Will they ever admit their mistake and remove COH?
Its still broken. Healing speeds are out of control in this game.
Rework it, make it do something else.
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No
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No.
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It’s really not the healing speed that’s the problem with CoH anymore but the selfheal for the whole team for one perk slot..
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Seriously, we're still going about perks like CoH and DH when both have already been nerfed. The former being nerfed twice while having a base kit perk that allows you to force Pentimento? Got it
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Shows how broken it was, and still is. Its design is broken.
When did I complain about DH?
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CoH really aint a problem and wastes A LOT more time than people realize
what does need to be addressed, are medkits.
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For one the design clearly isn't that bad considering the fact that people barely even talk about CoH being problematic anymore. Two did I say you complained about DH or am I bringing up an example of something that's already been changed and people still want it removed cause lol?
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I don't think it should be removed from the game.
I do think its healing speed buff should be nerfed or removed.
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Healing speed is everything. If it took 60 seconds to self heal then nobody would bother doing it. If it took 10 seconds to heal everybody would do it all the time. It all comes down to where that needle is set.
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CoH changes things on a conceptual level far beyond the perk itself, including killing entire playstyles. People stopped talking about it because they just started camping and tunneling more instead of trying to spread pressure. Its still a pretty big issue, but people adapted instead of continuing to complain. Dead hard, by comparison, changed the entire way the perk works to address the problem it had, which was forcing lose/lose situations and being able to correct mistakes without even requiring interaction with the killer in the process.
If CoH was changed to only boost healing speed and not allow self heals, it would have been fixed similarly. Giving other survivors a 5th perk slot on a conceptual level is a major part of why it is as strong as it is, and why numbers adjustments aren't a good way to fix it.
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I really don't have a problem with survivors running to the same spot on the map every time I hit them, only to slowly heal.
At worst, they waste a lot of time. At best, once I figure where it is, I can let the survivor go, then reliably find him there and down him with wraith. It works a lot more than you might think
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i dont agree to remove or nerf it because there is a simple counterplay : find it an find the player who has the perk and get him out as fast as you can or use perk like coulrophobia.
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You can't break boons base kit just snuff. I wish you could just break them.
If it's a perk it's not base kit, base kit means no perks, items, offerings, or add-ons. I think you mean it's a general perk, which is a huge difference.
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What if it applied broken to the survivor after they finished healing for a certain time?
Healthy survivors can be broken, forced penance and deathslinger prove it
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Once they make a Perk they can't remove it (they can make it base kit though)
How many big reverts happened since the game inception
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Its circumstantial, but most importantly the downside isn't enough to offset getting the functions of a 5th perk. It needs more stipulations that keep it in line with other similar abilities, and since boons themselves are centered around essentially needing the killer nearby to work, it makes a massive outlier in its counterplay potential due to being effective at the opposite corner of the map. It dominates 3 gens, ruins stealth and hit and run playstyles, and further devalues injuring survivors as opposed to either downing/hooking/killing them.
Think of it like this: If plague's power didn't inflict broken, how much weaker would it actually be? That stipulation is extremely important to how the rest of her power works, like the fountains. Healing is slower than using a fountain to cleanse, but that downside isn't as much as giving her the ability to spit bloodpuke. The concept surpasses the efficiency shift at face value alone.
Post edited by Ryuhi on1 -
Imagine if they actually made some kind of change to facilitate this, like snuffing a boon that has CoH on it will make the survivor exposed and reveal their aura for a period of time, maybe until they reapply it to another totem. People would absolutely lose their minds over it.
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that would be fun ;) nice idea .
reveal aura basekit .
for the exposed , i would make a perk like : "Touch any Totem (Destroy or Boon) = exposed for x seconds"
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The main issues with CoH are two things:
1. Range
2. Killers need to waste a Slot for a "Guess-Perk" to kill it instead of snuffing.
The range should be smaller and you shouldnt be able to bless the same totem over and over. When the killer deactivates a boon, you shouldnt be able to bless the same totem again.
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I'd really just like it if they removed the self heal aspect entirely, but buffed the speed bonus back up to 100% and revealed the aura of injured teammates inside the radius to other teammates.
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We can start there and end with nerfing call of brine, pain res, eruption and a couple other perks you see every match, I’m down
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That's like asking will they ever admit their mistake and remove nurse, no.
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No
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Circle of healing is fine, they just need to buff inner strength and self care, and coh will fall off the meta
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I don't know, really. I just know that it doesn't bother me and that I often can turn the existence of that boon into an advantage for me.
