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Why COH is still a problem

Now that the number has been knocked down to 50%, we have finally have balanced it, right?

Right?

Its still broken, and broken for one very simple reason; it sticks around

While one heal using this COH is longer if you included the blessing time, once you consider that other survivors can do it at the same time, that penalty does not matter. When you combine it with the fact that you can have another survivor heal you in a greatly reduced time still, it means the perk is still a problem just one that is harder for survivors to capitalize on.

All these nerfs do is make solo players worse because they can't coordinate setting it up. SWF will get great value out of COH for barely anything at all.

My solution would be to make COH a perk that incentives healing injured teammates by restoring the higher heal speed and reveal any injured survivors in its radius in exchange for removing the self-healing aspect and reducing its range.

This perk is too useful in too many situations and prevents many killers from being able to pressure survivors without tunneling or camping.

Comments

  • InvadeGames
    InvadeGames Member Posts: 458

    i think it would be good if COH snuffed itself after one heal state was done in its radious. then you would need to rebless.

  • OpenX
    OpenX Member Posts: 890

    Eh we can see after the nerf. Sloppy butcher hit+run might even be relevant again next patch for all we know. Especially with call of brine being a thing.

    Hit people with sloppy butcher, call of brine their gen, and then continue onward. CoB will let you know to come back and kill them if they stayed injured.

  • Brimp
    Brimp Member Posts: 2,983
    edited April 2022

    except when it just gives you slightly buffed self care for the entire team to the point where simply getting 2 self heals gives you value of it. A lot of killers might be hypocrites but the ignorance of survivors....

  • Turtlesrock
    Turtlesrock Member Posts: 50

    Except now everyone has 5 perks... Except everyone has permanent med kids.

    Here is a very very common scenario: Survivors 3 gen at the end because they weren't paying attention or being efficient. But the boon is the opposite side of the map. So what happens now? If the killer hits a survivor they just run to the boon across the map and heal. The killer has 2 options. 1) chase them and down them across the map and lose all the gen pressure and lose the game. or 2) stay on gens and prevent the gen from popping, which means the survivor is now healing and runs back and BAM everyones full health. And if the killer runs across the map to snuff the totem... the gen will be popped and they lose.

    The fact that anyone on either side can defend this perk is crazy. I play both roles and It is beyond broken. The fact that you can have everyone with 5 perks essentially or have everyone have a medkit at all times is so strong.

    Imagine NoeD or Ruin and you break it and we just relight it.

  • Puddles
    Puddles Member Posts: 95
    edited April 2022

    And here we go.... Ppl won't stop these topics until CoH becomes a new DS, aka barely useful.

    I wonder what will happen when survivors starts to bring green medkits instead of CoH, which are arguably way more useful than CoH.

  • Devilishly_Rowdy
    Devilishly_Rowdy Member Posts: 440

    Killer mains who left the game when "the hour of the witch" chapter was introduced, was the smartest decision ever.

  • Blueberry
    Blueberry Member Posts: 13,590

    DS barely useful…what? Lmao the perk is literal S tier and still one of the best perks in the entire game. No one with a decent amount of hours in the game would ever claim DS is even remotely close to bad.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    its not bad. just not worth using over

    dead hard, coh, iron will, unbreakable, bt.

    especially since it doesn't stop tunneling

    it is a very balanced perk tho. just wish mabye after both hook states? tho they might have to cut the time its active in half

  • Blueberry
    Blueberry Member Posts: 13,590

    It absolutely does not need buffs, it’s already S tier. It’s also better than iron will or unbreakable. I’d only put maybe dh, coh, or by over it. It does prevent tunneling as well. It gives you the extra time to get gens done and get out if he tries to tunnel you, it’s not not suppose to literally make tunneling defacto impossible.

  • Brimp
    Brimp Member Posts: 2,983
    edited April 2022

    The point of ds isn't to stop tunneling, its to buy time. If it really were to "stop tunneling" you wouldn't be able to touch that survivor with a 30 foot pole. It does it's job well in that sense because countless times I needed to tunnel someone to but ds bought them enough time to finish a gen when I could have stopped it.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    i get that. its still a strong perk, im just saying its not worth running anymore, probs a good thing since it was broken back then

  • Blueberry
    Blueberry Member Posts: 13,590

    The entire top mmr survivor players seem to all disagree with you as they all run it for a reason. At those mmr’s unless you’re on a top tier killer you have to camp or tunnel if you want to win and DS counters that which is why they all run it.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    I dont think you have to camp and tunnel to win at high ranks unless ur against a competitive swf

    i dont run into tunneling that often. camping more so.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    It's a perk that encourages tunneling and camping.

    BHvR is thinking about making BT basekit. This will encourage tunneling even more. Waiting out the 12 seconds or less is nothing.

    It just forces Killers to try and spread damage which wastes time and is a losing strategy. Now nooby survivors will go for even more unsafe hooks which is great. Wait out the 12 seconds and tunnel that poor survivor.

    Think about how bad you have to be as a game designer to add multiple perks that encourage tunneling, add core mechanics that encourage unsafe hooking and thus more tunneling, make no delineation from SWF vs SoloQ perk effectiveness which causes killers to treat all groups as SWF and encourages tunneling, and make more hit and run killers which are terrible in the tunnel meta and forces killers into the same roster.

    They literally have no idea what they're doing. Just blindly following stats and chasing that player retention/mtx flow.

  • danielmaster87
    danielmaster87 Member Posts: 9,382

    Survivors doing gens injured, and killers getting mad at that, has more to do with how unsafe it is yet they get away with it scot free. You'd think it would be unsafe to stay injured to gens, because although survivors would be doing gens faster, killer's chases would be faster because they have to hit survivors only once to down them. But Dead Hard exists, and there's plenty of strong pallets and windows, and Iron Will and Shadowstep exist, and Styptic Agent exists.

    It's not killer hypocrisy, it's damned if you do/damned if you don't, for them.

  • danielmaster87
    danielmaster87 Member Posts: 9,382

    It's problematic because:

    -Its affect is infinite, and its totem can be relit infinitely.

    -It's a boost to healing.

    -Its placement can override any hex, and remove Pentimento forever.

    -It's one perk for the whole team at the cost of a mere one perk slot.

    -It can be combined with other perks that are one perk for all.

    -Killers have to seek it out to get rid of it.

    AND

    -It's a boon.

    Not just one of these things. All of them. There is no "or" in there.

    Let's just agree that boons were a bad idea. They give way more value for one perk than any perks before them, and probably any after. It's way too much value. The idea is stupid as well. You're telling me survivors needed this, needed a perk where they can give a boost to the whole team for 1 perk, by using the killer's own totems? Why do survivors have any dominion over those totems whatsoever? And boons also destroy the lore, absolutely ruins it for whoever cared. Do we just suspend the idea of the entity controlling everything is a thing, and that survivors now have as much control in its realms than it does? None of it makes any sense, it's fundamentally overpowered, and it's ruined the game for killers.

  • Puddles
    Puddles Member Posts: 95

    I never said DS need buffs. I said it is barely useful as "any more nerfs to it and it will be useless".

  • Puddles
    Puddles Member Posts: 95

    DS does not need any buffs, but any more nerfs to it and it will become a non useful perk.

    I feel like CoH will become the new DS, gets nerfed over and over until better perks becomes an option (in this case just bring a green medkit).

  • Blueberry
    Blueberry Member Posts: 13,590

    "I never said DS need buffs."

    I was responding to the other guy who did mention buffing it.