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The sad state of totem-based perks (Hexes and Boons) are in the current meta
In a average game, you have zero incentive to interact with totems at all, they they barely do something by themselves. The only reason you would ever interact with a totem is because of a hex and boon, and you basically never see them anymore. Most hexes that arent Devour Hope or Plaything are pretty much worthless, and even then, both of these perks only actually do something on very gimmick builds, on certain killers (but these gimmick are good). Boons were always kinda bad, with the exception of that one problem kid who we shall not name, besides that boon exponential is just used on very toxic sabo-horse perk build, usually when you play with friends (its more a map problem than a perk problem), and thats kinda it, you basically never see a boon on your match. These kind of perks are so interesting but how come every single one of them is absolutly garbage or is utterly and completly gimmick dependent?
I know DBD has bigger problems than "This perk is not good enough to compete with this other perk" but still is kinda sad. When was the last time we received a new hex? And about a new boon? When was the last time a hex or a boon were change? Why is huntress lullaby still stack-based come on its not even hard to-
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Hexes ""somewhat"" works with pentimento and undying.
Boons while not "bad" shadowatep and CoH still decent perks, are overshadowed because of stronger perks in meta. Also boons strugle a little if you cant see your partners having Inner healing and breaking totems.
But yes i would love more flavour and use for those perks.
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Only two decent Boons (powerfull in SWF setting) are Shadowstep and Circle of Healing. They are still pretty good, but not S tier anymore. The reason why Boons are no longer played is because there are just stronger meta perks on their own, not needing a Boon. The rest of the boons are situational so you almost never see them.
When it comes to Hexes, only Hex that is somewhat consistent is Plaything with Pentimento. Why? Because they work together well and they are not exposed right from the start of the match so they have way longer lifespam. Problem with Hexes in general, even tho there is quite lot of them pretty solid, is that totem spawn was always bad and now more then ever since every single new map has trash (aka very easily exposed spots) spawns for totems, making something like Blood Favor not worth using, at least not without Undying. Idk why Devs gave up on making totems stops you know... somewhat hidden and not next to a gen or in the open facing middle of the map that can everyone see within 30-40 meters.
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Boon placed, kicked, replaced.
Hex destroyed out for the remainder of the game. Totally pointless wasted perk slot.
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Hexes however have stronger effects, are map wide, and do not have a sound queue to make them easier to find. It isn't fair to compare a perk that increases healing speed by 100% to one that let's you insta down AND mori survivors.
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Hexes have "stronger" (the only actuall strong hex is devour hope, every other thing is gimmick) effects but can easily be broken even before the killer get use out of it. Boons have weaker effects but can be placed when and where you like it. It dont make sense to compare both just bc they are both perks that interact with totems
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It also isn't fair to expect 1/16th of the Survivor's perks to compare against the 1/4th of the Killer's.
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i'm so glad boons are bad and omega rare now because i was so worn out kicking totems non stop. the access to unlimited booning is still a problem and will emerge as soon as we get a decent boon perk which we can expect to in near future - we haven't got one for how many chapters?
hexes? other than devour i don't think they are worth the risk of having it insta-cleansed. so totems are just there for inner healing and noed. penti/plaything too.
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as a killer, if you use shadow step against me and you are injured. i will follow your blood marks even on indoor maps. I don't think shadowstep is very good.
I had an idea for a perk to make boon perks more attractive. The perk increases all boon totems radius by 100% but decreases booning speed by -75% and totems that are snuffed are broken. Not sure how common the perk would get used but maybe survivor would use boons more often.
Post edited by Devil_hit11 on0 -
Part of the problem is perception, I'd say. Boons aren't actually in that bad of a spot- two good ones, one decent one, and one bad one is a pretty alright spread of perks.
Hexes, though, are struggling a bit more- but it's not as bad as people say. You'll have people saying that the only viable hexes are Devour and/or the Plaything/Pentimento combo, but that isn't really true, it's just that the other hexes have more of a risk associated with them. Now, that's not not a problem and I'd love to see hexes get a little bit more of a boost to raise their RNG floor a little, but it's far from them being unplayable.
Haunted Grounds, Blood Favour, Retribution, new Crowd Control, Face the Darkness, and Undying are all perfectly usable, they aren't bad at all. Running the risk of losing them before they do anything is rough, but it is still just a risk and what the perks do is worth it in a lot of cases.
In general, what hexes and boons both suffer from is the kind of meta-brain-poison that leads people to immediately discount anything that isn't the most powerful tool they could possibly bring. Why bring a pretty good perk like Shadow Step or Blood Favour when they'd take up a slot you could put an incredibly good perk into? That's the kind of issue that it's harder for developers to fix, so I'd say even the buffs those perk types could use wouldn't be enough to fully fix the overall problem because of it.
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Right. One is deactivated at the start of the match or (worst case scenario) found by one of the 4 people that run around the map like truffle pigs and deactivated then. The other is set up in a part of the map where the killer has no business and will remain there until the game ends.
If you can't be bothered to look out for the killer's perks, then you deserve to get hit hard. The same goes for the killer. With the difference that they don't have the luxury of dealing with totems away from the gens.
Both aren't in a good state but I'd argue that boons are still better off than hexes. Especially considering how bad some of these hex perks are even if they aren't cleansed.
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I hardly ever see survivor boons anymore. I saw a healing boon today and thought for a second "what's that?" it has been so long.
NOED I see in like 20% of games, much more common.
NOED is definitely the most useful of the totem uses. It only appears at the end of the game, there is no clue that it is active until you get hit (unless you luckily see it right away). And yes it can be destroyed, but sometimes it spawns near an exit gate/ near a hooked survivor, which makes the endgame very tricky. It is the only really useful use of a totem.
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I've been saying this since CoH released,boon perks are fundamentally niche,they benefit from being placed where chases are actively happening but it also means the killer will kick it very quickly.
CoH is the exception because it instead benefits from being away from the action in a little reset corner,but it doesn't matter anymore because it's effect is only strong in SWFs.
I think Hexes are just an outdated concept,they're too heavily reliant on RNG.That's you only see the Plaything/Pentimento combo these days, because despite being hexes they're almost always going to get value.
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