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Boons should be buffed
Now hear me out the only problematic thing about boon was Circle of healing Devs just don't touch COH and instead buff the basekit thing about boons increase the range and for killers make that one boon destroy perk basekit
Comments
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Now that CoH isn't busted anymore, I definitely wouldn't mind a small radius increase for boon totems. I don't think that breaking totems when kicking a boon totem should be basekit though.
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Boons are kind of flawed in concept. They waste more of the killers time to go out of his way to snuff than it's wastes of the survivors time placing it (1 killer second is x3 or 4 seconds to the survivors). So you want the killer to waste time snuffing over and over, rather than snuffing being an "actual" counter play to them.
So yes I'd be down for buffing boons overall, but there would need to be more changes to them as well so that it's less detrimental to the killer snuffing them or much more time wasting for the survivors placing them. I'd personally like if the Shattered Hope effect was base kit for crushing them. Then we can feel free to buff nicely as they're a limited resource and not endless.
People also tend to forgot that it's one perk slot for four people, there is inherently a lot of value in that. By this I mean the perk should be weaker than a perk that does something similar but is only for that survivor since this one is for everyone and one perk slot used instead of each survivor using a slot.
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Like Invocation and Teamwork perks, the devs should just forget boons exist. I can’t really see boons being useful enough for survivors to want to run without killer mains rioting m, and honestly any time invested in them is better spent working on some other QoL feature this game needs.
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Yea these type of perks will either be useless or too strong. COH is still pretty great for group resets, but avg solo queue player doesn't think to heal really fast when 3+ are injured.
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the killer doesn't need to go out of their way to snuff the boon. perks are not meant to have counter-play on other side. they're meant to be drawback that other side can win against. currently the boon radius is too small for those perks to have any impact on the match. I would like to see them get buffed by +12 meters for a total of 36 meters.
Survivors still need to equip those perks and those perk are competing with second-chance perks.
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So if we're working around the assumption we're going to leave it up, you're cool with leaving a 36 meter boon up with them just using it all game? Really?
"Survivors still need to equip those perks and those perk are competing with second-chance perks. "
This would be a valid argument if it wasn't only 1 survivor giving it to the entire team. So yes, I could see the trade off if each survivor was having to run them, but it's only 1 giving up for the entire team and you don't know which one that is to capitalize on it.
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a common sentiment that has been around in the game for a long time is that survivor need secondary objectives. Boon are secondary objective for survivor. they give the survivor another objective to do but nobody is bothering to do said secondary objective right now.
all the survivor perk benefit the entire team indirectly. take lithe for example. a survivor pressing lithe and running forward is going extend their chase by some seconds. every second that they extend with the chase is more time given for the team to do gens. Decisive strike when it triggers does benefit one person but the effect that it has is that it extends chase time of that one person giving more time to do gens. the vast majority of perks directly or indirectly benefit the team. Boons are no different in that regard. they cost perk slots just as much as any other individual perk to bring value to the team.
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Breaking everything down to they all give value to the team is a bit disingenuous. So what if we made DS give its effect to all survivors if just one person ran it? Both are giving value to the whole team? Hyperbolic but the point is the “amount” of value given to the team per perk slot. There’s a difference between giving the whole team value from one person running it and the whole team getting the perk from one person running it.
Yes secondary objectives would be good for survivors. Calling lighting boom a secondary objective though is like calling following the killer around for head on plays a secondary objective. True, but a stretching of the phrase. Plus as we said, everyone’s not lighting booms, it’s one person.
A true secondary objective would be like if NOED was base kit so people were required to do totems. Or if they added parts you had to apply to a gen.
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I think they need to be useful, removing them would make the overall gameplay more stale, it is already difficult to justify doing anything but the main objective. I know i have been hoping for something more than just gen repair as survivor gameplay for a long time, but if we nerf everything that is useful because it hurts the other side then this game will feel empty very quickly.
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I think that boons are underrated, for the most part.
CoH and Exponential are still really good.
Shadow Step can also be very useful.
Illumination is meh.
And Dark Theory should be an Invocation.
But they would be great with some buffs (extending the range with more boons in your loadout, not being so loud...)
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I saw the title and agree without reading. Boons are for some odd reason fun to me to use. I also do not think they are as bad as some think.
