What is the design idea behind the Boon Perks ? *guess*
Let's not kid ourselves. All the Boon stuff is great and offers possibilities for more. However, I can imagine that by creating the BoonPerks, the developers have created some space for themselves in the form of future updates. Example: and please don't rip my head off: The developers may have acted a bit too eagerly. "Boon: Borrowed Time or Boon: Dead Hard" if you know what I mean :) The same as back then with NOED when it was not yet HEX. As I said it's just a guess, but it leaves room for future.
How do you see it ?
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i see it as the devs simply not caring about the killer side
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*Rips Head Off*
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They just needed to buff survivors more because the game is extremely killer sided. I think they didn't go far enough, but there will be time to add Boon Totems that decrease the time it takes to complete generators so that maybe, one day, I can escape a match.
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I don't think it will happen. So far boon totems seem to be designed around AOE effects, not personal buffs.
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Hex: devour boon.
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It's fun and shakes things up. There doesn't really need to be a better reason than that.
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Just a new style of perk really. They gotta keep people engaged with new stuff
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It's not fun. It's nothing new mechanically, and it doesn't shake anything up.
We DO need good reasons to put things in the game. You can't just say "it's fun".
Passive AoE effects aren't dynamic or "fun". Totems aren't new, and killers already feel weak.
All this will cause is situations where the killer is confused because nothing is working like it should. Because "boon totems are fun".
When the HELL have you even seen or heard of a boon totem in any horror movie?
The whole game just reeks of ill-concieved ideas now.
For example, why does Clown carry a bottle of delayed Red Bull mist? Just forget that this is a game for a second. Why would a killer clown have that? What in the world even acts in that way when tossed inside of a glass bottle? "Uh, there's chemicals..." OK great. He's drunk off his ass, plastered in paint and grease, wheezing and coughing. Alcohol and chloroform. Now suddenly he carries uppers? Did you think it would be funny if he threw bottles of Red Bull? Think about this game's aesthetic for a second, and what impact it has on a player's immersion when you learn that random-ass crap like delayed reverse-chloroform bottles exist.
Why doesn't the Clown just drink the Red Bull from the bottle in his hand? No, he has to throw it and wait for that chemical reaction to happen, just like he planned right? That's why he had it, correct? PLEASE come the hell on. You duplicated his killer power and put a dash (-) before the value, because it was easy to do, and you called it a day. You couldn't come up with an animation where he drinks something from a bottle? It's just such a hacky thing to do.
Like boon totems. Think of something better, would ya?
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Just because they created two perks that might be op?
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I do not think that blessing totems are badly designed and since when has a horror movie something to do with DBD ?...I do not understand
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It's nothing new mechanically, and it doesn't shake anything up.
Sorry, which other perk provides a semi-permanent AoE tied to a specific location of the map? Boon totems will enable new strategies to come in play for sure, and the devs will be able to create new Boon perks in the future, just like they did with Hex perks
The rest of your comment is just ranting about nonsense..I mean you are complaining about the fact that it doesn't make sense for Clown to carry the Tonic, but you have no issues with killers having to hook a survivor 3 times before they can die? What?
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i think it was just a reason to add something new to the game without thinking of any longevity of it.
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im not gonna lie idrc what the totem does i just like that its blue
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I would imagine the developers were having a brain storm and someone suggested a Hex totem for survivor....but get this.... instead of orange fire...ITS BLUE! How creative please praise me!
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They probably wanted to find a way to give survivors new, strong perks, without the perk just having some form of cooldown. However I believe the the current iteration of boon perks is too forgiving, I believe you should either have a cooldown on blessing, or boon perks should be like Appraisal, where the perks have tokens, and each time you bless a totem, a token is consumed. Once you have no tokens left, you cannot bless for the remainder of the match.
I also think that it's silly to allow survivors to bless a hex totem, you should only be able to cleanse hexes.
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I only see this as a way for survivors to do something else rather than slam out gens in 3 minutes.
