New Base Killer Perk In PTB (Destroys Totems that are booned) (IT WORKS WITH PENTIMENTO)
Comments
-
Tbh, I would suggest making the perk the other way around. Make bones break on snuffing basekit and then make the perk not destroy the totem. It would still give people a choice but keep the most popular alternative basekit.
2 -
Let me see.
Killers got one perk that counter all boon perks.
But they want it base kit?
Did I got it right?
7 -
Glad they gave us something because snuffing totems feels like nothing. They can remove a killer hex and it goes away forever, but they just keep doing CoH with no penalty. I doubt I will run this but its something but we should have this basekit tbh. If hexes can be snuffed so can boons.
2 -
I like it. Like many other perks, running it will be a gamble as to whether or not you get much or any utility from it, and survs will have to think really hard about whether or not to spam those CoH boons.
2 -
You still have 4 other totems on the map to light. If the killers actually wasting time traversing the map to snuff 5 totems you've lit he's got other issues to worry about, like throwing the game.
4 -
Plaything works better than it.
four hex totems, people would waste more time blessing it and you can´t cleanse someone elses hex totem for a few minutes. It´s activation is attached to the killer´s main objective.
I might use Shatter if it also prevents the booner from booning another totem for 60s or so.
1 -
Terrible bandaid fix for a flawed mechanic.
7 -
Why not tie it to an input rather than having a niche perk tied to it? Press Space to snuff, or Hold Space to break? That kinda thing.
If they don't bring Boon Totems, this perk does nothing.
As an input it would feel a lot better, because I dont have to worry about making the "wrong decision" before the match even started.
Plus, if the Meta shifts away from the Boon Totems, this perk just dies off as it wouldn't be worth the risk of taking, as stated above, because if the survivors don't bring boons, then you have no perk. It already feels like it has a short shelf life.
2 -
I don't see the issue with this? being able to break should be more of a base thing, because perks make or break games for killer, but ill take anything over nothing.
1 -
It's decisions like this that made 20,000 people quit playing DBD on steam since last year.
1 -
I mean, technically, it was over 100,000 last year and now it's rarely at 50,000. But yeah. These kinds of decisions.
0 -
Let me see, Survivors got one perk that counters all Killer attacks off of hooks and a different one that counters all killers re-hooking off of the first hooks.
But they want it base kit?
1 -
Are you saying you can’t find a single totem in 10-15 secs from the beginning of the match as killer? You only needs to play 10-15 hours to know some totem placements on every map
1 -
Yeah I can waste a good 10-20 seconds checking totem spots letting survivors get free gen progression throughout the map.
Are you saying you struggle to deal with an easily cleansible hex totem as survivor that once it's in play it's obvious and easy to cleanse? Forcing the killer to either spend time defending the totem or patrolling gens?
You're better off using ruin.
1 -
so you think wasting 10-20secs to activate pentimento and decrease 30% of gen repairs speed won’t be the best perk in the entire game?
1 -
How often are you having games as a killer where none of the survivors brought any Boons at all? I see them in the majority of games still.
0 -
I don't see why not. Pentimento requires broken Totems, Shattered Hope gives your broken Totems, but only if Survivors already do what is essentially cleansing/breaking a Totem to begin with. It's not like the original prerequisite isn't being met.
0 -
Spend that time walking to a totem when there's no sense of urgency in the beginning a survivor is likely to follow and watch you then cleanse your totem when you walk away. You'll get more value immediately getting in a chase and pushing a survivor off gens with Ruin. If you're mid game and find time to even use Pentomento you've already won.
As for a successful immediate start with 30% gen repair minus speed. Chances are if you get value out of this to the point where survivors don't focus on cleansing this you're likely going against potatoes anyway. The only value you'll get out of it in that situation is a survivor getting bored and suiciding on hook. Also - To do what everyone is worried about you need two perk slots. Most killers in the game can't afford two perk slots for this gimmick. A killer like Nurse it doesn't matter that's trivial because Nurse could literally have any perks and do fine. Then let's say you try this on Shape. You end up getting looped the majority of the duration and don't really have any fallbacks because wasting two perk slots.
If it works great - But it's too gimmicky - You're relying on too many stars aligning or survivors being oblivious or ignorant to this perks existence.
Now would I agree that a successful use of this perk is boring? Yeah - But I don't see the totem standing long because survivors really hate slowdowns and will look for this thing.
2 -
i don’t think we play the same game. That’s all
2 -
Clearly we don't
0 -
Leave it to behavior to make bandaid fixes. Bloodlust, Entity Blocker, Hatch Close, Egc, Open Doors, AFK Crows, Ruin twice and Pop (ruin getting nerfed soon after they already nerfed it and boons exist), and now a mandatory perk. So BBQ and this new Perk are mandatory.
0 -
I mean would you run a perk that says if your opponent is the trickster, gain 15% haste.
Like yeah the upside is really good, but its only useful sometimes. Its not worth a perk slot unless you are seeing boons run pretty much every game.
1 -
But.... I thought CoH was in EVERY match? This perk should absolutely see usage every match if we're to go with what the forum people say.