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your going over hypothetical perk that do not exist. I am saying that the boon perk slots cost the slot of the individual using. for example, if 1 person runs 4 boons, that player is perkless because all their perks are often not the most useful perks on a selfish level. selfish perks are often superior because they provide value indirectly value to the team.
it is like comparing Dwight leader perk vs Claudette Botany knowledge perk. In theory, Leader gives entire team 25% healing for total of 75% healing increase but in practice, the selfish botany knowledge perk is more useful then Leader.
Plus as we said, everyone’s not lighting booms, it’s one person.
One person not doing generators is an early game 3vs1. booning right now is practically throwing the game. It is like giving killer 15-30 seconds of free incapacitated debuff over and over. the killer spends a negligent amount of time to remove the boon and in many cases, they have no reason to cleanse the boon because whatever boon is doing is nothing or irrelevant. Now a days, Booning is only used for bp farming. you can farm boldness BP by finding 2 totems and re-booning to max out boldness category.
A true secondary objective would be like if NOED was base kit so people were required to do totems. Or if they added parts you had to apply to a gen.
A secondary objective is an objective that is not repairing a generator. Secondary objectives do not need to be 100% killer sided. A survivor is more inclined to do said objective if said objective provides a benefit for them completing the objective. Otherwise the secondary objective will be ignored. Chests are great example of secondary objective but barely anyone is doing them because rewards are irrelevant.
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The only buff I want right now tbh is allowing Inner Strength to heal off blessing in addition to cleansing, like what BHVR did with Overzealous.
Overzealous+Inner Strength paired with CoH and Exponential is a pretty solid build. Or could be.
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Sounds good but thank god there is now strength in the shadows and I PRAY it does not get nerf. Finally nice to have a healing perk, Coh may as well be call circle of gathering , it the worst boon imo atm and If I want heal speed there is plenty and more useful ones like good old botany that works on self heal/heal team mate/healing down team mate. I wonder is shadows (without botany) faster than medkits now? Anyone here who is good at numbers please let me know if so, probably surely is if botany used.
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This is why i suggested shattered hope basekit for killers so infinite snuffing wont be a problem
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rework the sound soft chimes my hiney
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Honestly I was fine with old COH so long as they give killers the ability to destroy boons basekit
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Boons create a secondary objective for the killer though. If they are too strong, the reality is, that the value survivors gain from them is more than the value it takes for them to place the boon and that's not even factoring in the time the killer spends getting rid of it.
You have to know where the boon is, spend time walking over to it, then "fiddle" around because the prompt is so finnicky you end up fiddling with it for 2-3 seconds before you get it to come up, then you need to stomp it which takes 1 second.
In total, even if you knew exactly where the boon is, you are probably spending at least 15-20 seconds removing the boon, but now factor in that survivor time is multiplied by 4 and you see the problem.
I would say boons need a complete rework:
- Make boons map wide (yes map wide)
- Killer now sees the aura of boons when within 24 meters of them (similar to noed).
- Killer now gets a notification showing WHAT boon the survivors have put up (just like hexes for survivors)
- Boons now have 5 tokens on them, you spend 1 token to bless a totem
- Blessing over a hex totem spends 2 tokens.
- Blessing a hex now takes the same amount of time as normally cleansing a hex
- When the killer breaks a boon it breaks the totem (creates synergy with pentimento)
- Survivors can "build" and bless a totem that is broken by spending 2x the time. (but still 1 token)
- Fix the prompt/hitbox of it so the killer can just be roughly close to it and you "lock onto" the totem like how the current "pallet vacuum" works (yes i know current pallets are nothing like old pallet vacuum, but they do a little bit, you know what i mean)
With all of that, boons would now be in a much better state to be strong. The amount of time it takes the killer to remove the boon is roughly equal to the amount of time it takes the survivor to do it (because they generally know where it is) Boons aren't effectively permanent (survivors can't just have them up all the time and keep setting them up). Killers can now break the totem completely which forces the survivor to spend more time to redo the blessing if they can't find another totem or if its in a spot far away from gens for example. And it creates synergy with pentimento. Boons are now map wide so you don't have to worry about radius.
Also yes, this means that technically, a survivor can avoid spending 2 tokens blessing over a a hex by breaking the hex and then building a boon, but that is intentional, because they can take 15 seconds to cleanse the hex and bless the totem for 2 tokens, or they can spend 1 token, but spend 45 seconds doing that, during which the killer knows they just cleansed a hex there and didn't put a boon up, making it quite risky.