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"hey killers don't have enough to do already right?"
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Badly Broken Gens and Generator Parts
- A few generators in every trial are randomly in worse condition than regular broken generators, and require a longer repair time with more difficult skill checks.
- Survivors can scavenge generator parts around the map. The right part can turn a badly broken generator into a regular broken generator, and instantly provides something like 20% progress to make up some scavenge time.
- The parts should never spawn close to the generator they fix, to avoid accidentally helping the gen-rush with lucky spawns.
- The amount of badly broken generators can be different for each killer according to their capacity for map pressure.
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Ah yes, someone who has only joined DBD in the past 1,5 years rather than looking at the total changes made to the game.
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Let me critisize and shorty explain why:
- terrible idea, you dont want to lengthen the most boring mechanic in the game by any longer unless you want to nerf all the gen slowdown perks to uselessness to compensate. The longest a solo generator can be is 110 seconds right now, and with ruin forces survivors to stay on it and literally do nothing else. The only way you could add a broken gen that adds 10 seconds to the repair time, is to also add pristine gens that remove 10 seconds from the repair time
- 2 and 3 together, not the greatest either unless scavanging the items would actually lead to a net gain in time regardless of how long it takes. Which is quite hard to code since there is RNG involved.
Its not generators that are the problem. It's tile spread, tile availability and map layouts.
You need Jungle Gyms against a Nurse, as she breezes through T&L's like they arent even there, but you need more T&L's against a trapper, since any Jungle Gym is always a net-loss in time for Trapper. You would want any Jungle Gym to be available to survivors facing a Nurse before a Nurse can hit them twice, you would want a Jungle Gym to be available to survivors facing a Trapper after Trapper has had the oppertunity to hit them more than 3 times.
Generator times are fine, killer pathing and chase layout is not.
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Problem with all those changes is they are forced onto the gens with no way to bypass them and you may say "yes, I want gen speed increased" but that brings another problem, facecamping would be orders of magnitude stronger than it is now since the only real counter is to genrush so then they have to nerf facecamping either with a new mechanic or slowing timers on hook but then gen speeds will feel too fast again then they increase it, then facecamp etcetcetc, its a vicious circle.
On the other hand, you can increase gen times and change the mechanic around hooks but that means changing a core design which is very dificult per se and may bring unexpected forms of abuse from both sides which in turn will need aditional patches to refine to reach a good point, plus really big changes in games may kill them by alienating the playerbase (has happened to a lot before).
What the devs are trying lately with gen timers is leave them as they are but trying to give Survivors something else to do that may be worthwhile doing, they tried with Elodie perks and failed miserably, searching chests is pointless with how time consuming it is and how little reward they usually give, they tried the "Clown Army" approach, give Survivors tools to mess around with Leon and Jill perks, worked a bit better but still not many people care about Flash Bang, Blast Mine or stealth stuff, then they put Pinhead and Hex: Plaything which forces them to go hunt a totem, this perk is pretty much designed to make people waste time, thats why the lit totem ends up showing the aura so the Survivor feels enticed to cleanse it, good players with Spine Chill are barely affected by Oblivious but if even they may go after the totem if they see its aura after some time.
Now they are trying with Boons (wasting time sarching a Totem, blessing it, going back to gen) which may or not may succeed but if they are too weak then you get back to square 1, which is old meta perks and slam gens while someone loops the Killer and 80% of matches get decided by how fast the first and second person go down.
P.D. before you all go bonkers and call me biased, Circle of Healing needs changes, its way too busted especially on SWFs who will abuse the hell out of that 4 second healing, especially since you can body block the Killer and stop him from reaching the Totem, Shadowstep cant comment, didnt try it enough, in some maps looks devastating (The Game, Lery's) and in others is absolute garbage (Swamp, Red Forest), it may need tunning on both ends.
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Well DBD has already enough to fight with performance problems but maybe we get even that still changes, who knows
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