http://dbd.game/killswitch
Idea to Buff Boons
I love the boon mechanic but think they’ve been quite underwhelming for a while now given you have to waste time finding a totem (Which unless you are an expert at the game requires another perk or a map) and then you need to spend more time booning the totem and now that map offerings have been nerfed (And I’m glad they have been) boons are in a worse state than ever so here is my thoughts to buff them.
But first the three boons which I don’t think need any buffs:
Boon: Dark Theory and Boon: Shadow Step - These two boons can be very strong, particularly on multi story indoor maps but now that maps offerings aren’t almost guaranteed it means they aren’t going to be as reliably useful as before.
Boon: Exponential - A potentially strong ability, especially in SWF bully squads with flashlights which can put killers in no win scenarios where they can either pick up a survivor so they don’t recover from the dying state but risk getting blinded forcing them to drop said survivor or try to find/chase off any survivors lurking nearby, waiting to blind the killer after they’ve downed a survivor which risks the survivor recovering in the meantime.
And now for boons I think could do with a buff:
Boon: Illumination - This I feel is the weakest boon effect in the game, maybe for the bonus effect instead of 10% booning speed when there’s a lit boon maybe it could give a permanent 3% buff per boon for the rest of the trial after you’ve lit a boon with a total maximum of 9% (A permanent 10% after a single booning of a totem (Which was my first thought) might be too powerful an effect).
Another idea which works thematically with the perk could be after you’ve booned a totem you can see the aura of the totem for the a limited time (30, 60 or 90 seconds maybe?) after it’s been snuffed out, the reasoning for it being temporary is if it were permanent it might be too powerful an ability, especially if a hex gets spawned on it later on in the trial.
Boon: Circle of Healing - While previously meta defining in its current state (Even with the added effect of showing a injured survivor’s aura) I feel this perk is really only useful in any consistent manner in SWF groups.
A buff to help solo queue survivors could be to also let any survivor with this perk equipped self heal but only at at the maximum of at 35% speed and not allow any other factors (Such as perks like Botany Knowledge or Resilience) increase that speed (The current baseline maximum of Self-Care).
The reason to allow any survivor with the perk equipped to self heal is to prevent frustration if two or more survivors happen to be using this perk and it also means the perk doesn’t just revert to everyone getting to heal which was previously considered to be nerf worthy (Even though this would be a slower self healing speed than before it’s not worth potentially risking making Circle of Healing too strong again as this change is only to make the perk better for solo queue survivors to use).
This pseudo Self-Care ability would obviously not be as useful as the 100% speed bonus of a teammate healing you but frankly speaking in solo queue you can’t always rely on teammates to heal you or even expect to know what you want and they might even get mad at you if they see you’re just hanging around a totem waiting to be healed for too long, not doing anything useful while they’re doing gens or being chased, at least if you add the ability to heal yourself they know you’re doing something and also 100% know what your current goal is so if they want they can come over and heal you quicker.