all around not a good idea. It's what drove the game into being the "Dual Fortress" style it is today alongside The Knight and The Skull Merchant and this change should have been made a long time ago.
CoH was so bad that I literally never used it as survivor unless the killer was being particularly scummy or was an S tier killer because it just felt like I was cheating if I did that.
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circle of healing was grossly over the line in terms of other boons. to the point where it was so oppressive, killers would go out of their way to snuff totems as soon as they heard them, just to stop circle of healing. this directly flies in the face of every other boon perk, which makes all of them worse and harder to use, especially when their effects are already minimal or require the killer's presence or certain behaviours to be valuable in the first place.
the answer is not giving the self care back to circle of healing, it is giving self care back to self care. if self care gets buffed back up to 50%, everything they're doing to circle of healing makes sense and is fine. until then, we don't have a single good self healing perk since most of them are only for altruistic healing, which is why medkits were so favoured. now we're losing medkits, it's time to give self care back and maybe consider adding some bonus self healing speed to the altruistic healing speed perks.
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