Now they can go and buff the various strengths of the boons (not COH though) and they will be in a much better state for both sides i think.
The problem right now is boons should work like hexes. High risk, high reward. You spend a lot of time getting them setup (that is the risk) but they are strong, but if the killer keeps breaking them, you lose your perk forever. But right now they are like the opposite of hexes. They are perks that you have to setup, but can do so an infinite number of times, and thus they are weak.
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That‘s how I would change them.
Boon perks should get a new ability, because it‘s just sad that you can‘t do anything against teammates constantly sabotaging you by distroying all totems.
- Therefore when you equipped a boon perk you can repair distroyed totems (in 16s)
Then boons should also be made a lot quieter, you hear them from a mile away.
The range of boons should also be increased to 32m.
Boon perk changes:
- Exponential: Gives you also the effects of Tenecity and flip flop and/or you see all hook auras in range of the boon.
- Shadow Stepp should also give you iron will and not showing blood pools (and maybe light footed)
- Dark theory should get 3-4% movement speed and (maybe light footed) Or Instead of making survivors faster it could slow the killer and give faster vault speed
- COH should either get 45-50% self heal back (maybe it unlightens after 3 self heals) or +200% healing speed, which should also work with self care
Depending on whether COH gets self healing back, killers should be able to distroy boons (basekit) through kicking them and then survivor would have to repair them again and bless them afterwards again.
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Boons create a secondary objective for the killer though. If they are too strong, the reality is, that the value survivors gain from them is more than the value it takes for them to place the boon and that's not even factoring in the time the killer spends getting rid of it.
that is one my points that I was talking to blueberry. You don't need cleanse boon to win the match. cleansing the boon is suppose to be low cost investment from killer.
The problem right now is boons should work like hexes. High risk, high reward. You spend a lot of time getting them setup (that is the risk) but they are strong, but if the killer keeps breaking them, you lose your perk forever. But right now they are like the opposite of hexes. They are perks that you have to setup, but can do so an infinite number of times, and thus they are weak.
boon are not meant to be high risk, high reward. they're meant to be mild risk for mild reward. I like to compared to scourge hook perks where you invest time to get a situational effect that might come into play at some point the match. For killer, it is more like extra walk time to get to specific hooks to activate an effect although risk is that sometimes survivor can bodyblock you and you wiggle off or cursed hook are in like a very bad spot. Your not going to equip saboteur as survivor and just sabo hooks to prevent killer from using SC. Virtually nobody on killer is going equip shattered hope and go boon hunting to destroy boons. that concept is just silly.
A boon is suppose to be that i put a totem down and maybe if killer hooks someone with bbq and you happen to near shadowstep, the perk does something. It is like this random reward. right now, the odds of getting value from a boon is too impractical. the area is just too small. It is like having 1 scourge hook spawn instead of 4 scourge hook spawns.
The perks that your talking about which are going be high risk, high reward, game-changing effects are new set of perks called invocation perks. these perks are…. scary to put it mildly. You spend 2 minutes time to channel this ultimate ability and supposedly… when you finished changeling this ultimate ability, you get some game-changing instant-win effect. These perk apparently have "drawbacks" to make them "high risk" but I cannot imagine the negatives being too great. either way, the mechanic is in its infancy. I have no clue what kind of game-changing effects are going come from these perks but I cannot see anything positive for killer coming from this mechanic.
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I'll be blunt, the idea of Shadowstep getting any kind of buff kinda terrifies me
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I think one of the core problems with boons is that the survivor can run multiple boon perks combined. This creates an awful scenario for balancing. There is no way you can balance the idea of something like Dark Theory being strong enough to run on its own at the same time as balancing it to be run with three other abilities.
If I was looking at reworking it: I'd limit survivors to a single boon perk if they run one and balance perks around that. This could also mean each boon could have more variables - a weak effect might have a larger area or a quicker set up, for example.
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i disagree cause that is limiting builds a killer can run a full hex build with 10x stronger effects the way its balanced is it can be destroyed boons need the same treatment and shattered hope should be basekit
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I think boons are fine as they are, they created a whole host of problems in the past and it took a lot of adjustments to correct that. I don't want to see a return to those days
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I definitely do not wish to deal with boons, if anything they can be nerfed.
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That's hexes, they are very different than boons.
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Boons are the hexes for survivors
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