http://dbd.game/killswitch
Boons
I agree, boons could use some love. Not sure how, but Skrump makes some good points.
Comments
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At the time, they felt very inappropriate. The game needed better balancing, not more objectives for Killer to have to balance. In the current state of the game, they really could use a lot of love though. I see no reason why old CoH couldn't make a comeback with how effective it was as a slowdown or why the others couldn't have a radius boost.
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The reason the others can't have a radius boost is BHVR's annoying tendency towards standardisation. All boons must work as similar as possible, which means that the constraints applied to hold back CoH must also hinder Illuminate.
Boons should have individual statistics, including boon-time, radius, cooldown when snuffed, etc.
Just make it so picking up multiple boons sets them all to the worst parameters among those selected. Now you've got way more space to balance every individual boon.
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Boons should have unique colors depending on the perk used. Too many times, you'll expect Circle of Healing to be in play, and it ends up being something else. If multiple boons are in play, create a rainbow totem of the various boon colors picked.
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Jeez, tell me about it. They can't hide the fact that the only reason Blast Mine has ever gotten nerfed is because the code is shared with Wire Tap. They always get changed together and they're the same changes every time. The game could have so much more variety.
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Problem was with circle of healing how strong that perk was 15 seconds for free selfcare and team healing speed, working trough 2 floors so killers with no mobility could only sweat more and funniest thing you could apply perk on the same totem with no penalty and that perk was stronger than most hexes now imagine if killer coul just spawn hex devour hope on new totem every time it gets destroyed or blood favor and best thing is you get rid of the boon and totem was still there.
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I'm hurting now that I can't throw up indoor levels every game for boons
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The problem is, boon perks aren't bad. Bear with me, I have more of a point than just that.
Outside of the conversation about vertical range, there's nothing wrong with the overall framework for boons, it's completely workable. It probably could be changed in a few ways, but there's no pressing need for it to be changed.
The individual boon perks, too, are doing pretty fine. Circle of Healing is a REALLY good perk, Exponential CAN be a really good perk if you get a bit lucky, Shadow Step is extremely serviceable and potentially very impactful depending on context… and then sure, Dark Theory is only "okay" and Illumination is actually weak, but we can clearly see the majority of boon perks are completely fine.
What boon perks are is unpopular. In previous conversations on the topic, when I bring up that Circle of Healing is really strong, it's not uncommon for someone to go screenshot Nightlight's pickrate for it and post that, either implying or outright stating that somehow contradicts the statement. It doesn't, though- the perk's just damn good. In a SWF it's top tier, and in solo queue it's a little inconsistent but still on average very strong. It's pretty self evident why- it halves healing times for the entire team as long as they're healing in one area on the map, which is conveniently shown to them with a glowing blue totem surrounded by a glowing blue light show.
There are a myriad of reasons why a perk might not be picked much even though it's very strong. For Circle of Healing, it wouldn't be absurd to suggest that the need for setup, the restrictive range, the inconsistency in solo queue, and the fact that people broadly tend to drop any formerly-OP perk that get nerfed down to just "very strong" would all play some part in its low pickrate. Minus the last part, those all apply to the other boons too; Shadow Step is totally fine and a potentially scary perk to buff, but you need to set it up, it has a restrictive range, the team element is inconsistent in solo queue… so on and so forth.
Why this is relevant is because it puts BHVR in a sticky spot. Say they want to revitalise boons- well, they can't just buff boons, because that'd make them OP, but they also can't balance the boons to just be good because… well, that's where we are now, and people act like we're not.
Truthfully, I'm honestly not sure how you'd go about revitalising boons and making them more popular without just giving up and reworking them to something completely different, which I hope I don't have to justify as being a really bad outcome. You could maybe give them small buffs here and there to the framework and buff the two actually mediocre boons, but that's rolling the dice on people not just responding with "wow that's all they did huh".
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The real problem that I rarely see people point out is as follows: anything that takes too much time away from BHVRs "precious and poorly thought out list of priorities" isn't going to get any attention period. They'll just sit and coast as they have been until some other game hopefully comes out and forces them out of their comfort zone. Competition breeds innovation and unfortunately for DBD, it has no competition solid enough to threaten anything about it.. :/
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@Firellius mentions a lot of good reasons that all of the boons exist within the same parameters which artificially limits what can be done with them.
