General Discussions

General Discussions

Hexes and Boons need a rework

Like the title says Hexes and Boons need to be tweaked to make them somewhat more balanced. Hex Totem perks should be harder to destroy them right when the match starts, perhaps a 30 second grace? Boons should have a cool down when snuffed, that way people choose more carefully where to set them. What do you think? What the would make them more balanced?

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Comments

  • Member Posts: 2,370

    may I introduce you to hex: undying? It’s a blight perk.

    Description: Hex which maintains the vile powers that flow throughout the Trial.
    The Auras of Survivors within 2/3/4 metres of any Dull Totemare revealed to you.

    • Any hex perk that is cleansed or blessed, its Hex is transferred to the Hex: UndyingTotem, including any accumulated Tokens, disabling Hex: Undying instead.

    All effects of the Hex Perk persist until its Hex Totem is cleansed.

  • Member Posts: 2,370
  • Member Posts: 1,860

    That would be an interesting perk to be honest, but it would really depend on how it is executed. If it only works once like undying it will be trash.

  • Member Posts: 2,370

    doesn’t need to be super strong imo. I feel like undying is slept on, personally. I would put it on and run boons if we had a boon perk like hex undying.

  • Member Posts: 1,860

    If we just compare hexes and boons with an undying that works the both the same way, it would be a lot better on hexes, because they work globally. Boons could be spawned at a total trash position where you will never go, so having only one transfer would be really lackluster.

    On the other side boons aren’t strong, so having infinite transfers couldn’t be strong either.

  • Member Posts: 2,370

    we might be at an intersection because i do think that boons shouldn’t take as long as they do to put up compared to how quickly they are snuffed. I do disagree in that boons are weak. I don’t think they are the best perks in game for survivors considering consistency, but I do think boons are nothing to scoff at, and good. They just need a little something of QoL to stand out, and dare I say it shine in their own merit. While you say there could be some trash spawns, i agree, but it could also be the one thing you need, so I’m 50/50 on this because rng. Make things a little spicy, maybe I’m a chaos gremlin.

  • Member Posts: 313

    If you want hexes to be harder for survs to get rid of extremely quickly you also have to want hexes to be harder for killers to keep up for extremely long

  • Member Posts: 989

    yeah, they need a full rework. Personally, that perk that npbody uses that destroy boons should be base kit

  • Member Posts: 1,344

    boons should work like hexes if they're snuffed out once it's gone or let killers relight hex totems

  • Member Posts: 4,712

    The amount of power boons would need to carry in order for that to balance out fairly would be awful to play against. Same issue as invocations: High risk/investment should mean high reward, but the high reward is often taken out of context and then complained about until it's nerfed down.

    Boons should incur a cooldown/penalty when snuffed, and Hexes should, on a case-by-case basis, be changed to either be re-earnable by the killer, or produce a lingering after-effect when broken.

    For example: Huntress' Lullaby can no longer gain tokens when snuffed, but will retain its effect at whatever level it is at when broken.

    Ruin should go back to 200% regression, and when destroyed, it goes down to 100% regression and it takes ten seconds for the effect to kick in.

    If Blood Favour is destroyed, breaking 3 pallets will ignite a random dull totem to make it a new Blood Favour.

    That kind of stuff.

  • Member Posts: 1,077

    Nice to see the downvotes from people who never play killer. I agree that hex totems need some kind of rework. Once you get to a level where you’re consistently playing against experienced survivors, they know where all the hex spawns are and make quick work of your totems. I think a mechanic where killer could light a dull totem or rebuild a broken totem (but at the cost of spending some time to do it) would make hex totems a bit more interesting and worthwhile to use.

  • Member Posts: 13,685

    Hexes and totems in general have needed a rework for years on years now. Their problems have just been ignored. Their supposed to be high risk/high reward but the vast majority of them have been low-average reward. Because of the very rare chance of one staying up all game against bad players they tend to keep their power levels toned lower than their supposed to be to warrant their risk. Realistically most of them need to be significantly tuned up to meet the risk level (which I don't think they're willing to do) or conversely the risk level needs to be lowered (which is the more realistic option probably).

    There's a few issues here making their risk too high here.

    -Spawning on top of the hexes

    -Hexes being right next to gens. IE zero time actually looking for them.

    -Absolutely atrocious hiding spots that aren't hidden at all

    -On top of all that they're very loud. IE you more often than not just hear them running around accidentally even when you aren't looking.

    What kind of options do we have to fix this?

    -Better hidden spawns (location, more grass/debris/things covering their LoS)

    -Remove the fire crackling sound on them to make them harder to locate

    -Maybe don't even show the survivors which totem is a hex until X minutes have passed. IE for the first few minutes of the game they all appear as dulls. This makes them harder to find and adds some risk in them breaking the wrong totem.

    -Potentially a "weakened" version of the hex that remains after the hex is broken. Probably unrealistic given how much work that would be though.

    -People have mentioned just having them blocked at the start for X minutes but they can still see it's a hex. This is an option, more realistically the one they'd probably take, but the weakest option imo. This "helps" but doesn't fix the problem enough. They'll just come right back after X time.

  • Member Posts: 13,685
    edited March 27

    Now Boons are a whole other issue. Honestly Boons are unhealthy/flawed design in their current state. I think it's very hard to find a balance between good but not too good in how they currently work. IE we need reworks to their design, not just "buffs".

    They're currently tuned weak bar a couple exceptions. Some like CoH are still way better than the average person thinks they are.

    So like 90% of them could use buffs, but we'd need changes to how they function in turn. Let's look at their current design realistically and why it's flawed.

    The killers time is worth x4 for each survivors, so we can't look at killer to survivor time in a 1:1 ratio, it's 1:4. So even though him snuffing is instant and it takes the survivor time to Boon it's still more costly for the killer snuffing because of that time he's giving the other survivors. IE if you had one teammate that did nothing the entire game but Boon, Boon, Boon over and over and the killer kept snuffing, snuffing, snuffing, that would be a net win for the survivors in time. Every 10 seconds the killer spends, is 40 seconds given to survivors.

    What does all that mean? It means the core supposed "negative" of boons, in that they can be snuffed, is not a negative at all, it's even a positive if the killer wastes time doing it. The only real negative of boons is the perk slot and their limited range.

    Another issue I tend to see is people comparing Boon perks relative power to personal alternatives, IE CoH to Botany ect to point out why the boons are bad. To be clear, Boons are supposed to be weaker than those personal alternatives. That's because you are giving their effects to your entire team and saving them those perk slots for other things. That is the tradeoff.

    So what's the fix here?

    Either snuffing boons needs to be more costly for the survivor so it's an actual downside, or boons needs to be a limited resource.

    Probably the best fix here is the totem breaking on snuff like Shattered Hope does. This still makes it a negative time investment for the killer to snuff, but at least the resources are limited by the amount of totems left and the survivor has to find a new totem.

    This would allow us to start buffing the Boons across the board.

  • Member Posts: 1,860
    edited March 27

    Probably the best fix here is the totem breaking on snuff like Shattered Hope does. This still makes it a negative time investment for the killer to snuff, but at least the resources are limited by the amount of totems left and the survivor has to find a new totem. 

    This would allow us to start buffing the Boons across the board.

    That’s basically what I want them to do, but after suggesting this countless times I think behavior will only touch them if they are the worst perks in the game. Realistically this will never happen even tho they aren’t good perks.

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