Remember old Undying? Sounds an awful lot like the way boons currently work.

Just wanted to remind everyone of what the devs said regarding the Undying nerf back in the Jan '21 Developer Update:

"We’ve been watching this one closely, and there’s a few things we’d like to address:

  1. Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much."

This comparison is most relevant to CoH, as it is the most gamebreaking perk of the bunch.

But the devs obviously understood why the old Undying was a problem, and yet they are okay with 4 different people being able to keep blessing multiple totems infinitely so that everyone gets free medkits. Not to mention the time wasted trying to pointlessly snuff out a totem knowing it be back up in 20 seconds, on multiple floors.

After the last Q&A I don't expect the devs to tone down CoH any more than what they already announced, so I just hope they realize CoH is killing the game before it's too late.

Comments

  • @PlaysByShady said:

    COH is problematic because

    • It gives free healing to all survivors, at the cost of only one survivor perk. Perks like kindred only give a benefit (aura reading) to other survivors in the capacity that it helps you directly because you're on the hook. Otherwise it only works for you the rest of the time.
    • Unlike prove/leader/etc, the survivor who brought it in doesn't need to be around for you use it. You benefit just from being around the totem.
    • When it's set up, all survivors instantly know where to go because it's highlighted for them! Compare this with other aura perks (bond, better together, etc) that only reveal information in a limited radius
    • It allows heals faster than regular self-care or healing via another survivor; so not only does it allow the same thing as self-care, but faster and more universal too
    • It has a wide area in which it can work, unlike the extremely localised effects of prove/leader/urban/etc. Imagine prove thyself being buffed that it worked on all gens, regardless if you were there or not!
    • It doesn't run out like medkits, etc
    • It can never be eliminated by the killer, unlike items which could be destroyed by Franklins, or other once-only perks. This can be set up multiple times, to work again and again and again... whereas DS only works once, BT only works for unhooks (so one survivor can only use it 6x max in a trial), Adrenaline works once, Unbreakable works once, etc

    All of those effects combined into a single perk makes it exceptionally OP. And then when you have multiple survivors bringing it into a trial (so you could have 4 totems booned), that makes for ridiculous matches.

    So for survivors saying it's fine, please explain this BS?

    Don't worry, with Empathetic Connection, you won't have to worry about those nasty Killers breaking your boons. You are the boon! Throw in Botany Knowledge and the ability to not even worry about wasting the time looking for, setting up and running to totems and CoH becomes a thing of the past.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816727#Comment_2816727

    Right because camping/tunneling didn’t exist before COH.

    What i meant is that camping and tunneling became more viable than going for 12 hooks when survivors basically get free medkits for doing 14s on a bone.

    Getting that 1 survivor out of the match early is a -100% gen repair and who cares if it´s scummy? It´s not like the MMR isn´t discouraging a 4 Kills 4 Hooks.

  • @dugman said:

    I’m getting tired of hearing that “Boons are broken” when the only actually overpowered Boon is Circle of Healing. The consensus on the other three is they’re fine (including so far the one on the PTB). It’s not the Boon system that’s a problem, it’s that one specific healing Boon. Which they did nerf, by the way, so they’re obviously still monitoring it and if the data shows it’s still too good it could get nerfed again.

    The one on the PTB is actually worthless. One of the worst perks in the game as it is.

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2814819#Comment_2814819

    The one on the PTB is actually worthless. One of the worst perks in the game as it is.

    To be fair, I have a feel that new Boon's 2% movement speed buff might be slightly underrated. I could see it maybe giving a survivor or two per match an extra vault if they're looping near the Boon. And really that's about as much extra time granted as some exhaustion perks tend to give. Even Dead Hard only typically gives one or two extra vaults per match probably for instance but it's considered really powerful. So the new Boon may be ok. Not exciting, probably not great or anything, but maybe an average perk (maybe) 🤷‍♂️

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815208#Comment_2815208

    I get you want broken tools for survivor, but I've already explained I want devs to make boons destroyable and have counterplay and make effects of boons stronger rather than have boon perks be forced into uselessness because they are effectively uncounterable.

    Exactly my thoughts. I’d be fine with them reverting the COH nerf or even buffing it, along with the others, IF its one use only and not infinitely usable

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817202#Comment_2817202

    To be fair, I have a feel that new Boon's 2% movement speed buff might be slightly underrated. I could see it maybe giving a survivor or two per match an extra vault if they're looping near the Boon. And really that's about as much extra time granted as some exhaustion perks tend to give. Even Dead Hard only typically gives one or two extra vaults per match probably for instance but it's considered really powerful. So the new Boon may be ok. Not exciting, probably not great or anything, but maybe an average perk (maybe) 🤷‍♂️

    Put 2% movement speed into perspective.

    5% movement speed is 0.2 m/s. 2% is 0.08 m/s. You go from 4 m/s to 4.08 m/s. When within a 24-meter range of a loud boon. That you have to set up for at least 14 seconds. What a terrible perk, genuinely.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815294#Comment_2815294

    What do you think I'm thinking?

