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How I would change boon perks.

NerfDejaVu
NerfDejaVu Member Posts: 24
edited August 2022 in Feedback and Suggestions

My short simple and snappy solution to boon totems that I thought of earlier would be this.

All boon perks will have a range applied to them, for example;

Dark Theory: Same effects of course but it will have 32m boon range at base.

Exponential: Same effects, 32m boon range at base.

Circle of Healing: Same effects but CoH has a range of 12m at base.

Now what would happen is the game would use your currently equipped boon with the lowest range to act as the final range of your boon totem. An example of this, If you used Dark Theory and Exponential together, well it'd be 32m because they both have a 32m range, however if you went ahead and used Dark Theory and Circle of healing together, well the game would use Circle of Healings range of 12m for your boon (and all its effects) because it's the lowest range available from your currently equipped boon perks. I think this would add a decently simple way to balance boon perks and their potential stacking strength when used together.

What do you think? What are your ideas?

Post edited by EQWashu on

Comments

  • dugman
    dugman Member Posts: 9,713

    I don’t have a problem with specific Boons having their own individual ranges in the interest of balancing them. The only hitch is I suspect the devs probably considered it but decided to make them all the same for other non-balance related reasons, such as maybe they felt they wanted the ranges to be consistent for all Boons to keep the system easier to understand during play. Also in almost all these cases there are other numerical parameters that can be changed instead of the range to strengthen or weaken the perk, such as changing healing time on CoH or Exponential or the speed increase for Dark Theory. (Shadowstep is the only one that I think range is the only real parameter?) So if the devs want to keep the ranges the same they do have other options.

    On a tangent I think a broader issue with Boons is specific totems on certain maps with multiple levels or multiple story buildings where a totem can cover a wide volume of space but require a very long path to actually reach to snuff. The second floor of Ironworks for instance is a good example, the totem spot there can cover a lot of the center volume of the map but reaching it to snuff it requires going all the way around and up these big spiral ramps making it pretty time inefficient to do it. If I was going to change something about Boons it would be moving or removing those handful of problematic totem spots to be on or at least closer to the ground level instead.

  • TarunCosmo
    TarunCosmo Member Posts: 181

    Why are we attacking boons? They are perfectly balanced and take up a lot of time to play that layer of the game. It's very fair.


    How my match goes with Shadow step and CoH:


    Begining of Match:

    Find a Totem: 30 seconds to 2 minutes, 1 lap around the map, can't find one: work on gen. Will find one on the way.

    Bless Totem: 14 seconds, if killer comes in and I'm at 10 seconds, lose all progress. Killer coming and I finish blessing. Killer snuffs and chase begins.

    Using Boons:

    Healing: 21 seconds

    Shadow step, usually Killer will suspect SS and locate the boon. Go back to find totem. It does not last long, but it usually works for 1 chase.

    Survivor needs healing: Runs to other side of the map to the boon to heal. Grunts of pain are still heard, Killer finds survivor, downs them, snuffs totem. Go back to Find Totem.


    You'd be surprised how often my totems get snuffed and I stop what I'm working on to reboon.


    I like the pressure that the totem game puts in, please leave it alone.

  • Kolitra
    Kolitra Member Posts: 61

    There is two problems with boons, but it's not the range, even if it's can be adressed, but very not necessary.

    • first, killers don't have a basekit choice to unlit OR destroy it but just unlit, this is the first point why boons are too powerfull. This mean survs can destroy the perks(hex) of the killer easily in basekit, but we can't efficiently counterplay without a perk using a slot of another.
    • Second, CoH is too powerful, the best adjustement to be made is to cut by half the speed boost of healing.


  • NerfDejaVu
    NerfDejaVu Member Posts: 24

    Not attacking boons, dunno where you got that from. I just know that the range can be rather problematic on some maps with a lot of elevation, simply thought of an idea I liked and shared it, just wanna discuss what people would change about boons is all.

    I've used boons a decent amount so I understand where you're coming from with YOUR time being messed with to put the boon down but just think, that's one or two perk slots you give up to give your entire team one or two perks to use that affect a considerable area that if in a certain spot can waste a lot of the killers time just going to. Not to mention circle of healing lets survivors heal themselves without help whenever they want without them bringing in a perk to heal themselves.

  • NerfDejaVu
    NerfDejaVu Member Posts: 24

    Here's something interesting, what would you think about letting the killers see what boons perks are attached to the boon totem when they're in range? Maybe then the killer could make a decision on whether the boon is even worth destroying in the first place. Like how when affected by coulrophobia the boon perks will show up on the killer hud in red. when they're in the radius, or when they can hear the jingle from the boon.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    The only nerf Boons need is to only affect their respective floor

  • dugman
    dugman Member Posts: 9,713

    I don't know that would change much honestly, after all ideally Boons should be good enough that the killer is incentivized to snuff them if they have the opportunity. In principle it should matter much which specific Boon it is.

    Also note that the indicators you're talking about like for Coulrophobia is when something is directly affecting your character. To date we don't have any Boons that directly inflict conditions on the killer, they just give benefits to the survivors. Now if they ever made a Boon that, for example, made a killer Blind in their radius then they would definitely have an indicator on the killer's screen when they happens.

  • Rudjohns
    Rudjohns Member Posts: 2,174

    Do this for Jolt, Scourge hooks, Doctor's blast and some other killer powers too.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    edited August 2022

    Congrats on being the first person to complain about Jolt of all things.

    No

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710


    No to boons only affecting their floor they should work on the same principal as the terror radius both are fine or neither are.

  • Ayodam
    Ayodam Member Posts: 3,124

    He isn’t complaining about Jolt; he’s using that as an example to expose killer hypocrisy. And you fell for it. Ugh…

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907
    edited August 2022

    I think there just needs to be a way to prevent the same totems from being blessed over and over. If the killer constantly has to travel to extremely inconvenient places for them such as the top of ironworks to prevent the entire team from having fast self-healing, that is in no way fair or fun especially when the boon can just be reset.

    I’m not the biggest fan of your idea since it does not really fix the core problem with COH and also potentially weakens the weaker boons if combined with COH.

    I would rather they make boons a more limited resource by allowing the killer to break totems basekit, but spend several extra seconds doing so (and leave snuffing as a faster option for them if they don’t want to invest as much time, at the cost of leaving the totem available to be reblessed). Then buff all the boon perks except circle of healing to offset this, and potentially bump the range back up a bit too.

    If the devs aren’t willing to change the base mechanics, then COH needs to be nerfed into obscurity. But I don’t think that alone is the best solution as then almost nobody will use boons at all because they’ll all not be very good and largely not worth bringing. This is something we’ve already seen with scourge hooks - nobody really used them until pain resonance was introduced, because gift of pain in its original state was a bad perk.

  • NerfDejaVu
    NerfDejaVu Member Posts: 24
    edited August 2022

    I've seen a lot of people wanting totem break after snuffing to be a base kit feature, however I highly doubt that'll be on the table as totems are meant to be something survivors destroy, not the killer. (I know they've put that idea into a base game perk, really questionable decision.) Then pentimento would also discourage people from bringing a boon as it'd essentially be a free stack for it being very loud and obvious when the killer gets within range.

    I like that idea of having another separate way to deal with boons though, perhaps being able to snuff them from a distance if you face your camera in the boon totems general direction for 3 or 4 seconds. Idk man it's a really weird thing to get into because one simple change could just obliterate boons. CoH is a MASSIVE reason for that too, they're all so overshadowed by that one particular perk it's crazy. You've got all these incredibly niche perks then CoH just shoves them out of the way because it is literally ALWAYS useful.