Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

I think boons should get a radius increase to at least 32 meters.

boon radius.png

Most of the boons spawn at the the edge of the map and I believe boons were forgotten about with the updates to killer actions/recovery, survivor speed bonuses, gen time increases, and weaker & farther tile generations. The radius could use a bit of bump to the effective area considering the time investment required of finding and setting up a boon. The radius just isnt big enough to get use out of on most maps with the exception of the game and midwich.

I believe this is a fairly accurate visual representation of what a radius buff would look like. And considering how weak they are and the setup up required they should have a larger effective range.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i already suggested that years ago. when boons first got released, they used to be 28 meters. they got nerfed to 24 meters.

  • WolfePhD
    WolfePhD Member Posts: 397

    please please please please please please please please please please please please please please

  • MechWarrior3
    MechWarrior3 Member Posts: 5,412

    Agreed! At least 30 meters.

  • WolfgangGarou
    WolfgangGarou Member Posts: 41

    I seem to remember that they were generated because a few well-placed bone totems, together with a few cheaply spawned totems, could practically cover the entire played map. Which then created too much of a power imbalance between the teams, especially since bone totems can be reignited and hex totems are lost for good as soon as they are cleared.

    My suggestion to fix this would be to extend the range, but after the killer has cleared the corresponding totem, the perk becomes just as inactive for the rest of the match as a hex totem.
    The corresponding survivor must therefore think carefully about when and where to place the bone totem, but can also be sure that it will be relevant.

    And before someone comes up with the argument that hex totems take much longer to be cancelled than bone totems - in theory, the same totem can be created four times in a four-man team if everyone invests a perk slot for it. That makes up for a lot.

  • DestroyerBG
    DestroyerBG Member Posts: 239

    Nice again we gotta balance the game around survivor friends because they ruin everything everywhere. Very nice indeed. I guess we will never have the freedom from swf squads. Which sucks honestly.

  • TieBreaker
    TieBreaker Member Posts: 1,314

    I'd prefer more radical changes to boons. Something like the boon effects being map wide, but having some sort of system to limit their use. Like tokens, cooldowns, or something else to balance them out.

  • Langweilig
    Langweilig Member Posts: 3,149

    Any boon buffs are very welcome and while we are at it, make them a lot quieter please!

  • CursedPerson
    CursedPerson Member Posts: 286

    I would too but boons would be really weak if they did that probably or the backlash would be insane

  • WolfgangGarou
    WolfgangGarou Member Posts: 41
    edited February 2025

    You would still consider Boones too weak if they were mapwide ?

    I honestly think it's a pretty good buff, even if you limit the use of it. Even the hard limit from tokens would be less of an issue when you consider that totems spawn mostly on the edge of the map, so the killer has to leave the main hunt zone and actively search for them if he wants to take them out of play. And that is a loss of time that would cost him the game. Not can - would.

  • WolfgangGarou
    WolfgangGarou Member Posts: 41

    If we wanted to remove the SWF teams from the balancing considerations, I would suggest significantly increasing the blood points for a game against a SWF. And I'm talking about factor here, not total. So 50% more BP per SWF member in the survivor team. So with 3 people entering the game as SWF (which the game knows because it requires a separate entry and is not a random entry) that would be a total of 250% BP (100% normal plus 3 times 50% on top), with a minimum of 200% if there are only two SWF players in the round.

    This makes the stress you have with them worthwhile for the killer and at least compensates him for the beating he will inevitably receive.

    We then balance the game around the solos and thus have an equaliser that everyone can enjoy.

  • Langweilig
    Langweilig Member Posts: 3,149

    So we should apply the same logic to hexes, so they are as good as boons.

  • SoGo
    SoGo Member Posts: 4,285

    The main issue with them is that they are so. DAMN. LOUD.

    "soft chimes ring out…." yeah no, a 50 year old running vacuum starts blasting.