As far as ruining hit and run and stealth, I main wraith, who is literally both things in 90% of his kit and I really don't mind or feel negatively affected by it.
I'm not arguing with your logic, just stating that my experience is quite different from that.
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I would go a step further and make it an actual Circle of Healing, ie while you are inside of it, your health bar slowly fills itself, no matter what you do. It would be slower then self-care, but stack with other forms of healing. The healing could he accompanied by a telltale ringing sound and some soothing light.
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If there's anything consistent in this game, its that our experiences will always be inconsistent. I definitely hear you, but as a fellow bing bong enjoyer I have had plenty of times where the boon is so far away from virtually all of my pressure that it might as well be inaccessible (unless i'm willing to sacrifice all of my momentum.) It happens on midwich especially a lot, but the worse case scenarios generally require the survivors to be efficient equal to (or surpassing) your own in dealing with it. Its all circumstantial in either direction.
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Exactly. I finally bought Mikaela as I was very against boons (as Survivor and Killer), and I felt like I was throwing games looking for a totem so long unless I brought a map. And then on top of that you still have to heal. Way better than Inner Strength but I just didn't like it, love Shadow Step though.
I have always brought Med-Kits almost every game since I started playing years ago and it is just so much more reliable. Yeah the whole team can't get the benefit but games are still very winnable without CoH on any player. And there is nothing more frustrating than a team who misuses boons and waste way too much time running back and healing or booning the same totem over and over as the Killer repeatedly snuffs it within seconds.
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Circle of Healing is not really a problem anymore. I am more happy if other Survivors dont bring it at all when I am playing Survivor.
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All you have to do is do a gen, then boon the totem right next to it after you finish if there is one. By finishing the gen you have removed that portion of the map as a priority, as the killer generally wants to use their presence to slow down pressure of said gens. If there is a 3 gen for example, that first finished gen will generally be quite far outside of the killer's effective range, and will cause them to sacrifice the 3 gen pressure to deal with it.
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Tell that to all the self care users in my games...
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The problem is that CoH has no real counterplay. It's still s tier at 50% but it could go back up if to 75% imo if a perk wasn't required to actually deal with it.
As survivor you just put CoH in a strong spot with no pressure like some spots on rpd and Iron works top floor or you throw it in a area with an already completed gen. If the killer wants to go waste his time snuffing it he is losing way more pressure than the survivor's when one sets up that boon. Typically you don't do it at the beginning when the killer is still patrolling looking for survivor's but instead in the mid game when people really need to start resetting and the killer simply doesn't have the time to make his way to where the boon could be. Shattered should have just been implemented with boons in the first place and then you buff boons that need it to compensate. And it's not like people run it less, it's in every game for the most part.
These are the top 4 perks seen in my games as killer.
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Agree 100%
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Yeah I'm not saying it's weak, but it can be easily misused. Maybe cuz I was SoloQ'ing it felt underwhelming especially when you're the only one doing gens. But thank you for the advice, I'll consider that if I want to try a boon build again.
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What if all 4 surv run CoH?
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people still have a problem with COH?
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Then thats 25% of their total perk slots that they could get the same value out of just 1
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killer play-styles should be re-directed into perks that facilitate that playstyle. there are also killer power that can help strengthen a play style in synergy with perks. Just like certain killer perks might facilitate a play-style, there are certain survivor perks that punish/counter a particular play-style. If hit & run is weak, then perhaps invent new perks that reduce healing speed and buff existing perks that reduce healing speed. Those perks will help the killer facilitate a spread pressure playstyle.
One of my main issues with playing soloq survivor(and I'm certain many other survivor share this problem) is that healing coercion in soloq is really bad. Without presence of aura perks for survivor to precisely know the location of survivors, healing in soloq is not time efficient. It takes too long to heal because finding teammate on outdoor maps is painful. For example if a survivor get hooked in badham, a survivor team can unhook you, but the killer is proxy camping and is coming back to the hook but does not find you/chase you. You have no time to heal so you are split up from the teammate that saved you. you need find the other two teammate which could be on any generator and walking around mindlessly to every generator is not time efficient. Its much better to be able to directly walk to your teammate, but lack of information prevents time efficiency.
There is also the fact that a lot of games as survivor, you end up not being the survivor who is being chased but all your teammate are dropping the flies. Being the janitor survivor is not very fun for when I play survivor. I do not like spending time healing teammates that go down to a billy because I know that there is likelihood chance that a survivor going down to x weak killer at x point in the match is likely to get hit and go down again. Healing is only thing that you can do for your teammate to try to make them not go down as fast. Sure, they might pull a miracle and suddenly they become godly and loop the killer properly but more often then not, healing is just means to delay their inevitable death.
