The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Circle of Healing should be reworked entirely...

D3spair
D3spair Member Posts: 715
edited November 2021 in Feedback and Suggestions

It counters the very essence of applying pressure.

I injure someone they go to their "safe zone".

Pre Boon totems, it was normal to leave a survivor after injuring while you as a Killer patrol Gens. The worst thing they could do was use the charges of their Medkit or go with a near minute of healing with self care. With Circle of Healing, that Strat goes to dust.

Circle of healing Essentially gives the entire 4 Survivors infinite Medkits. I kid you not this perk is a counter to Legion! Legion was nerfed again with Circle of Healing...

Devs if Resource Management is so important in Dead by Daylight, Circle of Healing should not give infinite heals.

Comments

  • jajay119
    jajay119 Member Posts: 1,059

    Imo and as a Mikaela main i think circle of healing should be a passive thing for anyone who has not lit the totem. I.E survivors can go into the totem zone but 'Mikaela' has to be there to heal. If multiple survivors are in the zone 'Mikaela' can heal them all at the same time at a slower rate.


    This way it would limit the amount of times survivors can heal in the totem zone and it would need a 'Mikaela' to go with them having potential multiple survivors in the one spot being easier for the killer to see and disturb.


    It's Mikaela's perk so it should need her to be the crux of it.

  • Nathan13
    Nathan13 Member Posts: 6,707

    the healing speed should be reduced to 70%.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    Circle of Healing is fine. There is nothing wrong with it. Survivors literally waste time bringing a boon into the game, a good killer should capitalise on this. Plus they're really easy to find and take out.

    If they're that big of a problem just run Thrill of Hunt or Undying.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    No, this would not work and to be honest would just kill the perk.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    I don't feel like the healing speed needs changed but if it were changed I wouldn't be upset about it.

  • Incarnate
    Incarnate Member Posts: 677

    In my opinion, I think healing totems as they're currently implemented are quite imbalanced, in fact, I'd go as far as to say that they're overpowered. Not only do they provide unlimited heals to everyone within the range with or without a med-kit but also a 95% bonus to healing speed, on top of it all, the totem can be reused over and over. This means that the killer has to spend precious time in snuffing out the totem, which can be reused unlimited. I think snuffing out a totem should disable the totem from interacting with the boon perk series, at least for a while. Another option would be and perhaps in tandem with the first option, to have it have a certain amount of energy, whenever a healing action is done, it consumes this energy. Which eventually leads to it snuffing it self out, if it's powers gets used. Because while the healing totem is up, no one needs to worry about perks or items that pertains to healing, and not only that it means that survivors aren't forced to actually go look for med-kits or bring any for that matter, and what it also does it that it actually allows you to bring other items into the game WITHOUT having to worry about bring healing items or perks into in the game. But it's no surprise that BHVR actually implements an OP perk, it's seen many times, sure they usually nerf it hard after a while, but still. It's quite obvious that it's actually quite OP, and they should've made similar changes like what I suggested above. Also, running the healing totem perk, also renders it almost unnecessary for anyone else to run self-care.

    Personally, I think the boon totems should offer passive upgrades rather than actual abilities or item-like abilities, because they simply offer way too much. Consider what I mentioned above, and that's not the only thing they actually affect while being active in the game. Like, you actually have to commit to downing a survivor, because you don't do it, they will just have healed up when you run into them again. There is one important fact to remember, the killer is already under time pressure, and the healing totems being able to be remade, just adds more time pressure for the killer. Now tie in the fact that the killer has to commit to downing a survivor, which means committing to the chase. This means that since the killer can't be every where at the same time, the other survivors can freely commit to working gens... you see where this is going? Now consider the fact, the survivor could be good at looping and flashlight stunning, and this particular survivor, don't even need to worry about healing, and if the survivor actually takes a hit, there are good chances another survivor will come and try to distract and get the killer to chase it instead - and distracting to get the killer to chase another is completely normal, but difference is here, now everyone can actually take a hit and substitute for the chase, still while others are working gens.

    So yes, I definitely agree with a rework of the healing totem. I would suggest that it only affects healing speed. Also, the game for survivors is also about resource management, which the healing totem also completely negates.

    Another route, would be to make the abilities work for only the perk holder (or the one that actually blessed the totem).

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    You're just wrong. It's as simple as that. You clearly just want easy matches where you don't have to try at all. Boon totems add another element to the game that is fun, fair and interesting (for both sides).

