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Circle of Healing rework concept.

Circle of Healing is an incredibly oppressive perk due to how quickly it gets injured survivors back in the game. The time dynamic of boons means that, not only is it a net loss in the killer's time every time they stomp a totem, but that having fast heals that don't require (or excessively buff) other survivors means the perk is flat out unbalanced.

Here is my suggestion to rework the perk to fulfill a similar role, but without completely skewing the time dynamic of the game to the survivor side at the cost of only 1/16 of the teams perks.


Boon Circle of Healing:

Survivors inside the Boon Totem's range benefit from the following effects:

* 30/40/50% bonus when healing other survivors.

* Unlocks the Self-Care ability, allowing to self-heal without needing a Med-kit at 50% of the normal healing speed.

* While injured, your aura is revealed to all other survivors.


This would put Circle of Healing into a much fairer state. Without another survivor nearby, the boon area would work as self-care, a solo healing action which takes 32 seconds, essentially the same amount of time lost for the team as 2 survivors healing normally for 16 seconds. This would remove the oppressive situations in which injured survivors take only seconds to heal up, often at a point that the killer cannot commit to running to, keeping the pressure at excessively high levels.

In return, whenever an injured survivor is in the boon totem radius, all other survivors would be able to see their aura, and be able to see them healing themselves. This would allow other survivors to stop what they're doing and go to heal the other survivor, and with 50% bonus healing speed this would still be efficient. As it stands, 100% healing speed bonus is simply too high, and in most cases greatly favours SWF who can gather multiple survivors together under the boon and heal everyone in record time.

These changes would serve to lower the insane amount of pressure a single perk puts on the killer, but also close the gap in value of the perk between solo players and survive with friends.

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