  • DestroyerBG
    DestroyerBG Member Posts: 239

    NOW THAT seems like a good thing to add because I am indeed tired to play against survivor friends and get no conpensation for it. Only insults for refusing to participate in their little game in the end game chat. It is fascinating how they think they are so good and rightous meanwhile they use map offering they are prestige 100 and they got all second chance perks and ultra rare add ons and then they complain why I gave up. Who wants to play against this ######### for no actual reason? Nobody is the answer especially without any reward.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i mean hexes are literally out in the open in some spawn points and they are destroyed permanently. I wish i could as killer place hex totems around the map with re-abiility to reconstruct them. Like imagine placing hex:ruins and gens around the totem regress within 24 meters or Devour hope, survivors within 24 meter radius become exposed. Blood flavor blocks pallets. oh my, hexes would be so much better.

    I almost feel like if systems for survivor boons and killer were switched, they'd be better. Like global radius circle of healing, shadowstep, dark theory, exp could be strong even if the totem got destroyed if killer snuff it.

  • ralecgos
    ralecgos Member Posts: 91

    Map-wide boons would be amazing. Just have to tone down the buffs. For example, Exponential (Unbreakable Boon) would have 4 tokens and that buff would dissipate from all players when they were all used up. The killer can stamp out the boon still of course if they found it.


    Killer hex perks need some love too. Dull Totems need a massive overhaul in general.

  • WolfgangGarou
    WolfgangGarou Member Posts: 41

    If you promise to repeat this passionate statement again, I'll make it a separate post in the Suggestions. Maybe more people will think it's a good idea and it will be easier to see there, so that it has a better chance of being accepted by BHVR.

    The way it is here at the moment, it could easily go under, unless by some chance a BHVR employee reads the whole thing seriously.

  • DestroyerBG
    DestroyerBG Member Posts: 239

    I definitely would lol it is just the pure truth. Although behaviour does not acknowledge most complaints sadly

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  • CursedPerson
    CursedPerson Member Posts: 286

    Sorry i should have been more specific I think they would nerf the boon effects too much if they made them global. How would you even keep a global shadow step effect? survivors would be strong with no scratch marks ever

  • WolfgangGarou
    WolfgangGarou Member Posts: 41

    Its in now as a new Post in Feedback and Suggestions. ^^

  • Langweilig
    Langweilig Member Posts: 3,149

    Making boons work like hexes would be a huge improvement to those perks, but making hexes like boons would make them much worse. You would have to search for totems and bless them for 14 seconds as killer, which wouldn’t be worth the investment in most cases and additionally survivors hear an extremely loud sound from the killer boon.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,807

    I hard agree with this please make the radius increase I would bring boons more often if I could get more value for my team, it would make it slightly harder to pinpoint the boons location since they are so easy to snuff out, and that's the only buff they need right now.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited February 2025

    no it would work like hex:penti. you walk to a dull totem, press the button. hex lits up. Undying, Thrill of the hunt and Penti would be slightly reworked. Undying would make first dull totem you lit, light another totem on the map. Both totems are linked to each other. cleansing one will disable both. Thrill of the hunt would give you a loud noise notification on lit totems. Hex:penti would grant you bonus based off number of lit totems. Bonus 1 -2 would be switch with 4-3. Shattered hope would allow killer to see totems in a 24 meter radius.

    both mechanics would likely be very prominent in the game. Survivor would use boon totem because when you boon a totem, when killer kicks it, they destroy totem. This would easily be best counter to hexes. Killer would use hexes because they can trigger a secondary objective indefinitely. If survivor do not bring boons, they can only disable the hex by cleansing it but cleansing would not destroy the totem. merely make Dull totem in which killer could corrupt it back into a hex. This results in an endless secondary objective for survivor.

    The only aspect retained in the system would be that when a survivor boon a totem, all effect of the boon are on that 1 totem. this would also apply to killer perks. all effect of the hex within 24 meter radius would apply to the single totem.

  • DNet89
    DNet89 Member Posts: 213

    Either make them 28 meters or have each boon be a specific range.

    Circle of Healing=24

    Shadowstep=28

    Exponentiala=32

    Dark Theory=36

    Illumination=40

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    So make the infinitely replaceable, infinitely valuable, team-wide perk stronger. This is definitely sane logic.