I'll add two others:
Things that can stack are always going to be problematic for design (and BHVR hasn't done themselves any favors on this front). Do you design the perk so its strong enough on its own, or do you design the perks on the presumption that they are always going to be grouped together? The latter creates for the 'potential' for more interesting build concepts, but also means people need to commit most or all of their build to the idea (which is frequently way too dangerous because then you have no exhaustion or anti-tunnel).
The second point, for starting survivors, who might benefit a lot more from boon effects like being able to see injured teammates or Illumination, finding totems is much harder than it is for experienced players. This creates even more of an idea that the perks are a wasted slot.
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I think the problem with Boons basically boils down to CoH and how poorly that perk was handled after its release.
Because, even though the Boons have their niche uses, only CoH ever became part of the survivor meta. A meta that tends to suffer because, generally speaking, the DBD community is very hostile towards the survivor meta. The meta being dominated by the original iterations of Decisive Strike and Dead Hard was complained about, the DS + UB combo was complained about even in matches where it didn't have any use because the killer didn't tunnel or slug, Adrenaline was complained about even though it was not overpowered, and the list goes on.
CoH became meta and immediately it was complained about, and eventually the perk was nerfed. But the problem is that they nerfed it in the wrong way, because now this perk is gone from the meta entirely. It is my opinion, that a better way to handle CoH (and others if needed) was to keep the perk's original version but make it so that it can be permanently destroyed.
I am aware that this was suggested before, and many discussions happened, but I truly believe it is the best way to fix it. For instance, one of the arguments against it was the idea that Boons and Hexes are inherently different, which has its merits: hexes are active from the start of the match, but the killer cannot choose where to put them. Boons need to be manually activated, but the survivor gets to choose where it will be placed. Hexes tend to be stronger but are permanently destroyed, while Boons tend to be weaker but can be used over and over again.
The concept sounds good in theory, but in practice it creates a scenario where you can never make good Boon perks. Circle of Healing was not overpowered, but it had enough strength to warrant permanent destruction, and since Boons were never made to be permanently destroyed, the perk was nerfed into obscurity.
I believe the best way to fix Boons is by buffing them, but making it so that if the killer finds and destroys it, the perk is deactivated. You can even make the blessing action shorter to make it more fair, but I think that works better than leaving them in their mediocre state.
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???
The only possible way you could be asking for old CoH back is out of ignorance, if you didn't experience how absolutely busted it was. Old CoH needs to stay buried.
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Boons are hard to balance. Pretty much impossible tbh. If you make them strong to incentivize blessing a totem you then have the problem of like CoH where it was just busted and the killer has no counterplay other than having to go hunt down the totem which is a massive time waste for a role that doesn't have time to waste.
On the other hand you get what they are now… just meh. Tbf they're in the same boat as hex perks. Though I would say hex perks are worse because you can just lose an entire perk within 30 seconds of the game starting and you can't reapply like it you can with blessing a totem. Shattered hope just needs to be basekit, it's laughable they added that thing in as a perk.
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I really just want a radius increase, I like the perks it'd just be nice if they were more useable on bad totem spawns.
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on average very strong. It's pretty self evident why- it halves healing times for the entire team as long as they're healing in one area on the map
I'm going to disagree that circle of healing is good, but because mathematically it's just bad.
You're discounting most, if not all of the reasons why it's bad. Let's set the time to hunt and bless the totem completely aside, and just look at the travel time.
Circle takes 8 seconds off of the heal, but you have to be in a specific spot. Now, if you go to a gen with someone on it, heal at the gen, then jump on the gen, it takes 16 seconds off the gen time for one person. That's base kit.
If, instead, we spend the going to the boon, that person has to leave the gen, go to the boon, heal (8 seconds), and come back. So if they have to travel more than 4 seconds in one direction (and then 4 seconds back) they've lost all of the efficiency of using the boon for that heal. Same thing if the injured survivor has to wait in the boon for someone to come by.
This is your "as long as you're healing in one area of the map" that isn't being considered. It's also why people wanted CoH nerfed at all, because"heals needed to be less efficient". Well, it is less efficient than base kit now. (It was before also, because blessing time is always ignored when people talk about this perk).
Now, it's possible that gens exist in the boon, sure. Those are also likely going to be the first gens completed, because totems near gens being actively patrolled are more likely to get snuffed.
