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Boon Totem: Circle of Healing change suggestion

Forza
Forza Member Posts: 109
edited January 2023 in Feedback and Suggestions

So sometimes when you make changes to the game you don't want to fundamentally change what a killer, or perk is or does.

So the changes being made to nurse don't change how she is played but instead are aimed at reducing some of her overall power level. By changing her blink attacks to skill attacks she no longer benefits from effects like exposed or applies mangled, hemorrhage etc. But the way in which you otherwise play the killer stays the same.

Similarly, many perks in the game have requirements or negative effects that help to offset their overall strength. For example, deliverance is considered a good or decent perk but requires a safe unhook and also applies the broken status effect. Decisive strike deactivates at end game as well as any time survivors perform certain actions. Botany of Knowledge reduces item efficiency, Self Care reduces heal speed etc. etc.

So any suggestion to this skill should have an offsetting effect. In fact currently this perk has the opposite, instead of reducing heal time it actually greatly increases it. So what do we do? Apply a negative effect to survivors who choose to heal with the totem.

This can be as simple as survivors receiving the oblivious status effect while healing or receiving healing from the totem (the effect could even linger until the survivor is injured or 32+ meters away from the totem). This makes the totem riskier to use and can provide killers with some much needed counter to play. Survivors can enjoy the totem because it permits them to get a quick heal, but killers can enjoy the totem because it would give them a chance at getting an easy down to unsuspecting survivors. This change also gives killers a much needed choice. They an choose to leave the totem or remove it. Sometimes a killer might want to leave the totem up because they think they can benefit from it by catching survivors off guard.

Personally, I think this may be the best way to change the totem without severely nerfing it. It's currently the strongest perk in the game (although some may argue it's eruption) but that's the point. Survivor perks are really only supposed to be worth about 1/4 of a killer perk since they get 16 perks altogether yet this totem is as good as any killer perk and fundamentally changes the way the game is currently played.

Post edited by Forza on

Comments

  • Blueberry
    Blueberry Member Posts: 14,472
    edited January 2023

    It's risk/negative is "suppose" to be that the killer can kick it and you have to re-light.

    Unfortunately they completely missed the mark and balanced that time as if it was a 1v1 game as you waste significantly more time snuffing a boon than the survivors lose having to continuously re-light it since every second the killer wastes is 4 seconds given to survivors. ie it isn't actually a risk/negative at all and the survivors hope the killer wastes time snuffing.

    On top of that self healing with CoH generally takes less time to complete than it takes a killer to get the hit in the first place. Let that sink in how busted that is.

    It's too good at everything without any downsides currently. It single handedly makes hit and run play styles non viable, that isn't good design. It makes more killers tunnel people because they know that unless they actually down and hook that survivor that their hit is meaningless.

    Self healing with CoH should either be significantly slower or not at all and make it require teammates to heal. Secondly the Shattered Hope effect (minus the aura reading) should've been base kit. That is actual risk. As now it is still a net negative on the killer to snuff them time wise, but at least it's a limited resource and you will eventually run out of totems to use.

    EDIT: Oh and I forgot to even mention how unlike self care it also is only one perk slot..out of sixteen for the entire team to benefit. Absolutely wild.

    Post edited by Blueberry on
  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    I agree with Blueberry, the problem with CoH has nothing to do with not having any penalties, every other boon perk or most perks in general are straight upside, unless it is a powerful effect that needs a downside, like Hex perks for example.

    What makes boons different then Hexs, and I guess why it has the ability to give you unlimited blessings is because unlike Hex; Killer's can defend their totem and Survivor cannot defend theirs. It perfect fine if they want to waste time blessings over and over if the killer is constantly finding and snuffing the Totem all the time. However, here is where the problem that CoH has, that no other boon can do well at; that CoH excels at. It's powerful effect being so effective anywhere in the map, outsides of the Killer's range!

    Every Boon perk has to be within range of both the Survivors and Killer's earshot range so that you can get massive value in those boon perks benefits, with the risk that the killer is able to waste abit a time finding hidden nearby boon totem and snuffing it before a play can be made.

