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Do you think Boon totems are strong or balanced.

I think circle of healing is quite strong because the fact that survivors can just heal fast kinda makes it harder for me to get a kill. What do you guys think ?

Comments

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    I think it'd be more balanced if it were easier to find, but I think it's fine overall.

  • GannTM
    GannTM Member Posts: 10,893

    I've stated my opinion but I think Shadowstep is fine. Circle of Healing shouldn't have the self healing but overall boons aren't nearly as bad as people say they are.

  • Aurelle
    Aurelle Member Posts: 3,611
    edited November 2021

    The radius for Boons are a bit too much (Mainly because of smaller maps) and there needs to be a limit on how many times a Boon can be relit. Other than that, they're fine.

  • jesterkind
    jesterkind Member Posts: 7,959

    The core mechanic is pretty balanced, though I'd suggest one single tweak to it. The perks themselves... Shadow Step is balanced, but CoH really highlights some problems that already existed with healing in this game, so I think that's the one that should be tweaked.

    A soft cap on self healing and maybe tweaking how effectively CoH scales with other healing boosts is a reasonable decision imo.

  • Nickeleye
    Nickeleye Member Posts: 278

    CoH is way to strong in the hands of a good team.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446
    edited November 2021

    It depends.

    Some killers and killer play styles do not care at all about CoH and Shadow Step. Other killers and killer play styles completely die if those perks are present.

    Really, it isn't a question of strong or balanced, it's a question of if we're OK with making it impossible for Killers to be able to get pressure with injuries.

  • TacitusKilgore
    TacitusKilgore Member Posts: 1,380

    Strong? Absolutely. Can rng make them much stronger randomly? Yep. Are they balanced? Rng makes it difficult to tell. But probably not.

  • SunsetSherbet
    SunsetSherbet Member Posts: 1,607

    OG Mettle of Man levels of strong.

  • Nathan13
    Nathan13 Member Posts: 6,721

    shadowstep is not that strong, unless in indoor maps.

    COH healing speed needs to be toned down.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,005

    COH needs to be toned down along with some changes to the core mechanics of boon totems.

    With those changes, I think shadow step itself is probably fine as it is.

  • Myla
    Myla Member Posts: 1,551

    There is no downsides to CoH on a SWF. I

  • Huge_Bush
    Huge_Bush Member Posts: 5,424

    Today is the first time I got to experience them since their release and mainly as a survivor. I like the healing one but I don’t think all the complaints about it from killers were warranted. The set up and travel time and how easy it is to put out seemed pretty balanced.

    I don’t have experience with the aura/hidden scratch marks one yet so I’ll save my opinion for if I decide to play killer more (doubt it).

    I will say I don’t like the blue screen overlay. I hate anything similar to it like Freddy’s dreamworld because I hate my vision getting obstructed. It’s even worse when you’re in the dreamworld and are in the zone with a boon totem. It just makes it so obnoxious. I’d rather they have just filled the area with blue sparkles and a ring on the ground rather than have overlays.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    Strong. Self healing should still be penalized like self care. CoH probably shouldn’t stack so well with other bonuses. Shadow Step should have the aura removed since it removes scratch marks all together or the scratch marks should act like light weight and reduce length of scratch marks.

  • Beaburd
    Beaburd Member Posts: 998

    CoH is blatantly overpowered.

    It needs self-heal penalties, and should not serve to act an infinite god-like form of self-heals.

    The only way I'd even consider justifying the 16 second self heal (down to 4 sec with a proper build) is if totems could be permanently destroyed by the killer.

    Shadowstep I think is fine though.

  • nostrada96ass
    nostrada96ass Member Posts: 257

    i think its balanced but designed badly

    if killer not using hexs survivors never want to break totems which killers belonging

    but killer can't destroy them and its never run out charge or something so its biased


    i think its balanced because its still weaker than ds sb dh ub spinechill and what.. bt

    having coh but i always using ds ub sb spinechill


    agree to coh is much better than selfcare even when if its stomped after you healed

    its total time is shorter than selfcare, massively op when it used several times

  • TheDuhJ
    TheDuhJ Member Posts: 475

    It would be more balanced if the survivor couldn't move the totem once it is set. They could only replace it if the killer snuffs it

  • lavars
    lavars Member Posts: 312

    This conversation will go on forever.

    We don't have the raw data to verify anything, except what people say and suggest.

    Theoretically they are not op, but i think the raw data sees it differently, it really changes from game to game and which map and which other perks etc. same from the killer side, try to find a totem on "the game" or the school. You wont have time to snuff AND keep control over everything, specially as the totems are a ball, not a circle, they reach so much that it can be impossible to chase or decide to find it. Sometimes you can find it very easily, but with a decent survivor team, or god forsake, two totems, it can be impossible to keep control over it.

  • KerJuice
    KerJuice Member Posts: 1,919

    They’re a little strong because they can be relit. I say once it’s been extinguished or moved to a new totem, the previous totem can never be blessed again by that survivor.

