Why doesn't snuffing boons break the totem?
Legitimate question.
There's no way this topic did not come up during talks when discussing boons internally. I just want to understand the reasoning behind the decision for it to not break the totem.
Don't use Pentimento as an excuse; the perk didn't exist yet.
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Because *clears throat * "Boons are supposed to give survivors something meaningful to do besides rushing gens, and if totems could break they wouldn't "waste" any more time rekindling them. Also some survivors wouldn't even run Boons in the first place if they could be left with a dead perk after just a max of 5 uses. "
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Wow, imagine having a perk that's correlated with totems that has limited uses.
At least the minimum for boons would be five, ffs.
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Right? Preposterous. Or a perk that gets one use per gen done. Lel.
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Because Boons like Exponential, Shadow Step and Dark Theory would be even weaker.
If you ask me, CoH should be a 'Corrupted Boon'.
If a Corrupted Boon gets snuffed, it will turn into a type of Hex Totem that can't be blessed and must be cleansed, similar to Pentimento, and that will do the opposite of what the Boon did. In
CoH's case, you'd have a 24 Meter Radius in which heals get significantly slowed down
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Because they rolled out the red carpet for boons so that their strength could blossom unhindered.
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Except this logic is inherently flawed.
A secondary objective is something that exists in the base game to aid in your primary objective either directly or indirectly, such as opening a chest for an item.
Totems are exclusively tied to perks. Perks are not secondary objectives; they're effects with conditions.
Let's be realistic, who runs those perks by themselves? They're almost always used in conjunction with CoH... well, unless you're either a Giga-Chad, or the ultimate solo-queue troll.
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Because their purpose is to provide back-and-forth slowdown by bringing survivors off generators to relight the boons. For all the boons except CoH, this works... somewhat well, some of the totem spots make it kind of obnoxious but the core principle is sound.
CoH is broken because it doesn't follow the pattern of requiring the killer to be in the boon's radius to work. For the other boons, the back-and-forth is a lot more potent and the infinite nature of boons becomes dramatically less of a problem.
Boons aren't hexes. They're not designed the same way, and so they can't be balanced the same way.
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Yet, they use the same totems as hexes.
This means, making them less obnoxious and into more convenient spots harms hexes. Unless they intend on adjusting the range of the boon to be spherical instead of cylinder, the issue will remain.
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That's an interesting train of thought. So what if CoH regained their +100% speed boost but only worked in the killers terror radius, rewarding a high risk, high reward playstyle and also making for a fun and thrilling experience?
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Something like that could work. I'd probably give it a smaller boost outside of the killer's terror radius (or maybe just a flat radius from the killer, since not all killers have the standard 32m TR?), similar to how Shadow Step does give you a little value if the killer isn't nearby, just so it's still consistently useful.
CoH is going to be a really tricky perk to balance, no matter how you slice it.
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Secondary objective is healing, as it extends survivability. Guess which boon has the worst issues...
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Because boons in general do not need a nerf. Only coh is a problem.
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There are Hex perks that require dull totems to activate. You be actively killing one of your own perks.
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Agree
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5 would be plenty lol
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Because then your noed would be useless.
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Why not put a two minute cooldown on boons when they get snuffed by a killer? That keeps the "secondary objective" aspect while putting a genuine punishment in for survivors who get careless with their boon placement (also, killers would have a reason to go more out of their way to snuff boons that are in solid positions rather than be encouraged to leave them for the sake of efficiency).
Is two minutes too long? Too short? I'm interested in feedback, even if it's a simple "thats dum".
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2 problematic perks gone with one change? What are we waiting for?!?!
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I hate the argument "Because CoH is the only one that's good" because the mechanic itself is horribly executed and if any of those perks get buffed enough to actually reward the bless time they immediately become as OP as CoH. The literal only reason those perks are not OP is because they are a waste of time to set. Because CoH is a net time save it will always be OP until it is nerfed enough to make it a net time waste, in which case it would be bad and nobody would run it.
They need to give all boons limited uses (either by breaking the totem when snuffed or by a token system) and just buff Shadow Step and Exponential to compensate, otherwise every Boon can only be either OP or terrible.
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Boons and Hexes don't work the same way in part because survivors and killers don't work the same way
- There's only one killer, but a killer can hypothetically have up to 4 Hex perks using up to all 5 Hex totems (since Haunted Grounds uses two totems). Since with only a couple of exceptions a killer's Hexes start out in play at the beginning of the match that means there's no issue for the killer with them worrying about whether or not their hexes got placed.
- There are four survivors, and each survivors can have up to four Boon perks. If every survivor's Boon perks each required a different totem that would mean you'd need at least 16 totems on the map to accommodate them. But since totems and Hexes and perks which rely on cleansing dull totems are already balanced around having just 5 totems on the map it's not practical to greatly increase the number of total totems, so Boon perk effects get stacked on a single Boon totem that belongs to its user. Thus four survivors only use up to four Boon totem spots simultaneously despite possibly have 16 related perks.
- On top of the above because there are four survivors, assuming they wanted to all use their Boons they'd all have to go and find four unique totems to Bless. If a totem were permanently destroyed when a Boon was snuffed you could easily end up in situations where some survivors just never get a chance to Bless a totem for their Boon perk because of competition for the remaining spots by the other survivors for their own Boons and perks that require cleansing totems.
Finally note that there's no particular reason Boon totems need to be destroyed when snuffed for the Boon perks to be relatively balanced. Note for example the consensus seems to be that Shadowstep, Exponential and the upcoming Dark Theory are all perks ranging from good to mediocre to maybe kind of weak. None of those three are overpowered despite being reblessable an unlimited number of times if they're snuffed out. So it really doesn't matter in the overall that boons can be reset after being snuffed provided the individual Boon perks are balanced around that. (The issue with Circle of Healing is that that specific perk was and maybe is still too powerful. But if the healing it grants is slow enough it'll be fine.)
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When you have multiple boon perks all boons are applied to the booned totem so just need 4 totems same as scourge hooks all effects are apolied to those 4 hooks.
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Right, I said that.
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