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Shattered hope basekit
Why is shattered hope not basekit? Boons are more powerful than hexes but can only be temporarily removed before being infinitely respawned.Even if shattered hope was made basekit there are still 5 totems for survivors to use.
Answers
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Do we make boons map wide then tho?
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Make them single use than yes, otherwise you get at least 5 uses in different spots on the map, and if the killer does not break the totem more
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Does the killer need to spend 15 seconds to snuff a totem then? And can survivors interrupt them?
(in case it's not clear; I'm trying to make the point that boons and hexes are very different from each other and the only common aspect they have is which interactable asset they are tied to)
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15 seconds for the whole team to have strong perks is not much of a trade when it can be infinite respawn.
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... You're still missing the point.
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Kinda vote for that.. With the restriction that the Killer can chose between snuffing and breaking the totem. If he breaks it it can't be used for Pentimento
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What is the point you are trying to make, I understand that boons and hexes are different but why should a boon placed in a strong spot like the top floor of a building be infinitely repspawnable, that's what I want shattered hope to be basekit for
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I agree pentimento should not be able to be used with shattered hope
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You started your thread with comparing boons and hexes. They are not comparable.
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Sorry I messed up what I was trying to say, I should have said boons and hexes are not exactly the same they have the same principle of being a strong perk for one entire side of the game or the other
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Make 3genning not possible. If killer kick a gen 3x, make it not kickable ever again. Why? Because limited boons and strong 3gens. Makes no sense? So does nerfing boons with current state of game.
Also Ironworks placement in top of the building is indeed bad. But it's not like anyone can select precisely this map (you can at most pick realm).
And another thing - finding totem, moving to it, not being interupted, nobody destroying dulls, killer having thrill and guarding his totems, shattered hope, quick snuffing, being zoned out from the location of boons are all the reasons that killers conveniently forget. In the end on average - healing in boon for single player takes longer then getting heal from basic self care. The timing is THAT bad
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Don't make it so killer can't kick the same gen more than 3 times make it so perks don't affect it more than 3 times and that would be enough. Finding a totem and booning it without being interupted is not a hard thing to do, nobody destroys dulls any more, I have very rarely seen thrill of the hunt abd if they are guarding totems they are throwing the game, quickly snuffing doesn't matter as the killer has wasted a huge amount of time to get to find and get to it, and any way for a survivor to heal themselves even if it take 32 seconds is way better for survivors than having two people off gens for the time it takes for them to find each other and the 16 seconds to heal
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that would probably kill boons
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1 survivor healing themselves =32 seconds of survivor off gen time
1 survivor healing another=32 seconds of survivor off gen time plus the time it takes to find eachother
This means you get better value out of haling yourself in boon than having another survivor hela you
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One plaything and all totems are gone. And no. Survivors destroy dull totems. IDK if it's for points or if it's overzelous/inner healing, but it happens often. Maybe not in SWF.
Also your math does not check out in any way possible. 1, just pure boon healing is 21s instead of 32s (this goes towards your argument) 2, travel time is important 3, booning time is important 4, finding good bones is THE MOST important thing that takes most of the time (there are so many games that boons single-handedly lost the game, because of need to reboon instead of doing gens) 5, being able to get to that area is also super important - a lot of killers use boons against survivors - as a lure for easy 1hit downs.
But sure. Boons can be beneficial. They can actually carry the game. But that is most likely purely the fact that it can be set up and will never be interrupted or snuffed if killer is guarding his 3gen - making it's efficiency skyrocket. But in regular games where nobody is playing territorially - it's slower then self-care, but buffs the team - so overall about as good as self care without botany + but with quicker altruistic healing.
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Plaything I see and have used more often than thrill, I only play solo and very rarely with one friend so I might be very lucky that dulls are not being destroyed when I play. Thank you for fixing my math, I agree travel time is important for both sides but while one survivor is travelling and spending boon time the team as a whole has 3 members progressing the game. Good bones is the reason shattered hope should be basekit.
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Shattered hope base kit, rework CoH, and then buff the other boons.
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Shattered hope basekit, remove self care aspect of CoH, buff the the healing speed inside the boon and double the range of the effects maybe
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When I asked this, Peanits said it's because some killers would like the choice to snuff the boon without breaking the totem so that survivors waste time re-blessing it.
That makes sense... But the execution doesn't. Why does it need to use a perk slot??
If survivors can walk up to a totem and have TWO prompts (1 to Cleanse & 1 to Bless), then why can't the killer just have two prompts when they walk up to a boon (1 to Break & 1 to Snuff)??
It could have, and should have, been made basekit. What perk(s) do survivors need to equip to cleanse hex totems, or to disable drones?
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Yeah I was thinking something similar to this.
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Look, i kinda want snuffing to break totems, but:
- Pentimento
- All the other boons are really terrible besides CoH
- All the other boons will get affected way more by that change rather than CoH, which i assume is the one you are complaining
So, i am all for it. But boons as a mechanic need to be looked at, its not good that this interesting concept is getting strongholded because one of them is really OP and the others have to suffer in mediocrity.
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Circle of Healing is still op af. It allows the team to constantly harass the killer and tank infinite hits for the survivor on death hook.
Shattered hope should be basekit and yes, it could be used with pentimento as well. If survivors have so low iq to not remember where their boon was located to cleanse the hex that's not the killer's fault.
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Pentimento is already a weak slowdown perk even against normal survivors. Only noobs will not cleanse the hexes after a broken totem.
Nobody uses the other boons, so your entire statement is wrong and meaningless.
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Well, since you already said that Pentimento is weak.
Your entire statement is meaningless.
You are downplaying really hard with a take like that.
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Make placing boons a limited usage thing, this would literally solve the problems with it.
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Because boons simply aren't powerful enough for sh to be basekit or to be limited. Every boon set up is a free pain res proc worth of gen time.
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It's weak because any survivor with a modicum of common sense will break it 20 seconds later...
Look it's not my fault if you have like 10 hours into the game and you don't know how to play yet. If you still don't know how to cleanse a pentimento totem quick enough you're probably always the weakest link in your team. That's not my problem, it's yours.
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Boons (CoH mostly, but Exponential sometimes too) are extremely broken because you're denying the hit and run tactic to the killer along with the slug, 2 legitimate ways to add pressure to the survivor team as a killer, especially against really good survivors.
If you also add that with CoH survivors can tank infinitely hits to the guy you're desperately trying to kill, it becomes very tedious for the killer, or when they are placed in inaccessible or dead zones of course. it's still a broken mechanic that favors the survivors.
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Or maybe i am not new at the game. I do remember pentimentos and judge if its worth doing a totem to deal with a super obvious pento build.
Pentimentos are still extra objectives and slowdown, and if you can create pressure as killer you are literally creating extra objectives. This becomes extra nasty on solo queue.
So no, you are being incredibly naive or just downplaying how strong pentimento is.
And i don't appreciate you trying to insult me just because i have a different opinion than you. We can have different opinions, it's fine. I don't need you to agree with mine. But i would appreciate if you were a bit more respectful of others or just not being toxic for no reason.
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I'm not being disrespectful. I have 3k hours and in high mmr pentimento is a joke as a slowdown perk. Any survivor can go and remove it instantly.
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