    Also, NOED should be able to trump boons and come into play. I don’t care for NOED nor do I use it, but that’s better balance IMO.

  • StarLost
    StarLost Member Posts: 8,077
    edited November 2021

    Shadow is mostly fine, the only thing I'd change is that it's effect should not project through floors in vertical maps (this makes it almost impossible to find in a timely manner).

    CoH honestly needs a rework. It just counters a lot of killers too hard, for zero risk and minor investment.

    This is my key issue with CoH.

    I can counter it, but I have to bring either specific perks or play specific killers, and that gets tedious fast.

    Rather than changing the meta, it feels like CoH has calcified it.

  • Sweet_Tour
    Sweet_Tour Member Posts: 558
    edited November 2021

    If we gave them the good ol' Plaything treatment they wouldn't be anywhere near as busted.

  • Viamont
    Viamont Member Posts: 304

    Both are overpowered-

    CoH healing speed its ridiculously high, theres already a lot of videos showing people even healing behind pallets with the killer at the other side.

    Shadow step on the other hand its just absurd with the amount of information it strips the killers off. Being unable to se scratch marks AND aura perks its stupid, but add iron will and they become virtually invisible.

    For starters perks need to have eather a cooldown after they are snuffed, limited uses per trial or allow the killer to destroy the totem to prevent it being re blessed over and over

  • Haddix
    Haddix Member Posts: 1,048
    edited November 2021

    dumb strong, way too easy to set up and manage for how extremely stupidly potent the effects are. one person running them is already very, very useful for the team. MULTIPLE survivors running boons? extremely busted.

    for some reason, my teammates just barely every have them. when they do, we win. when we don't, shocker, it's a little difficult if they're not that good. you can be awful and have multiple COHs in one game (and shadow step, extremely good as well, especially considering that all of your boons are tied to one totem) and you just blow up the killer's pressure for the low price of 14 seconds per totem blessing and you don't have to turn a single gear in your little brain.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    I think they are somehow fine...the problem is some killers and some maps can be really weak with boons.

    As a killer I surprisingly find Shadow step stronger cause I rely on visuals a lot. And in some maps like gideon, the no scratchmarks can be very powerful

  • MrDardon
    MrDardon Member Posts: 4,039

    It should be one time use, harder to find and takes longer to snuff.

    Maybe buff the effects since it's only one time use (per Survivor) to make it on par with Hex Perks.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    I've never been in a situation to test this, but does anybody know if killer instinct works despite shadow step or is that blocked too?

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,928

    No shadow step only blocks auras and scratch marks not killer instinct. If it did it would state it

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    No Killer Instinct and Screams are not blocked by Shadowstep

  • Labrac
    Labrac Applicant Posts: 1,285

    I think the effects of the perks are okay. Maybe make CoH not stack with medkits and it's fine. But the Boon mechanic itself is extremely unbalanced.

    They should have a smaller radius, it's supposed to be a "safe haven" mechanic like the devs said, but two boons can cover half of basically any map. They should really consider something like 16m for them.

    You shouldn't be able to rebless the same totem. Make the totem that the killer snuffs out turn black so it signals it can't be used for Boons, but it can still be cleansed for Inner Strength or points.

    Now it would be the time to implement the change I've been asking since 2019: make totems never spawn in direct line of sight from generators. You shouldn't be able to heal your teammate in 8 seconds and then immediately slap a gen in 40 with Prove Thyself, just saying this feels dumb as hell.

    Finally, PLEASE buff the Hexes mechanic as well. It feels extremely unfair to see how many advantages survivors have with their Boons while killers are stuck with most of the time seeing their perks being disabled for the rest of the match. Just yesterday I was trying to do a build on Huntress with Blood Favor and Crowd Control, I played 3 matches with it and on ALL 3 both of my hexes were gone before I got any use out of my perks. Even using Undying it barely extended their lifespam. Hexes should always spawn on totems next to the killer (and never on LOS from gens), and be hidden until the survivor interacts with the totem.

  • Crowman
    Crowman Member Posts: 9,555

    I think at the moment the perks are largely just unfair to play against. Killers just don't have aqueate counterplay against them. Until snuffing out gets addressed it's hard for me to say they are op or balanced.

  • ARTRA
    ARTRA Member Posts: 938

    If you play with friends and only 1 or 2 members use CoH and Shadowsteps, to me are broken as hell.

    All party can heal and juke if the totem its in another floor/house.

    Of course with the other meta perks and stuff.

    But if all 4 use them and start looking for totems all the game they can mess up soo bad.

  • Elena
    Elena Member Posts: 2,187

    Me evil laughing in the corner with my Inner Strength.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Only change I want is one totem equals one boon not two

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    I think they should have tied boon perks to hex perks. If a killer has a active hex perk than the Boon also gets applied to it. And if the hex perk is proving to be a threat, then survivors need to gamble weather to either give the killer strength or lose there boon.