And again, this completely ignores that the blessing time is time taken away from earlier in the game (when survivors are strongest and should be on gens) and pushes it later. But if we're not even breaking even on the heal and travel time, the blessing time is a complete waste.
Circle should have been modified to have "bringing this perk allows you to self care in any lit circle of healing boon" instead. That keeps it's utility for solo queue, keeps it as a secondary objective that survivors want to do (instead of gens), and completely solves the "one perk for the whole team" problem. If everyone is using it to self care, then 4 perk slots are consumed, just like SC itself.
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It is my opinion, that a better way to handle CoH (and others if needed) was to keep the perk's original version but make it so that it can be permanently destroyed.
I don't think that's a good idea, either.
I mentioned this in discussions about Invocations (Another perk type that's permanently ruined by standardisation), but the higher you make the stakes and risks for a perk, the higher its pay-off has to be. If you have a boon that requires you to find a totem, then spend 14 seconds blessing it, and then it is gone completely if the killer finds it and interacts with it for a second, that pay-off has to be -huge- to be worth considering.
Problem with that huge pay-off is that it's going to be very poorly received by the other side. Even if it is mathematically fair, plenty of people will feel unfairly disadvantaged by it.
I think it's a much better idea to think in smaller steps. Like giving it a cooldown upon the perk getting snuffed, ranging from 60-120 seconds, depending on the perk. You can even add a hindrance to the player that is tied to the boon, like Dark Theory giving you a 1% hinder, Shadow Step making you Oblivious, and CoH either giving you Mangled or Exposed.
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I don't know why you would assume every heal starts at a generator, that's a bit odd. That's definitely the scenario where CoH looks weakest - start at an objective, run away from the objective to heal, run back - but that's also pretty obviously not the only situation you'd be in, and I'd tentatively argue it's not even a common one.
For another example, unhooks. You unhook someone, you and that someone run to the boon and heal, you and that someone run away to separate generators. That's strictly speaking less efficient than healing under the hook, but healing under the hook is a risk and not something to be done every time anyway- it's not uncommon for there to be travel time associated with a post-unhook heal, so if we compare to any other heal with a travel time here, CoH is a massive bonus.
In addition, any other heal where there'd be travel time is relevant here. Any time you run a few tiles because the killer's a bit too close, or you'd want to be behind cover just in case, CoH is coming out neutral on average for travel time and thus looks very strong overall.
Hell, if you're in a SWF - and I will acknowledge this point is SWF only, this doesn't apply to solo queue - you can even coordinate meeting halfway in a boon, which is less travel time than one player going all the way to the other.
As for the blessing time, yes, that's a timesink, that's part of what balances having a zone of We'll Make It. Only one person has to do it, though, and if played smartly they only have to do it once. It's not a matter of whether or not "the heal" pays back that investment because there isn't just one heal and it isn't just for one player. This is part of why the perk's more consistent in SWF, but even a halfway competent team of solos will know to heal in the boon if it's close by, and every heal in the boon pays for the setup time.
As for your suggestion, if they made it so you couldn't speed up the self-heal that would've been fine too. The problem with CoH was always that you could gain massively fast self heals by bringing one or two extra tools, that's the part that needed to be fixed. Though, just being a zone of Self-Care only for people who brought the perk would've made it tremendously weaker than what we have now.
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i personally hate boons as survivor and killer since survivors can place them infinitely and they don't get disabled the killer can't do anything about it
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I don't know why you would assume every heal starts at a generator, that's a bit odd.
So, I'm saying the default is that after a heal, you're going to want to do a gen. I'm assuming the killer isn't nearby/interrupting/etc, so the ideal case is to heal and then go be efficient and work on gens.
That scenario assumes that a survivor is injured and wants a heal, but isn't directly near someone to heal them. That's the scenario that current CoH is designed for because of the aura read part they added.
So if someone is injured and alone they can go wait in the boon (a waste of time) and then someone else has to leave the gen they're on to go to the boon to heal them.
I'm comparing that to "just go to the gen and heal there" which eliminates the travel time for one survivor, in fact, that leaves one person on gens while the injured searches for a healer. Barring comms, the ideal play is to ignore the boon, even if it's lit.
Now, you're right, maybe that starts at a hook, but the math doesn't really change.
You start at the hook, and maybe, if you're lucky, you are already in the boon radius (although the killer likely heard it and snuffed it if they were that close). So you have to travel.