11 -
Definitely in less matches after the nerfs. Hopefully it goes down even further with the upcoming perks <3 What an annoying perk that was, glad its getting nerf after nerf : )
1 -
Literally what I'm wondering. If SH becomes heavily meta, then COH is going to become pretty worthless- literally worse than self-care when it comes to the time sink it is to go through either ordeal to fully heal yourself. (It's like 32s max for SC, and then MINIMUM boon setting time+self healing time for COH. Minimum because your boon can get snuffed in the middle of your heal, forcing you to take the time to set up again)
Dark Theory also is even more of a joke than it already was (and Dark Theory is really, really bad).
I guess I can hope that they buff COH to faster speeds later on depending on how popular SH becomes, because otherwise I'm dropping it for another healing perk, maybe even Inner Healing if SH and Hex: Pentimento become a meta duo LOL
I always thought boons were a little too strong for how killers had virtually no counterplay (other than being really acquainted with totem spawns+good at applying pressure in important areas and snuffing boons) but if they're going to give them a heavy counter, then boons should be GOOD. COH is good in the current state of gameplay... but once SH goes live and possibly meta, it's going to be mid.
2 -
Who u think its gonna bring that?
0 -
Why make it a feature like I can snuff it or destroying without consuming a perk slot ?
1 -
Its this perk already in base game or its on PTB?
0 -
The fact that people think this working with pimento is broken is pretty hilarious.
- It is instantly noticeable by any survivor, even with no comms. (Boon dissapears, gen bar goes red almost instantly after)
- It is easily preventable (Just dont boon willy nilly/at all)
- If you do not boon any more totems/cleanse any totems the killer is dedicating 50% of their loadout to nothing.
- If they bring plaything to try to force you to cleanse, just don't cleanse and remain oblivious. Being Oblivious is easily worth 75% of the killers loadout doing literally -nothing-.
5 -
Wait dont boons actually turn hexes into boon totems and also make them give buff to you? Last I checked boons did that.
0 -
Because activating Pentimento is still conditional, and there's no guarantee you'll get any value out of it in a given match. If the survs don't boon or break totems, Pentimento has no utility. And if it's just one totem, that 30% gen speed reduction is offset by the time it takes to find it, repair it, and the time taken away from direct pressure to do so.
People who don't play much killer don't always appreciate how much pressure you give up by having to hunt for things when you are your only teammate.
I don't think any perk with conditional activation can be called a top tier perk. It's like Devour in that it's hella powerful once you get it to a certain point, but that doesn't happen that often, and most of the time it's useless.
I think this perk is a way to address the boon meta a bit by discouraging liberal booning, and I think it's fine. Boon less, or not at all (gasp!), and it's a non-issue.
2 -
They could have reworked Circle of Healing instead of ruining any desire to run any of the other boons.
I'm not going to attempt to use Shadow Step or Dark Theory if the totem is instead going to be removed from play
Support style gameplay is not the only thing getting snuffed here.
0 -
This! 1000%!!!
This should have been base when Boons were released.... When A killer comes up to a boon totem, the killer should have two options, "snuff" or "destroy". If the killer has NOED, he has to make a decision of which he wants to do. Maybe make "destroy" twice as long as "snuff". I don't have an answer for that. But a killer shouldn't have to run 1 of 4 perk slots just to snuff out a possible totem no more than telling survivors in the past when playing old Spirit, "just put on Iron Will". A survivor shouldn't have to run a perk just in case they might play a specific killer. That's just not practical.
1 -
Let the perk effect dull totems to, or add another effect too. So can be useful on it own even without boons (you cant see survivor perk, item you can to counter them) or good with pentimento. Fonti make the perk useless.
0 -
Ah yes. Creating a new perk that's otherwise totally useless in every other situation to fix the boon problem, rather than giving boons a cooldown or tokens to make them less abusable. Good job.
4 -
This is the DBD dev way. Instead of fixing a problem by reworking mechanics : they create new perks that act as bandaids.
Bamboozle is a bandaid for when the game makes absolutely unfair RNG. The game shouldn't allow survivors to link window vaults back to back in a chase (father campbell's chapel is potentially really bad about this). Scott Jund's dream patch notes asked for tiles to be weighted and spread out - it's a really good idea.
No we dont get that; instead we get bandaids. Use this perk or you have the potential to suffer.
0 -
To be fair... over-booners are a build-in slowdown for killer, so I rather not use that perk, and have the over-booning survivors waste 20 seconds each time they want to bless a new totem cause I kicked their last one.
But yeah... it's not a proper fix to an existing problem. But hey at least they gave the thing an aura read, so if you kick mid-chase, you can still find whoever you were chasing, or if it wasn't midchase, you can find anyone hiding nearby.
One thing I'd add to that new perk to make it actually useful.. Let the killer see the symbols of each boon at play when within, like.. 3 meters of the totem (not within the boon radius, but close enough to actually see it) so you'll know if you want to kick it if it's a 4-in-1 boon, or leave it alone if it's a more useless one
0 -
Unbreakable comes in a "once per game" form if you bring it from Bill and a "use as often as you like" form with a boon.
