Dull Totem - blessing limit

Cyn0_0
Cyn0_0 Member Posts: 84
edited May 2023 in Feedback and Suggestions

This is less relevant now since the nerf to Boon: Circle of Healing, but still may be worth considering as a quality of life adjustment.

Concept: Each totem on the map has a maximum limit as to how many times it can be booned and then snuffed. Example, survivor boons, killer snuffs but on the third time that same totem has been snuffed, it is instead broken.

This is particularly needed on certain maps (multi-level mainly) where the totems can spawn in a particularly out of the way area for killer, while projecting a radius that can be used over a large area. (Think coal tower or ironworks, whichever is the one with the catwalk up to the weird office area)

If the 3x rule is applied, that is still a considerable amount of time the killer needs to go snuff the totem meaning the survivors still get value out of the totem location, there is just a hard limit.

Just a thought, nothing game breaking, and nothing that comes to mind that's readily exploitable from this (maybe a stack of pentimento, but by then it's way to late for that to be useful).

Comments

  • Gandor
    Gandor Member Posts: 4,258

    Boons as a mechanics is dead already. Why do you want it nerfed even further?

    It's now the same thing for both sides - boons and hexes as a rule ar not worth it (there are a few hexes that are still worth it, dhope, noed, plaything come to mind. But overall there are much better options. On the other hand exponential can give value in SWF and shadow dance in some interior-cluttered maps like lerys or RPD, but overall bad idea both of them).

    If anything, both mechanics need buffs

  • Cyn0_0
    Cyn0_0 Member Posts: 84

    Both comments so far are saying boons are just not worth it as is. So then by that logic this change wouldnt matter.

    Another note from first comment was that boons are especially effective in SWFs, yes, exactly where this mechanic would come into play.

    Given that, this mechanic would still be worth it, barely impacting solo while slightly nerfing SWF which is needed balance wise as a whole.

  • Milo
    Milo Member Posts: 7,383

    Exactly. But this kind of mechanic would be a thing that can keep boons in check if they would be too good after buffs.

  • Gandor
    Gandor Member Posts: 4,258

    As I said. Right now boons have SOME NICHE value. Make them even worse and they will get buckle-up usage rate. It's similar to wake up. Overall very bad perk that basically lowers the chance for a team (as a whole) to escape. However, it provides some value (especially for soloQ selfish people). If you make the perk worse, not even selfish soloQ ppl will take it making the perk used only by random perk roulette.

    After buffs? What buffs? I see no buffs in this thread or in any dev plans. And as devs are very happy to keep vast majority of perks bad (on both sides BTW), I don't think "making room for buffs" means anything

  • Milo
    Milo Member Posts: 7,383

    So lemme rephrase it a little bit then:

    If the devs ever decided to buff ALL boons , then this suggestion could be applied IF needed to nerf them a bit.

  • Spectralfx
    Spectralfx Member Posts: 605
    edited May 2023


    I support OP on that.

    Hexes go down if 1/4 survivor takes a little of their time to cleanse it.

    It shuts down a perk slot out of 4 for killer while, even if boons went down forever after being snuffed out... that would still just be 1 perk out of 16 for the team of survivors.

    People saying boons are dead are straight up lying through their teeth. As killer I consistently see exponential and/or CoH almost once per games.

  • Vampwire
    Vampwire Member Posts: 709

    Why? The only issue with boons was just how over-tuned COH was. The infinite self heals are gone. Boons were never actually that strong COH was just super good.

  • Spectralfx
    Spectralfx Member Posts: 605

    You'd be surprised.

    Exponential is sneaky. Sometimes you think "ah they poped unbreakable" as you try to slug them but suddenly you hear it... the totem, and they get away.

    I would say CoH got hit hard on solo heals but for teamwork heals... it's highway to health states! (But it feels better balanced now for sure).

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    People be still having PTSD from CoH.


    Just cause you are unprepared for something doesn't mean it's strong. That would be like me calling any second rate and unusual killer perk because I was not prepared of it and it did what it had to.


    Exponential HAPPENED to be useful in that case, but it isn't cause the killer might not even slug. If you slug him and he's in range that was the whole purpose of the perk. If some killers have slugging as part of the gameplay then yeah, exponential MIGHT seem strong. But for killers who don't care about it, it's a non-factor.

  • Spectralfx
    Spectralfx Member Posts: 605
    edited May 2023

    Agree to disagree.

    Just because you don't how to make good use of something doesn't make it weak either

  • Cyn0_0
    Cyn0_0 Member Posts: 84

    I would like to point out that this idea is giving the totem prop a blessing limit. That still leaves 15 potential chances to set up a boon (5 totems, 3 boon applications each). I still have the mindset that this would be of little impact to solo, nerf to SWF, and ok for the killer. I still haven't seen any reasonable counter argument that demonstrates this would be too extreme for one side or the other, and still would be a good QoL adjustment for the instances it would come into play.

  • adaw0ng
    adaw0ng Member Posts: 713

    Boons are already overkilled and have become very niche, leave them as they are already.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Some perks are more useful in a co-ordinated team, but thanks for taking a stab at my skill anyway.