Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

Shattered Hope Buff

Current effect

Instead of snuffing Boon Totems you destroy them. Destroying a Boon Totem this way reveals the Auras of all Survivors that were within its range at that moment for 6/7/8 seconds.

New effect

You can destroy Dull and Boon Totems. Destroying a Totem reveals the Auras of all Survivors that were within 32 meters of it for 6/7/8 seconds. You see the Auras of Dull Totems within 24/28/32 meters.

Comments

  • UndeddJester
    UndeddJester Member Posts: 4,945

    It definitely needs something, though the immediate concern with this perk is to rush to break totems and quickly light all your Pentimentos before survivors find them.

    This doesn't sound too bad off hand, but all it takes is a Plaything or a Devour Hope to get you started and then suddenly rush them while Survivors are distracted or slugged. The fact survivors also get revealed means you can see auras and defend your totems as you light them with a sufficiently mobile killer like Blight or Kaneki for teb max Pentimento bonus.

    I personally liked the idea of a passive buff to the killer based on how many broken totems their are (obviously can still also shatter boons).

    E.g. an additional 3% progress removed when kicking gens and a 5% faster pick up rate per currently broken totem.

    This would mean that Shattered Hope can be put on a Hex build and empower the killer if their Hex totems get broken, so they aren't jusf left perkless if their Hexes get rushed at the start. It also doesn't immediately synergise with Pentimento, as it would be based on current broken tokens. With Plaything (Fortune's Fool) now being available to all players, that's not a bad little combo a Free To Play player can run.

  • Elan
    Elan Member Posts: 1,404

    The Shattered Hope is not a bad perk, I don't understand the constant complains about it. It gives you no value when no one brings boon and boons are not popular because they are quite weak. It's the same if you bring healing perk and face Plague, if you bring overcome and face Billy, if you bring Resurgence and killer has sloppy butcher, if you bring Unbreakable and killer doesn't slug, if you bring object of obsession but you are not obsession etc. Perks are not guaranteed value every game, and the only reason why Shattered Hope is not used is that Boons are not in very good stage. If I bring the new "Last Stand" perk but going against Wraith, meaning that the perk won't activate during entire game doesn't mean that the perk has to be buffed, does it? Are we talking about boosting perks to the point that they gave you value every game? Nice example is distortion, while most killers run 4 slowdowns distortion is waste of perk slot. And I can continue for eons. And making SH being able to destroy dull totems, wth? Poping pentimento on demand? Rip thana and dying light.

  • UndeddJester
    UndeddJester Member Posts: 4,945

    Well... I don't agree with that premise. A perks value can be measured in many ways such as immediate impact, cumulative impact, activation requirements/availability, consistency, synergy, etc, etc... and it's the combination of these effects that define a perks strength. As some examples:

    Invocation: Weaving Spiders is a decent perk, because while it's activation requirements are extremely harsh, its immediate impact is decent, it is reasonably consistent, has good perk/item synergy and has a pretty strong cumulative effect.

    Invocation: Treacherous Crows on the other hand is a very weak perk, because its activation requirements are also extremely harsh, and it has virtually no immediate effect, and a rather miniscule cumulative effect that is easier attained by other means. It doesn't matter that is has the same levels of synergy, and while it has the same consistency as WS, a consistent weak effect is still weak.

    If a perk gives a very strong effect but is highly situational, that is fine. If it has a OK effect that is reasonably consistent, that is fine. If it has a niche effect that is very consistent, that is fine... but a niche effect that is highly situation, is a bad perk.

    Shattered Hope is the latter... very niche and highly situational. Destroying boon totems is not a strong effect, even if boons are common, because you have to exoend valuableb time to do it, you don't prevent it being lit elsewhere, and the value of breaking the boon itself is dependent on the boon in play. It has synergy value if you have Pentimento, but once Survivors realise you have it, they just won't boon... you deny their perk, but they in turn deny 2 of yours... it is entirely in the Survivors control as to whether you get to use it or not.

    So to my mind, the OPs suggestion goes overboard because it's Synergy becomes insane with Pentimento and becomes a consistent immediate and cumulative effect.

    My suggestion, while I'm not gonna claim is the best, there are plenty of potential other avenues to make Shatterex Hope an interesting perk, this version becomes a reasonably consistent perk with pretty good synergy that doesn't really have a immediate effect, but does have a pretty strong cumulative effect.