    But CoH, is far different and quite powerful; as you can literally bless the totem in the most obscure and hard to reach totem placements far from the killer's patrol route and get massive amounts of value; not just for yourself but for all of your team, swf or not! To even rub alot of salt in the wounds, the medkits and every healing perks can stack well with this one boon perk to maximize the efficiency of Healing very quickly; which in turn makes killer's that relie on "Hit and Run" tactics become obsolete, which in turn leads to more camping and tunnelling. Other problems that breed from COH also brews the fact that it has no real penalty, besides wasting time blessing the Totems. The ability to self care for you and your teammates, without any healing speed penalty is quite strong and makes Self-Care still such a garbage perk.

    Some folks can argue that blessings Totems constantly is the greatest downside to COH and claim it is fine; but I can assure you, it really such a ambitious lie to hide the fact that Survivor time is not that precious then the Killer's, as there is a 4v1 advantage meaning a Survivor time in blessing one totem with CoH complete changes the game and gives all of the Survivors so much massive time Saving in getting gens done without being hinder by teammates need some quick heals. CoH makes any average go heal themselves and stick to working on the gens or being chase by the killer, even constantly promoting bodyblocking and ensure that nobody dies quickly. It very noticeable when in SWF as you can prevent the team from dying like cockroaches, with just one active CoH totem in the map.

    The other solution to counter this boon could be to tunnel and camp the one Survivor whom the killer has identified as the Booner; but that isn't always easy to do as anybody could easily bring CoH in their typical meta builds.

    The point is CoH is too strong for one Survivor as well as OP for the rest of the team using one Survivor Perk. Not too mention, it is one the boon perk that has literally no risks of being snuff at alot, as it much effectively tactic to bless it in the corner of the map outside the Killer's patrol and ensure that it stays active the entire time.

    If it was up to me to nerf CoH to be a balance boon perk; I would make it only work when within range of the Killer's range, for the healing bonus. Remove the ability to Self-Care and make it only revealed injured survivors within the Boon range, so that all survivors can see them and go to their location to give quick heals. Make it a teammate oriented boon perks that requires survivors to group up for fast heals, and make it weak to being useless when you have less survivors or the last one standing. Oh, and Medkits and healing perks should never stack at all!! I would be fine with bringing about 100% healing bonus, if the Self-Care aspect is gone for good and Medkits don't work.

  • sanees
    sanees Member Posts: 846

    Do you remember that there is an Inner healing that can only be used 5 times and only for yourself? now compare this with coh

  • Archael
    Archael Member Posts: 939

    For me, changes for CoH should affect its sel-heal speed, so that with addition of 50% boost to all healing speed from the same boon, it should be on pair with base "self care" perk.

  • Blueberry
    Blueberry Member Posts: 14,472

    It’s pretty wild that a perk like that used to actually be seen quite often as it was considered a decent healing perk but now compared to CoH that perk and most the other healing ones look like garbage in comparison.

  • CookieBaws
    CookieBaws Member Posts: 619
    edited January 2023

    I think CoH should degrade healing speed for each survivor. Like 10 or 15% for each heal and does NOT stack with other sources.

    For example:

    You healed once at 50% and next time you self care with the totem you will do it at 35% speed, and 20% and 5%.

  • sanees
    sanees Member Posts: 846


    coh should only speed up the healing without giving the ability to self heal

  • Milo
    Milo Member Posts: 7,384

    The problem with CoH is that you can put in away from the action and get a ton of value from it, while the killer cannot do much about it.

    CoH just shouldn't be a boon, because it doesn't work like other boons - It's not in the action and isn't at risk of being snuffed.

  • MrKrabsArgArgArg
    MrKrabsArgArgArg Member Posts: 75

    They need to just make it so that you either can't Boon Hex totems, or in order to Boon, you have to place your Boon on a Hex for it to work

  • Seraphor
    Seraphor Member Posts: 9,436
    edited January 2023

    Boons should be one use per totem, so that when snuffed out, the totem is destroyed. This makes totems finite resources like they used to be. This puts CoH back on a level closer to Inner Healing, and it makes Boons vs Hexes completely fair, because a blessing would be equal to a cleanse. Each take 14s, each consume the totem, each remove the Hex.

    However, in order to get value out of them before they get snuffed, killers should get less info about them. No global thunder sound notification when blessed, the killer must discover they're in play themselves. Then reduce the 'lullaby' radius by 50% for all perks except Circle of Healing. This means all boons other than CoH will work better 'in the action' while CoH can be found even when it's 'out of the way'.

    This might also require certain Boons to be buffed slightly. For example, Dark Theory could be buffed to something like 4% increase to movement speed, while Exponential could increase recovery speed by an additional 25% or something.