And if you spend more than 4 seconds going toward the boon, and it happens to not be exactly in line with the gen you want to do next, you get the same math.
Just healing under hook, or going directly to the gen, or anywhere in a straight line along the way is more efficient unless the boon is also in that path.
Part of the benefit of circle was you could take a dead zone of the map with no gens left and make it a heal area. The killer isn't likely to go there, and survivors didn't drag the killer to the boon (at least not circle, exponential is a different story, but was never meta).
So, generally speaking, the recovery area isn't going to be in the middle of your gen spread to make these numbers work. You have to go out of your way to use the boon, and at that point you've gained nothing from doing that. You're going to be going a lot farther than 4 seconds in a lot of situations.
The perk is awful for solo queue, and "just meet me at the shack gen and I'll heal you up" is better in basically every scenario. Bond is better, almost all the time, and it's useful in more situations.
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I don't know why you would assume every heal
startsat a generator, that's a bit odd. That's definitely the scenario where CoH looks weakest - start at an objective, runawayfrom the objective to heal, run back - but that's also pretty obviously not the only situation you'd be in, and I'd tentatively argue it's not even a common one.I think it's relatively common, really. If the killer moves to pressure the unhooker, the unhooked survivor has to find someone else to heal them. And they're most likely to find them at a generator.
In addition, any other heal where there'd be travel time is relevant here. Any time you run a few tiles because the killer's a bit too close, or you'd want to be behind cover just in case, CoH is coming out neutral on average for travel time and thus looks very strong overall.
The problem here is that it's not either/or. CoH has all the same problems as a regular heal, it just has one extra.
I do think that, overall, the travel time is underestimated and I don't think CoH is time efficient at all anymore.
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No, they shouldn't. CoH is amazing perk, doesn't matter how much survivors here will claim it's "bad". All time CoH user here btw.
Exponential should have been nerfed years ago due to how many stupid strategies SWF can create around this perk. But we nerf only killer perks because of 1-2 killers are too good with it, and not survivors perks because they are too good in SWF. It's different, you know.
Dark Theory and Shadow Step are situational, but in best scenarios they are amazing perks. DT on maps like Gideon/Lary's/RPD is super unfun to go against now and I'm glad everyone stopped use it already. MFT on every survivor and on both health states, hell nah. Same thing with Shadow Step.
Illumination – yep, the only Boon should be buffed by a mile. Easily can add here exit gates aura, your teammates aura, maybe even some cool thing like 5 seconds of killer's aura for every 30 seconds inside this boon area.-4 -
I think it's a mistake to assume that CoH was "designed for" heals like that just because it has an aura. To me, the reason for the aura being there is to smooth along its use in solo queue, more than to dictate how the perk should be used.
To me, the perk exists to make heals shorter, and to lessen the impact of travel time where it's necessary. That's pretty much it.
You're not wrong that the thing you'll want to do after the heal is a generator, but the scenario you're describing isn't any more efficient than using a nearby boon. Either you spend a little inefficiency to heal much quicker by undertaking a little travel time, or you spend a little inefficiency by running away from the gen you're next to once you're healed.
Or group up on the gen, I suppose, but that's also inefficient.
It's not as though you have to be standing on one spot on the other side of the map. Boons have a pretty healthy range and can be set up reasonably close to the action— there are plenty of spots the killer won't want to go out of their way to snuff a boon, especially since the prevailing opinion on boons is that none of them are worth being worried about. Sure, some of the larger maps can make that a bit questionable, but even the average sized maps are pretty easy to maintain a close by boon on.
Separately - I just don't want to double post to respond here too lol - what do you mean by "all the problems of a regular heal"? There being travel time on some heals isn't a problem, it's just how it is. You spend a little extra time to make sure you're safe when you heal, it's not an actual detriment to you. You're still getting healed, it's still more than worth doing.
Strict literal efficiency in generator seconds is very useful to keep in mind but it's not the only thing to keep in mind. You could forgo heals entirely by sticking on generators… but it's worth taking the hit to efficiency to have an extra health state. Making that hit shorter over the course of the match is, too, also very worth it.
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Oh boy, this is one of my favorites.
Personally, I have a very clear idea on how boons should work.
