Killer Hexes vs Survivors Boons

Adaez
Adaez Member Posts: 1,243

Hexes are rng and can be permanently destroyed while boons always give you all the value and can be infinitely used.

Sounds fair.

Comments

  • OpenX
    OpenX Member Posts: 890

    Not a good comparison, but I will agree CoH is overtuned. The other boons are mostly fine although shadowstep can be kinda broken sometimes.

    A hex like devour is just a straight up game ender. Blood favor is completely free downs. Ruin can extend the game 10 fold. Crowd control makes looping extremely difficult while it is active. Plaything is incredible on certain kills and maps.

    Pentimento can also be a game ender in theory although people are too focused on getting to 5 stacks when in reality keeping 1 stack up 5 times is better than attempting to get all 5 at once. 30% gen slowdown is all it needs to do.

  • jesterkind
    jesterkind Member Posts: 9,852

    Well, that's not quite true, is it?

    Boons don't always give you the value. If you leave the 24m radius, it stops giving you literally any value at all; there's no spot on the map you could stand where your Hex would be disabled.

    Since we're talking about Boons and not CoH specifically, let's also take a look at the strength tradeoffs in exchange for being able to set it back up again- an act that eats away at time you could be spending on generators, for the record.

    Now, we do have some weak hexes, there's no denying that, but the idea is for a big impact that survivors are compelled to try and turn off, whereas boons are supposed to provide more minor buffs in a limited area in exchange for being able to be relit. We're going to discard CoH here since we're looking at all boons and CoH is clearly its own problem, and so... yeah, they actually do seem fair. Shadow Step is clearly the strongest one, and even that only gives you an edge. It's nowhere near as impactful as Devour Hope or Ruin, and that's the strongest of the three. The other two provide their own benefits, they're not useless, but they're nowhere near as strong as the average hex.

    I swear, there should be a banner at the top of the forum that says "Before you post about Boons, stop and consider if you actually just mean CoH".

  • squbax
    squbax Member Posts: 1,785

    I completely agree with this, COH might be way better than any hex, but it is the exception not the rule, you want to stand here and explain to me how dark theory is better than devour?

  • C3Tooth
    C3Tooth Member Posts: 8,266

    For me, Plaything + Pentimento buy much more time than Ruin + Undying.

    I really thing Hex overall should be reworked to work similar to Plaything.

  • Mazoobi
    Mazoobi Member Posts: 1,614

    Your last statement with a banner notice is very much needed.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    1 is high risk, little reward. The other is no risk, little to high reward.

  • BlueRose
    BlueRose Member Posts: 658

    I semi agree with you but it really isn't a sec to snuff sometimes if you consider the fact you have to lineup with boon just right to do the snuff action. I can't tell you how many times I try to quickly snuff a boon only to have to find the right spot to get the prompt to pop up. Plus those couple secs as killers can mean a whole lot, that can be a gen or two being competed behind your back. Don't forget boons can be relit over and over and those few secs to snuff a boon adds up. In one match I snuffed 6 boons.... That adds up to 6 to 12 secs I could have been using to chase someone or downing, someone. Overall you right boons as a whole isn't the problem, it's CoH that the problem but it doesn't make the fact you have to snuff boons over and over less annoying.

  • Lost_Boy
    Lost_Boy Member Posts: 679
    edited March 2022

    I snuffed out the same boon 6 times tonight in 1 match, luckily it was near my 3 gen so it wasn't too out the way, but the fact that it can be put in the same totem 6 times is a joke.

    I think a good compromise would be to make the player placing the boon totem unable to keep going back to the same location. They aren't really strong enough to be one time use, but too strong to be used multiple times. Make survivors work for it and have them search and rotate to new locations. Allow them to cycle back to the first boon location only after they have placed it on another 2 totems.

    COH needs reworked its way too strong. Give it a one time use per survivor per blessing.

    Boon location should only be visible to the person placing the totem. Other survivors should actively have to look for the area and remember the location instead of just looking for the glowing totem on the map the same way as a killer has to make a mental note where the location is when he first finds the boon. They get a audio queue anyway so they know that one has been placed.

  • Adaez
    Adaez Member Posts: 1,243

    Exactly,snuffing 1 boon,it only takes 14 seconds for 1 survivor to get it back,1,while others can do gens or be in a chase with the killer.

    While killer can lose his hex 30 seconds in a game,and its gone forever,which happens most of the times.

    So I really dont think boons are fair compared to hexes.

