So no more Boons perks?

I don't think it's a failed concept. They've improved some perks to cooperate with Boons perks, and you can still gain some value.or as some say, only one survivor uses it and everyone benefits, except the killer, of course

Only 2 Boons perks require some buffs and would be good to use and there are already suggestions for them

In every new chapter, I wait to see a new Boon perk, and I get somewhat frustrated with every new chapter

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,276

    I'm hoping they'll bring some more Boons or Scourge Hook perks, as they have plenty of opportunities available to them. It's quite odd that no more have been reintroduced for some time. Let's hope that some are due soon.

  • Boons123
    Boons123 Member Posts: 808

    I agree with you on everything, especially Teamwork perks

    For some reason they killed this type of perks with a lot of powerful restrictions for normal effects

  • Tsulan
    Tsulan Member Posts: 15,095

    I mean... just look at Hex perks. They probably scrapped the whole concept for future chapters and just keep what we already have.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Other Boons dont need a buff on strength, but range. Its only Coh is the bottle neck for Boons that they can not buff others.

  • Mazoobi
    Mazoobi Member Posts: 1,565

    I'm really surprised Haddie or Vittorio didn't get a boon since they have some sort of supernatural abilities but Jonah got one when he's supposed to be the "logic" guy with math...

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,024

    I assume it's something like him planning out every possible outcome, like "queens Gambit" or something

    And hey science is magic 😁

  • Reinami
    Reinami Member Posts: 5,480
    edited October 2023

    The problem with hexes is the vast majority of them aren't worth it because they are unreliable and aren't strong enough to justify the risk.

    • Blood favor sucks because 32 meters is small given that the speed boost is going to get them out of range. So it only trips them up one time, and thats even if you get value out of it before it gets cleansed
    • Crowd control is even worse because bamboozle is just better and you can control it and bamboozle can't be cleansed
    • Devour is one of the rare ones that might work sometimes but requires undying.
    • Face the darkness is really only good on pig/pinhead due to their kits
    • Haunted ground is Okayish but 60 seconds is really really short and generally only gives you a single down and then its gone.
    • Huntress lullaby is a joke
    • NOED is a joke too as it basically gets you a single down in end-game, maybe a kill, again very RNG based.
    • Pentimento is only good when paired with plaything
    • Plaything is only good when paired with pentimento
    • Retribution is useless, 15 seconds of aura reading 1 time, or oblivious, which is telegraphed to the survivor.
    • Ruin was gutted, why did they nerf this one, just why why why why. It was so healthy!
    • Third seal, blindness is in a weird state, OP against randos, and useless against SWF. Too niche
    • Thrill is useless except in specific builds
    • Undying exists to protect devour at this point.


    Every hex perk sucks for being a hex perk, the only one that is actually worth it is devour really because it can be game ending. Hex perks were gutted to be so bad because survivors were bad at cleansing them, but now we have these perks that are in this bad state because if they buff them, bad survivors think they are OP, but they suck so bad nobody uses them.


    I think the entire hex system should be reworked to be like thrill of the hunt. Basically:

    • When a hex is in play, all totems become hex totems
    • All hex totems now have their strength determined by how many totems are up still
    • You'll have to rework a few of them like haunted ground and maybe devour a bit
    • Rework undying to make the hex perk truly "undying" by making it always work as if there was 1 totem left even if there are none left.
    • A small version of detective's hunch or small game might need to become basekit to make totems a little easier to find.
    • Survivors get a totem counter in the UI.
    • Maybe notify survivors at the start that there is a hex in play (but only tell them WHICH one when they are affected by it like now.)

    This would make it so, if you find a hex totem and cleanse it, you weakend the hex perk, instead of completely removing it so spawning on a totem doesn't just eliminate 1/4 of a killer's build 20 seconds into a match.

    On the flip side, now you as a survivor don't end up in RNG situations where the hex totem is just so well hidden you never find it and you lose to devour, at the very least finding other totems allows you to cleanse them and i'd imagine you would work in such that, once 2-3 totems have been cleansed, the effect of the hex is so weak that its fine if you don't end up finding the other 2 totems.

  • Boons123
    Boons123 Member Posts: 808

    I think if we made all Hex perks look like dull totems for 30 seconds when the match starts, that way you have a chance to take advantage of them.

  • Tsulan
    Tsulan Member Posts: 15,095

    I agree. Hex perks were supposed to be "high risk, high reward" perks. They used to be stronger, but people complained so much that the got nerfed hard. Now they are only high risk, low reward perks. No one runs them anymore, because between the exposed spawn points (next to gens or on top of a hill), and the weak power. There is really no point in running them. I mean, just look at Ruin, how weak the 100% regression is. Thats 1/4 of the speed a single survivor requires to repair. So no one bothers using hex perks and no one bothers searching for totems. Which results in overall faster matches, as there isn´t really much else to do.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    i'm very glad any new boon perk isn't released because it will either be broken or useless. it is boons' nature, they are infinite. if the effect is so strong that you have to always snuff totems, it's just pure frustration and nothing else.

  • Steakdabait
    Steakdabait Member Posts: 1,274

    I actually think that boons design is pretty good. It's just that COH completely avoid the risks of a it being a boon perk since you wanted to place it where the killer just wouldn't go.

  • Steakdabait
    Steakdabait Member Posts: 1,274

    Hexes made everyone unhappy tbh. Losing because you are simply unable to find a hex in a reasonable time or starting the match with only 3 perk because someone spawned 3 seconds away from the hex. Frustrating design for everyone.

  • Tsulan
    Tsulan Member Posts: 15,095

    I can´t remember a single match where failing to find a hex perk, made the match unwinnable. Made the game a bit harder? Maybe. But losing because of that?

  • Tsulan
    Tsulan Member Posts: 15,095

    I see no problem in Devour Hope. Killer played in a non camping way (usually every survivors dream). 4 survivors not crossing a burning totem for the full 3 stacks, with the totem spawns we have...

    But sure, lets keep the whole hex perk section in the dirt because of a skill issue.

  • Seraphor
    Seraphor Member Posts: 9,340

    This is what I've always wanted too.

    Additionally I think the intensity of the Hex glow/burning effect should decrease as they're cleansed, until the final remaining totem is virtually dull. This would make them progressively harder to find and make it so in all likeliness you'll still have one totem in play for most if not all the match.

    Unfortunately with the likes of Pentimento and Plaything, such a rework isn't likely to ever happen.