(Quoted directly from my post where I proposed changes to every perk with a ":" in it's name)
General Boon changes:
• Reduce the noises that the boons make to make them not as loud.
• Increase the general radius of the boons to 32 meters
• Reduce the time needed to bless a dull totem to 7 seconds.
• Now, totems automatically break after being snuffed.Individual Boon changes:
Boon: Shadow Step
• Add an effect of muffling footsteps of survivors into it.Boon: Illumination
• Make it so that it also shows the auras of totems, pallets and windows.
• Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
• Make it so this perk ignores the Blindness status effect while inside the boon's radius.Boon: Dark Theory (Full Rework)
Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.
Press and hold the Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out in a 32 meter range.
When in the Boon's radius:
• You can see the auras of all regressing generators in light blue.While the Boon is active:
• Generators regress 10/15/20% slower.
• When a generator starts regressing, the blessed Totem is blocked from being snuffed for 15 seconds.Concept created from ideas from @HolyDarky and @HeroLives .
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I mostly agree with you.
The issue with Boons is that there is no stopping them. Shattered Hope HAS to be basekit, so we can freely adjust them without things spiraling out of control.
Side note: Dark Theory will never be just right, rn it's kinda eh, but it could end up OP if buffed, so the best course of action is to just rework it. Plus, the concept is so unoriginal it hurts.
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I don't think the buffs need to be massive, though.
Original CoH already had the level of strength to warrant a permanent destruction, and that perk wasn't even overpowered. Just shorter the time required to complete a blessing action and we are golden.
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what do you mean by "all the problems of a regular heal"?
To clarify, you mention that regular heals have their own bits of 'travel time' here and there, like moving away from the killer, or going into cover. But these aren't eliminated by CoH, so it's not like you can put these travel times up against the CoH travel time and have them cancel each other out. Even if you're in CoH's radius, you will still want to be in cover, and you will still want to move if the killer comes a bit too close.
Ultimately, I do think that Ampersand has the right of it in that the location restriction of CoH renders a lot of its benefit very situational or even null, and it actually makes it tricky to make good use of it, barring a few hideous spots involving verticality. A CoH in the middle of the action will get snuffed, and a CoH off on the corner of the map provides no benefit.
Yes, you're getting healed. But that's not a benefit that CoH offers, since the ability to heal others is basekit. You have to ultimately look at the numbers: How much time do you spend on setting up CoH and getting to it, versus how much time do you save on the heal?
And I think that, on average, other healing perks like Botany and Resurgence save more time than CoH does. It's also why Autodidact used to be terrible. It was really hard to even break even with that perk, let alone get more benefit than you'd get out of its competitors.
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I don't mind most of your changes, but I do just wanna bring up the part about the noise. If the general radius is bigger that means more space for the killer to look, which means more time wasted if they aren't at least tossed a bone. It just feels like the noise (if anything) should be louder, that way more of the map is affected but everything is still fairly proportional.
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I mean, you very much can stack the two up. If you spend the same amount of travel time in both scenarios, but on the other end of that travel time you get a heal that's twice as fast in the second scenario, the second scenario looks a lot better. That's kind of the whole point.
Obviously, it's a lot more nuanced than that, but in general that's the idea. You'd play around CoH actively, having to just crouch in the radius and hope someone sees you is the risk for solo queue specifically, it's not the default by any stretch. You would use it in scenarios where you don't have to cross the map to do it, and you get to be vulnerable for less time because the heal is twice as fast.
Plus, something easy to forget is that YOU don't have to be involved after the setup. If we assume you're survivor A, and the others are lettered how you'd expect, sure- it's easy to see the value when the heals are A+B, A+C, and A+D going in either direction. However, CoH is also very much pulling its weight and paying for itself for any combination of survivors B, C, and D healing each other, especially if they're both injured and need to reset which is the situation CoH shines in most.
I'm not saying it's far and away better than the two best healing perks, Botany and We'll Make It, but it IS alongside those two. They're the top three right now, with Resurgence sneaking in for fourth place. The difference is not value or efficiency, it's ease of use. If you play in solo queue, absolutely, Botany and We'll Make It - even Resurgence - would probably be a better pick, but that's not because they're stronger, or save more time, or because CoH is some secret detriment despite how it looks on paper, it's because they're much more consistent and reliable in solo queue specifically.
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Yeah the boons need some love for sure. They’re an interesting mechanic that feels really underwhelming.