  • HeyItsQuiet
    HeyItsQuiet Member Posts: 368

    I second this. Got all 5 stacks my first time playing artist because I was hashtag blessed with the bloodweb giving her Plaything.

  • jesterkind
    jesterkind Member Posts: 9,852

    How so?

    I'd certainly agree the mechanic could do with a little refining, but the core design seems perfectly serviceable to me. What issues do you see with it?

  • MissBehavingX
    MissBehavingX Member Posts: 493

    I prefer shadow step over CoH most times, but as someone who uses boons i think I sometimes waste too much time looking for totems to boon when I could be doing gens, same when they get cleansed and u need to go back or find another one.

    Sometimes I dont boon at all cause I waste time doing them

  • Adaez
    Adaez Member Posts: 1,243
  • MissBehavingX
    MissBehavingX Member Posts: 493

    lol i got tunneled by a spirit that saw i had shadow step, the game was obviously harder for her cause she couldnt see our scratchmarks, it was funny, not even mad i probably would've done the same, I used to main spirit lol

  • Pulsar
    Pulsar Member Posts: 23,147

    That even with Shadow Step, the best course of acrion is to ignore it because it takes too much time to go and snuff.

    BHVR saw everyone asking for a secondary Survivor objective and they went and made something that gives Killers ANOTHER thing to manage. It shows that whoever designed these aspects of the game clearly doesn't understand.

  • jesterkind
    jesterkind Member Posts: 9,852

    That is a very context dependant statement.

    One of the things that I do think could use some refining is the totem spawns- there are areas that are just too much of a hassle to go snuff, but I wouldn't call those the majority. There are just as many totem spots where snuffing them is quick and easy, and it drags the associated survivor off a generator to set it back up again if they want their perk back.

    Boons aren't meant to be a pure secondary objective, they're meant to have back and forth to provide more engaging slowdown than just making an action take longer. The core design does fill that role, it just needs a little push and for CoH to be brought in line.

  • Adaez
    Adaez Member Posts: 1,243

    Survivor needed a secondary objective that doesn't give them any advantage,but something extra they need to do in order to escape.

    What we got is a secondary objective for killers to deal with because the boon powers will turn a game even more in the survivors advantage if not dealt with.

    Its that obvious.

  • jesterkind
    jesterkind Member Posts: 9,852

    What we got, in theory, is something that provides back-and-forth slowdown so survivors aren't hugging generators all the time. One way of doing that is having killer powers that impose a detriment on survivors, and the other way of doing it is to give survivors a benefit for going out of their way and ignoring generators.

    Once you ignore CoH, it's not as though the boons are overwhelmingly powerful. They're an edge, and in a lot of cases it takes the killer dramatically less time to snuff it than it does for the survivor to set it up.

  • Adaez
    Adaez Member Posts: 1,243

    14 seconds for a single survivor to bless a boon,while the others can focus on gens doesn't feel like a secondary objective for survivors at all and more for the killer,especially the kind of power boons can get you.

  • jesterkind
    jesterkind Member Posts: 9,852

    You're right, it isn't a secondary objective for survivors!

    It's not a secondary objective for killers either since you never need to snuff; once again, taking CoH out of the equation, they're all outplayable on their own. What you can do is snuff if it's convenient and get that 14 seconds of slowdown multiple times.

  • Tsulan
    Tsulan Member Posts: 15,093
    Undying.JPG

    If Hex perks are considered strong in the devs book, then what are boons?

  • Adaez
    Adaez Member Posts: 1,243
    edited March 2022

    You need to even if it isn't coh,shadow step can make you lose a chase,exponential can make you lose a slug,they are more situational than coh but not useless,and usually when survivors run something else other than coh,is usually coh + 1 of these or both.

    You cant call the other boons useless since they are good,just more situational.

    Please do tell me how not snuffing a shadow step boon on the game is something a killer shouldn't bother with?

  • jesterkind
    jesterkind Member Posts: 9,852

    That screenshot explains it right there- hexes are meant to be strong perks that can be destroyed. Boons aren't.

    Old Undying isn't comparable even to CoH, they're different problems.

  • jesterkind
    jesterkind Member Posts: 9,852

    Shadow Step is only really gonna make you lose a chase on like, one of maybe three maps, and in those situations you absolutely do want to snuff it. I still wouldn't say need, there's too many variables to say that you always need to snuff it, but you're probably going to want to.

    I never said the other boons are useless. I said they aren't overpowered, because they're not. They all give the survivors an edge, but except for CoH none of them give so much of an edge that you absolutely have to snuff it; you can chase without scratch marks, you can avoid slugging, you can... just play normally, Dark Theory kind of is useless.