    I'm just asking if you can prove that use of Hexes completely fell off once Boons were implemented because I don't really see that being true.. Ruin is still popular and powerful so long as it stays up and a lot of killers run Hex heavy builds that punish survivors who cleanse/bless over them what with Haunted Grounds/Retribution.

    But again, if there's some kind of hard evidence showing that killers are just not using Hexes at all anymore please let me know/show me. I still use Hexes whenever I'm feeling like it on killer it's literally just up to my mood but I really don't think Boons made Hexes obsolete. Circle of Healing, the problem child, has made hit and run playstyle on killer obsolete but boons for the most part seem like fair trades. If boons could only be used once literally nobody would ever use them so that's just not going to happen or if it does then they will go obsolete.

    What I'm saying is that you made a point and I made a counter point. You then asked for evidence for my point but gave no evidence yourself.

    I'm saying Hexes fell off because of boon because survivors are now going out of there way to find boons and boons over write Hexes. I use to see ruin at least every other game when I played survivor about a week after boons I see it a few times a week.

    Unless bhvr resales perk usage since boons came out we can only speculate on what we have seen and I have seen a huge decrease on Hexes since boons came out.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2814457#Comment_2814457

    they didn't? they became way more common because booning an hex takes too much time.

    You can still cleanse them for the same amount of time plus it's only 8 more seconds our of 1 of 4 survivors time. Survivors are also going out there way to look for totems because of boons so Hexes are lasting even lest time then normal

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817225#Comment_2817225

    Put 2% movement speed into perspective.

    5% movement speed is 0.2 m/s. 2% is 0.08 m/s. You go from 4 m/s to 4.08 m/s. When within a 24-meter range of a loud boon. That you have to set up for at least 14 seconds. What a terrible perk, genuinely.

    I know it doesn’t sound like much, but whether or not someone makes a vault can be a matter of tiny distances sometimes. It wouldn’t alter most chases but if it even impacts 2 chases in the course of 20 chases in a match it’s gotten some value.

    Also to put this in perspective, say a survivor has a 5 meter distance on a typical killer moving 4.6 m. (5 meters is a little less than the width of the shack.) If the survivor runs at standard 4.00 m/s then the killer will take 8.3 seconds to catch up. If the survivor is moving 4.08 m/s though it takes 9.6 seconds to catch up. That’s 1.3 extra seconds the survivor has to reach a vault or pallet and gain distance, which at that speed means they can run an additional 5 meters, almost another shack’s worth of distance.

    It’s even more dramatic looking at the slower killers that move 4.4. Where normally a killer at that speed needs 12.5 seconds to catch someone 5 meters distant, it becomes 15.6 seconds with the survivor going 4.08 m/s. That’s a 3.1 second gap, which is 12 extra meters, an entire tile and then some!

    Of course a big limitation on the Boon is its range is only a 24 meter radius. So if survivor tried to just hold W and go forward at that speed they’d be out of range pretty quickly. But assuming there are a couple of loops in range of the Boon it could give a survivor just enough of an edge on distances to hit vaults they otherwise might miss.

    I will say, though, all this would be outweighed by misplays on either side. If a killer or survivor is running on a suboptimal path that could easily outweigh the differences above. So this speed difference would most likely be felt at higher skill levels where neither side makes too many misplays in a chase and things like Dead Hard for distance to reach a pallet or vault become even more valuable. Essentially this Boon is giving the survivor a Dead Hard’s worth of distance potentially over time between vaults or between tiles in the chase. It’s not as flashy as getting it all in one burst of speed but it is still extra distance.


    Anyway, I just got curious enough about the actual math of it I figured I’d follow up. 🙂 I seriously doubt that Boon will become meta, but I do think it’s probably better than some people might think.

  • @PlaysByShady said:

    COH is problematic because

    • It gives free healing to all survivors, at the cost of only one survivor perk. Perks like kindred only give a benefit (aura reading) to other survivors in the capacity that it helps you directly because you're on the hook. Otherwise it only works for you the rest of the time.
    • Unlike prove/leader/etc, the survivor who brought it in doesn't need to be around for you use it. You benefit just from being around the totem.
    • When it's set up, all survivors instantly know where to go because it's highlighted for them! Compare this with other aura perks (bond, better together, etc) that only reveal information in a limited radius
    • It allows heals faster than regular self-care or healing via another survivor; so not only does it allow the same thing as self-care, but faster and more universal too
    • It has a wide area in which it can work, unlike the extremely localised effects of prove/leader/urban/etc. Imagine prove thyself being buffed that it worked on all gens, regardless if you were there or not!
    • It doesn't run out like medkits, etc
    • It can never be eliminated by the killer, unlike items which could be destroyed by Franklins, or other once-only perks. This can be set up multiple times, to work again and again and again... whereas DS only works once, BT only works for unhooks (so one survivor can only use it 6x max in a trial), Adrenaline works once, Unbreakable works once, etc

    All of those effects combined into a single perk makes it exceptionally OP. And then when you have multiple survivors bringing it into a trial (so you could have 4 totems booned), that makes for ridiculous matches.

