Circle of Healing ideas
Yeah yeah another CoH post, but I just wanna chime in and shoot my ideas out here, I don't even have too huge of an issue with the perk anyway
Idea 1:
Circle of Healing heals at 75% speed and allows for self-heals, the perk has 4 tokens, a token is lost with every heal, once the tokens are gone, the effects of CoH go null and require a reblessing of the totem, each reblessing takes 4 more seconds than the last to a maximum of 28 seconds
Idea 2:
Circle of Healing heals with a 100% bonus with no self heals
Idea 3:
Circle of Healing allows for self-heals, with no speed bonus to others
I think it'd obvious to see which idea is the most fleshed out here, what are your thoughts?
Comments
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This is literally just off the top of my head but what about like a passive healing mechanic that stops when in chase or terror radius? So you can heal while repairing but at a slower speed than normal or something.
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Absolutely not, unless you could actually counter this. As it stands you can't stop a boon from existing unless you actively hunt them down. That'll cost you a match.
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I vote for #2. The ability to self reset infinitely and have it strengthened by medkits is ridiculous. Having CoH tied only to altruistic heals is the best compromise i can think of without completely completely reworking the perk and giving it an entirely new name and function.
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That is quite possibly the most unhealthy perk idea I have ever seen
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Honestly I just want it to be so survivors can't see the auras of boons. A large chunk of the danger from CoH comes from knowing exactly where to run to for healing if the killer ever leaves them. Survivors already hear the chimes and see the AoE particles, I dont get why should also be able to see the boon's exact location at all times.
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Actually I think the problem with meta perks like CoH is that there should be a condition to be able to be used, for example, the totem can only be blessed when it heals a life state of another surv (like the perk sond wind do steve),
in the case of CoH it would be interesting, because if the killer hits someone and that person runs away, even if he has the CoH perk, he won't be able to use it if he hasn't healed someone before
many meta perks could be balanced if they had conditions of use, for example, would dead hard be strong if to activate it, you needed to save someone from the hook first? the advantage for the killer is that before he hooks someone he doesn't have to worry about DH
But it's worth remembering that I'm just giving examples, the Mettle of man, before the nerf you didn't depend on anyone to activate the perk, now you need to have a wounded surv, this nerfed the perk a lot, although in this case it was too much, there were ways best to nerf her
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Nerfing the concept of boons would been a much better idea. Only allow the user to heal from the boon, and get the bonus speed. And the something with every other boon. That way boons could stay strong but only apply the users, and not be super SWF perk.
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If CoH was changed to #2 (no self healing) that along would probably be enough since it makes survivors group up and potentially give the killer more map pressure if they get caught. If this was in tandem with letting killers break the totems that would be even better.
Above someone mentioned the removal of letting survivors see the aura of the boon. I don't really think that would be healthy design. It only really hurts solo players or relatively newer players, while SWF and more experienced players will go largely unaffected. I don't see the point of adding more features that make SWF outclass solo players.
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counterpoint: keep it at 50%, but the survivor using CoH has to break a totem before they can bless a totem.
it's built in cooldown, and it puts a hard limit on how many CoH blessings can happen in a game.
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sorry i guess, was putting literally 0 thought into it lol. just sounded kinda interesting to me
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This might sound a little out there so bare with me
What if COH stayed as it is (Midchapter version I mean) but they increased the amount of time (or charges) it takes to complete a heal? A healing nerf across the board basically, instead of just Circle
It wouldn't have to be massive but maybe that would be a better solution instead of just constantly kicking COH's numbers down because it's going to get to the point (eventually) where it's either still a problematic perk or it's garbage.
It's a bit of a drastic (And killer sided, I will fully concede) solution and I'm not 100% in favour of it but it's an idea.
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I think healing speeds are fine, the bigger issue is the fact that there is no cap to maximum healing speeds. They should cap at 100% faster to discourage double heals in CoH, stacking We'll Make It with other healing perks, etc.
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It just need a cooldown, reinstalling the boon right after its snuffed feels depressing from killer POV.
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Just nerf boon totems themselves and revert CoH back to its original strength.
If CoH could be removed from the game completely when it's snuffed, it would already be balanced and then some.
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