  • Tsulan
    Tsulan Member Posts: 15,093
  • jesterkind
    jesterkind Member Posts: 9,852

    You're fully aware I meant that boons aren't designed around being destroyed.

  • CakeDuty
    CakeDuty Member Posts: 1,065

    I know that? Chime isn't the blue screen efffect. It's the sound that the Boon lets out, which is pretty easy to track

  • jesterkind
    jesterkind Member Posts: 9,852

    It's because while you were cleansing all four of those totems, the strong hex perk - let's face it, probably Ruin - was still up and active. After you snuff a totem, it is then inactive until set up again- all this assuming that the comparison even works on its face, which it obviously doesn't because boons and hexes are not the same mechanic and do not work the same way.

    Are boons really significantly stronger than hexes? Can you argue in favour of that without mentioning CoH? Because the other boons are designed around being infinitely relit, from having an effective range both the survivor and the killer needs to be inside to having more subdued effects than the average hex.

  • jesterkind
    jesterkind Member Posts: 9,852

    I'm not here to argue whether old Undying or old Ruin were better than their modern equivalents, I'm just pointing out the obvious logical answer to the question you posed. You can agree or disagree with it, it's no skin off my nose, the more relevant part is that boons and hexes aren't directly comparable anyway.

    I've seen that video. First of all, CoH was in that video and it did the majority of the heavy lifting when it comes to the value the perks brought to the table, and the majority of the value his team received in that video was being coordinated, skilled players on comms, not having all boons. If a team of randoms, or even just a less skilled SWF, tried that tactic they'd see dramatically less value out of it.

    Why would I need to say those perks are strong? That's not what I'm arguing. The more pressing concern is if I'd say that Dark Theory, Exponential, and Shadow Step are significantly stronger than those perks, and for the most part, I would say no. Shadow Step is about comparable to the strongest ones on that list, it's definitely the strongest fair boon perk, but the other two are by no means stronger than pretty much any of those perks except maybe Third Seal or Lullaby.

  • Tsulan
    Tsulan Member Posts: 15,093

    Okay, now take into consideration that this isn´t a 1vs1 but a 4vs1. Means all those boons could be present 4 times at the same time.

    Remember that the devs strive to bring solos on the same level as SWF. So the perks utitily shouldn´t be considered on how strong they are in a solo experience, but how strong they are in a SWF.

    Fact is, that Hex perks need a complete overhaul. They are to much RNG, hex spawns are terrible and permanently losing a perk during the first 60 seconds of the match doesn´t feel right. Undying was a step into the right direction. But then the devs made a 180 turn.

  • jesterkind
    jesterkind Member Posts: 9,852

    That wasn't my point in mentioning that they're a SWF. My point is that they would've gotten almost exactly the same value out of general meta perks and a good medkit, with the sole exception that Exponential gave them a couple extra pickups, because most of what they did in that video was achieved with skilled play and good callouts. There's also the point that we don't know how those killers played and if they bothered to snuff the totems at all, so it's a slightly shaky piece of proof that boons are OP on all counts.

    Yes, all of those boons could be present four times at the same time. That doesn't really change anything since they're still balanced around being infinitely relit, meaning that they're still more subdued than the average hex effect. In fact, it's honestly a little better for you if more than one person is bringing boons (assuming as we are that it isn't CoH) since it means you can eke slowdown out of everyone, not just the dedicated totem jockey.

    I'm not here to argue the hex point, though for the record I agree that they need a little tuning. I've got my own ideas for how to fix it, but that's not relevant to this discussion.

  • Tsulan
    Tsulan Member Posts: 15,093

    Actually they would have gotten more value if they combined CoH and a good medkit. Like far more value.

    Ironic, how several people bringing boons is considered a good thing for killers "because they don´t hug gens" when this was the exact same thing Undying achieved.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    By reading the comments it is nice to see that people at least are coming to terms that boons are perfectly fine and that CoH is just extremely overtuned. In fact, if CoH just didn't exist I bet there would be loads of posts complaining that boons are awful lol

  • jesterkind
    jesterkind Member Posts: 9,852

    Absolutely, because CoH is busted. We're just taking CoH off the table since we're talking about boons as a whole, not just the one obviously broken perk.

  • Tsulan
    Tsulan Member Posts: 15,093

    Boons are strong perks. Only one of them is busted. Theres no doubt in that.

    Now in regard on their power rating against Hexes, i´d wish they´d switch spaces just for a week. So survivors can see how bad it is to lose a perk within the first 60 seconds.