There is also the problem where the agreement to heal and consent to reset everyone health-state from injured to healthy is mushy. there is often no concise plan in soloq. its just ebb & flow. COH fixes a lot of these soloq issues in regards to finding survivors, being a janitor towards your teammate health-states and whole reset your team health-states. This is whole reason why everyone used to run self-care at one point because self-care also fixes these issues. With self-care, you not need to find teammates, you just heal on your own. The agreement to heal is no longer needed because once again, your healing on your own and the 4 survivors(if all of them equip self-care) can janitor their own health-state. You can assess your own risk vs reward to being injured. This is also same reason why a lot of survivor use med-kits because med-kits are like old stronger self care.
I think if soloq had same efficiency at healing as SWF does in 3 man re-grouping to heal, then perhaps these med-kits & coh could use toning down. As of right now though, the med-kits & circle of healing reduce need for teamwork from the survivor which soloq has poor teamwork overall in the average match. If survivor had aura's, there would be less of a need to use these healing boosters since healing is already pretty fast when done in a group. Weakening COH is little bit like weakened old self-care. it makes solo-q feel worse to play but does not change anything for SWF because they do not healing perks to efficiently heal. The bottom line is that survivor that med-kit & coh use it because they do not like the killer snowballing heal pressure and the whole team-dynamic in soloq for healing.
If CoH was changed to only boost healing speed and not allow self heals, it would have been fixed similarly. Giving other survivors a 5th perk slot on a conceptual level is a major part of why it is as strong as it is, and why numbers adjustments aren't a good way to fix it.
the perk would still grant 5 perk slots to other survivors. All hex perks grant 5 perks to the survivor. Its just that other boon perks have range restricting making those perks situational 5th perks that are not worth equipping. removing self-care benefit would still grant everyone 50% botany knowledge, but now the perk is as situational as other boons. In other words, it is not worth using.
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So this came up last night. I was playing Ash on Yamoaka. We were facing a nurse. I was doing a gen in a corner, and Nurse came over to stop me. She got a hit in, but I lost her in a tile. There was a Circle of Healing up in the opposing corner of the map. I ran through four tiles, staying out of line of sight, followed the far left wall, got into the circle, healed, and then ran back to my gen.
Do you have ANY idea how long that took me out of the game? Easily over a minute and a half - the length of time to do a gen from zero to completion.
I could have healed in less than half the time without leaving my gen just by bringing Self-Care.
You are sacrificing a lot of time in exchange for extending it to the team. A fair trade.
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i never faced 4 COH in a game, even when mickaela dlc were out. you were unlucky if you get 4 COH
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I'm pretty sure I literally said a perk but go off. Also, there's way more issues with this game in terms of performance but you guys want to hyperfocus on perks as if they're a core issue
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CoH is just annoying for killers who can't end chases or are camping the hell out of 3 gens.
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It seems like much less of a problem than it used to be. I don’t see this perk as often in my killer matches than I used to, and when I do see it, survivors waste an awful lot of time blessing totems while not doing gens so I’m usually ok with it. On my ranked priority list for things that I think need to be fixed in the game, this has definitely dropped a few spots.
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CoH burns up so much time for survivors that I think it's a decent trade-off. They either have to run small game with it and waste a slot or spend time finding a totem on their own. Then every time they want to heal they have to run to the totem.
On the flip side if people stopped using CoH or it we're nerfed they could run resilience or something like it and spend more time on gens so killers could complain about gen rushing. It's turning into a circular pattern.
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Wraith has good mobility speed, even without addons. It's a very different thing for the territorial killers - pity poor Trapper or Hag who have to trudge halfway across the map, hit the boon totem then hear that "rebooning" sound before they're partway back to their defended area.
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But what you have described is literally the worst-case scenario and even then you have described it as "fair". Given that's a "fair" situation only proves how broken CoH is in a less-than-worst-case scenario.
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Killer should be able to see the boon after someone heals inside it if then survivor leaves radius all healng progression is lost. Healing speed could be tweeked a bit to give survivor a little something back.
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In fairness, once someone is semi-familiar with the map layouts, they don't have to run SM or Detective's Hunch as often to find totems. But I agree that people way under estimate how much time boons keep survs off of gens. Not only do they have to be set up, but then you have to get back to them anytime a heal is needed, or reset into another location to heal. With the current gen slow downs, it's often more than enough time for a gen to lose a lot or all of its progress.
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How is this more useful to survivors than running Aftercare, Bond, Empathy, or some other survivor-aura reading perk and healing anywhere on the map?
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