    I will say that I am a survivor main but I do play killer quite often and have a large interest in seeing this game balanced for both sides. I have also been playing this game for literally years so I happen to know a lot about it.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    I understand that but at the same time, a killer's totems can be out the way and inconvenient for the survivor's to find. If they go looking for it, it may cause them to lose the match. I'd say for both cleansing and snuffing totems, it comes down to deciding whether it's worth it to leave it in or take it out.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    You realise that's an actual thing right. People can play both sides and can have a preference for one.

  • Bran
    Bran Member Posts: 2,096

    the boon is strong. many killers i've faced and myself have not always went for a snuff. i havent since i'm not gonna let it effect me. i've used it too, it does help.

    the self heal and boosted heals is also strong. i do not have any changes i'd make to it myself, but i do think boons should maybe have some sort of something to them. especially if more come into the game. especially a max stack of how many can effect a single boon.

  • Icaurs
    Icaurs Member Posts: 542

    The problem is circle healing can't be changed too much, or else it risks being obsolete to self care. The increased healing of teammates as its only use would make the perk incredibly weak. I believe the healing speed for teammates should be left the way it is, however the self healing speed should be capped at 50% normal speed. No perks or items should effect this speed for survivor or killer. This would mean you can still self heal but would be far more time consuming. Either that or circle healing should not exist at all, in all honesty I was kind of disappointed that one of the 2 brand new boon perks was just another healing perk.

  • Lliart
    Lliart Member Posts: 200

    The problem with CoH is both that it can be used on multiple floors and the fact that uncapped healing is quite OP. Sure a survivor bringing perks that aren't DH, BT, DS, or UN are fine, but since the healing is uncapped, then if someone brings a medkit and botany knowledge, then they're already healing in less than 7 seconds.

  • DoomedMind
    DoomedMind Member Posts: 793
    edited November 2021

    "I played this game since years so only my opinion matters and is true, whoever is saying something that I disagree with is wrong, it's as simple as that."

    Holy cow, you sure are a strong advocate of freedom of speech.

  • YuisPinkBob
    YuisPinkBob Member Posts: 354

    Never said my opinion was the only one that matters. Stop putting words in my mouth. All I was doing was matching the attitude I was given while pointing out that they were making wrong assumptions about me.

  • Prex91
    Prex91 Member Posts: 764

    Circle is Op. Also good items are.

  • That_One_Friend
    That_One_Friend Member Posts: 277

    imo CoH is fine after the slight nerf to the stacking and radius. The only thing I would change is give ALL Boons a cool down after is has been snuffed. Like Sabo: for each perk tier, reduce the cooldown by 120, 90, 60, seconds. So they just can't relight it immediately after the killer leaves.

  • PsychoKnight
    PsychoKnight Member Posts: 13

    It needs a cooldown of at LEAST 120 seconds after being used, period. Survivors should be punished if the killer finds their boon a few seconds after they place it. Also, the self-healing should be reduced down to Self-Care speed, as everyone can use it (which is extremely powerful), and the speed of healing others should also receive another reduction. Seriously, 2 people healing an injured person should take longer than 2 seconds, I don't care if it's in a boon.

    Now, I play both roles equally and I do enjoy using CoH. In fact, it is my new favorite perk as survivor because honestly, it's ridiculously OP and I will continue to use it until it gets nerfed. Most of the time, I find the strongest totem to boon, it never gets snuffed for the entire game and I simply feel sorry for the killer every time because almost everybody escapes every time, regardless of how well they do in chases.

    But, as a killer, I've never experienced anything more oppressively frustrating than a coordinated team of survivors, booning 2 sides of the map, taking turns healing and coming back to take protection hits the moment I'm about to down one, all the while 2 survivors are just finishing gens left and right. Yes, I can waste 10 seconds to go snuff the boon, lose the chase and gamble that it will pay off LATER, just to have that boon pop up 20-30 seconds later and I'm back where I started only now I have to find a survivor again. Pressure as killer is just non-existent when everyone has infinite heals they can just throw onto any totem and I for one don't want to have to run nothing but Hexes to keep booners off totems. That's just not interesting game play to me.

  • HagathaSimmons
    HagathaSimmons Member Posts: 236

    I agree and we should keep bitching about it till they do something.

  • LeFennecFox
    LeFennecFox Member Posts: 1,288

    Unless survivors are booning right next to you, looping you into the boon, or booning too much it is a loss of time to travel to a boon to temporarily remove it especially if it's in a nasty spot on a low mobility killer. Being able to self care in about 20 seconds an unlimited amount of times without needing to invest perks/items into it is insane.


    Your solution? Spend 1/4 of your slots on a hex to counter a perk only one survivor needs to bring that can be removed less than a minute into the game.

  • fulltonon
    fulltonon Member Posts: 5,762

    Boon in general is pretty badly designed tbh, since they are infinite, it's either one of literally broken or literally worthless, there is no in between.