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If you spend the same amount of travel time in both scenarios
Yeah, but that's the point. If you spend the same travel time, sure, CoH is able to recoup the initial investment, but CoH does tend to come with extra travel time which reduces its efficiency.
I'm not saying it's far and away better than the two best healing perks, Botany and We'll Make It, but it IS alongside those two. They're the top three right now, with Resurgence sneaking in for fourth place. The difference is not value or efficiency, it's ease of use. If you play in solo queue, absolutely, Botany and We'll Make It - even Resurgence - would probably be a better pick, but that's not because they're stronger, or save more time, or because CoH is some secret detriment despite how it looks on paper, it's because they're much more consistent and reliable
in solo queuespecifically.Yeah, I think with me being more of a solo queue player, that might be why I do not care much for it.
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A big issue too is cause and effect I think. We're always much more concerned with "if you do this, I have to defend myself". CoH was in the same category (I think) as perks like WGLF, BBQ, Devour Hope, or even Inner Strength. Not in the sense that the perk itself was the same, but in the sense that the objective changed the course of the trial and helped eliminate some of the complaints in an organic way. It could've been nerfed to just be group Self-Care and it'd still be beneficial toward that goal. But like you said, small thinking leads to removing things entirely versus maintaining variety and that only enforces stale metas that nobody enjoys.
This too. I don't know why we get lukewarm perks that are gassed up to be something really special and powerful when they clearly are not. Weaving Spiders has been a joke from day one. There are SOME clutch plays with it and at least it's more useful than Potential Energy, but it's poorly designed. Treacherous Crows is even worse. Invocations to me are sort of a repentance for Boons, which I find bizarre. Especially in a meta where Survivors could stand to be stronger without much of an impact.
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I agree, my friend.
And I think, for survivors specifically, the problem is particularly prominent because of how hostile the community is towards the survivor meta. The last two new perks to truly enter the survivor meta were CoH and MFT, both of which got nerfed into obscurity.
Outside of those two, survivor meta basically follows the same structure it always had: exhaustion perks, UB, DS, and often a healing perk of sorts (Self-Care used to be the chosen one in the past). But thats it. Every time survivors gain a new addition to the meta, which is already extremely rare, it often doesn't last very long.
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It is incredibly comical how MFT went down, still. I'm not saying it was healthy how it paired with Hope, but the fact that it only lasted during EGC (assuming it got to that point) when Survivor resources were likely to be nil and it was considered game breaking really says everything.
And I agree. I'd argue that Nic Cage's perks were an important shift for the game, but without more of an effort to push the game in fun and unique directions, it's all some weaker variant of a perk that already exists. I love Strength In Shadows and prior to that I loved Dramaturgy, but beyond that? I think the most recent perks I bring are from Felix.
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Haha, still ahead of me, my friend. I usually play with Adrenaline, Iron Will, DS and Botany Knowledge.
All four are from 2016.
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6.1.0 forced me to run Desperate Measures in order to unhook people and it's stuck ever since. Works well with Shadows too, which I only started running because the priority stack with Self-Care makes me a sitting duck lmao. Still sad to think that my kit hasn't changed all that much in the last 3 years when I used to run unique builds on each of my characters to make them feel diverse.
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Invocations to me are sort of a repentance for Boons, which I find bizarre.
I realised at some point that Invocations are designed entirely from a killer perspective, giving them everything they want.
- Survivor off gen for a long time
- Survivor in basement
- Survivor is permanently injured
And then the reward is laughable.
They are legitimately killer perks, not survivor perks.
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100%. Even then, No Mither offers more for being broken, Alert/Wire Tap/OoO are easier than Treacherous Crows and offer a similar advantage, and in the amount of time it takes to do Weaving Spiders, you could've easily popped one gen with Deja Vu and a toolbox (assuming you're as free as you were in the basement). The risk/reward is so off balance.
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A radius increase would be a nice little buff to them. One possible idea would be to remove a killers ability to snuff them out unless they bring Shattered Hope.
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That would be far too powerful, really. And I don't want killers to have to bring a perk on the off chance that survivors bring a boon. It's bad enough survivors have to do that with anti-tunnel stuff.
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I don't think it would be far too strong though. Most of the Boon effects are pretty weak or are too situational to warrant the time setting one up takes. Especially if you have to light the Boon repeatedly.
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