This is a perfect example of why boons and hexes should follow the same rules : Either they are break once and gone forever or they can always be lit again.
Blood Fervor would be a balanced perk if you could just keep lighting it over and over again. Then again it would be a balanced perk if it were not a boon but instead it just had a 45 second cooldown after you down a survivor.
1 -
I'm happy to see something to coutner-balance boons, but at the same time I don't think this is it...
I think a much healthier option is making a basekit change:
- When a killer snuffs a boon, the entity blocks the totem for X seconds.
- I'm not sure how good a fair time is. I personally think 60 seconds might work well. It needs to be long enough to have impact on the snuff, force survivors to use other bones if they want their boon back, but still be reused later.
I like the idea of this perk, but it could simply do something like reveal auras and give a short hinder debuff and/or increase the block time on a base-kit, making it so the perk really punishes boons times.
That's just my 2-cents.
Post edited by TecmagDiams on3 -
Just even more reason not to run Boons. Don't even see the point of them being in the game now.
0 -
It's not like there's only one interaction allowed for totems.
Survivors can press one button to Bless and another to Cleanse.
Killers could have one button to Snuff and another to Break, no perk required.
Post edited by Nos37 on1 -
CoH is actually the single most resistant boon perk in the entire game to Shattered Hope simply because it gets placed so far away from the killer that breaking it will always lose the killer the game.
Aka CoH's mechanics makes Shattered Hope nearly useless against it!
This means Shattered Hope's existence only nerfs weak boons and not CoH.
4 -
Look at it like this: reverting the CoH changes back to 75% is now a possibility.
0 -
You do realize that boons are not placed at the start of the match? As a killer, you dont need to go around lighting up Ruin, Blood Favor or Undying to get the effect.
If you don't mind, you don't take the perk and snuff the boons, it you do mind, you take the perk and destroy the totems.
For survivors, the mirror perk would be:
Killers now have to spend time lighting their hexes, but killers can relight their hexes
1 -
No it's not. That new anti-boon perk sucks, because it's a perk. I'm not saying breaking totems when snuffing them should be basekit. I'm saying boons are ######### broken and that's what should have been fixed, rather than forcing killers to bring that stupid perk to have a chance to counter stupidly broken boons.
3 -
Killers don't have to set up their hexes at the start, you're right. But once a hex is gone, it's gone. Boons can be relit over and over again, unless the killer wastes a perk slot to bring that new useless perk they made to counter boons, rather than fix the fact that boons are broken.
0 -
Boons aren't broken if you do basic maths. Right now, self-care is more powerful than CoH, as CoH embraces everything that's bad about bad Self-caring:
1. Run to a specific point on the map.
2. Heal up at 50% speed(which can be slowed down significantly with Mangled, btw)
The only benefit is on indoor maps. 75% was fine for CoH. Sloppy Butcher alone would negate a huge portion.
As for other boons being broken? Maybe if 3 survivors use the same boon to cover a large portion of the map, but that's basically survivors getting 1 mapwide perk, costing 56 survivor seconds to set up and 4 perk slots. That's not really broken. Kindred and Open Handed only takes up 2 slots and is more powerful than that.
As for boons being relit over and over again. That's what you would want. The more survivors spend time setting up boons, the more they waste time not working on gens, the more time you have to dedicate to a chase. Survivors don't really benefit from CoH unless you lose track of an injured survivor and cannot find the boon before they heal up. Survivors don't really benefit from Exponential, unless you slug them and leave the area, survivors barely benefit from Shadowstep, as they can hide in lockers or behind gens in most cases, then you have Dark Theory and, well, spinechill+resilience buys you 10x more seconds than Dark Theory does.
Boons are not busted. CoH has 1 issue and that is the fact that the effect applied on individuals rather than healing actions. Aka, if 2 survs healing was 1+1+0.75, it would be fine. But now it is 1+1+0.5+0.5, not solving the issue. If they change it back to 75% but only apply it to the healing action rather than the individual, it's fine.
Do the maths yourself. Things to consider:
Time to run to the area.
Time to heal up.
Time to run to the totem itself.
Time to set up the boon in the first place.
There is a lot of hidden time. Now, here's the standard to compare this time to: 16 seconds.
If you can stand still and heal up in 16 seconds, but the average time to heal up at a boon is 15 seconds, including all the other factors, why complain? Botany Knowledge alone reduces it to 13 seconds, is Botany broken too?
0 -
Letting a killer place the totem on their terms would be a buff in many cases. Also in case you didn't notice killers instantly light totems.
The hex itself would let you place the totem where you wish.
2 -
I dont know why people complain about Shattered hope. Its just a perk, not basekit. Its like Flashlight are now useless because of Light borne.
Do you ever think of if you dont use Boon, the entire perk is useless?
Even if you bless Boon once, when you recognize the SH, you stop do Boon, you lose 1 of 16 perks. Killer lose 1 of 4.
SH is really really weak for me.
2 -
Except you can see a flashlight squad in the lobby. No way of telling if a survivor has a boon or not.
0