    So for survivors saying it's fine, please explain this BS?

    That pretty much sums it up. I would add that it also works on multiple floors making it extremely time-wasting for the killer to keep on snuffing out the totem on certain maps.

    I don't understand how there can be people who claim CoH isn't broken.

  • Make snuffing boons break the totem. Problem solved.

  • The devs don't care, undying made it unfun for survivors and boons make it unfun for killer, the devs only care about the former. They will nerf boons only when it makes survivors quit the game because of 30min que times, until then they are here to stay and will only become more and more oppressive.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816946#Comment_2816946

    You can still cleanse them for the same amount of time plus it's only 8 more seconds our of 1 of 4 survivors time. Survivors are also going out there way to look for totems because of boons so Hexes are lasting even lest time then normal

    booning an hex is 28 seconds while booning a dull totem is 14 seconds, thats twice the time. if the killer intervenes that time is wasted. This is almost as bad as self caring in a corner

  • For me its just COH that I have a problem with. Who on Earth thought giving one side unlimited heals that stack with other healing perks, through floors and is only permanently disabled when the person running the perk dies was a good idea? It would be like giving killers a perk that instantly regresses a generator by 50% when it reaches 99% progress. It undo's all the progress one side makes with very little input required and a damned if you do, damned if you don't choice for the opponent. Kill it with fire, but leave the other boons intact if you ask me.

  • its been months now and people still compare boons and hexes as if they're literally the same... lmao. if you're complaining about people spamming boons (which is a very good thing to happen by the way, i don't have to explain), perhaps you aren't as good as you think

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815394#Comment_2815394

    NOW it is. Ruin was nerfed, what, two years ago? That's two years of pretending DH's issues don't exist. Now that they've announced it, just how long do you think it'll take for them to actually DO anything about it? Six months? Another year? For reference, look how long it took them to address keys after the mori change.

    well, even if it did took a year to address keys, i'd say keys definitely got the short end of the stick bro. its so pathetic i don't ever see any randomers bringing keys anymore. its completely ruined. but moris still allow killers to skip DS/pallet or flashlight save on their second hook.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817259#Comment_2817259

    booning an hex is 28 seconds while booning a dull totem is 14 seconds, thats twice the time. if the killer intervenes that time is wasted. This is almost as bad as self caring in a corner

    They can still be cleansed in 14 seconds leaving 4 other totems to use. Plus if you take 28 seconds the whole team can befit from it which is huge,selfcare is just for you. Let's not forget if you do spend 28 seconds thats still only 1/4 of the team.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817359#Comment_2817359

    They can still be cleansed in 14 seconds leaving 4 other totems to use. Plus if you take 28 seconds the whole team can befit from it which is huge,selfcare is just for you. Let's not forget if you do spend 28 seconds thats still only 1/4 of the team.

    1/4 of the team but 1/4 of the team wasting time is just going to snowball the game into the killer's favor, 1/4 of the team not doing gens quickly changes into 2/4 not doing gens and so on. Wasting too much time booning eventually becomes a detriment since there's still gens to be done. 28 seconds is way too much time.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817415#Comment_2817415

    1/4 of the team but 1/4 of the team wasting time is just going to snowball the game into the killer's favor, 1/4 of the team not doing gens quickly changes into 2/4 not doing gens and so on. Wasting too much time booning eventually becomes a detriment since there's still gens to be done. 28 seconds is way too much time.

    Your assuming that they go down right after blessing. With that boon up it takes 1/4 of the team to to what it normally takes 1/2 unlimited amount of times so that time investment by 1 survivor can benefit the team multiple times. It also can easily eliminate any snowball potential the killer has.

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817225#Comment_2817225

    Put 2% movement speed into perspective.

    5% movement speed is 0.2 m/s. 2% is 0.08 m/s. You go from 4 m/s to 4.08 m/s. When within a 24-meter range of a loud boon. That you have to set up for at least 14 seconds. What a terrible perk, genuinely.

    Except it stacks with other speed increases like DH, Sprint burst etc.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817556#Comment_2817556

    Your assuming that they go down right after blessing. With that boon up it takes 1/4 of the team to to what it normally takes 1/2 unlimited amount of times so that time investment by 1 survivor can benefit the team multiple times. It also can easily eliminate any snowball potential the killer has.

    i'm not? im assuming the killer is chasing a survivor, a survivor that is being chased can't work on gens. even if boons benifit the whole team its not worth wasting 28 seconds on a hex totem instead of cleansing it and removing an obstacle in 14 seconds. unless boons remove hook state the cannot remove snowball potential, they can neglect pressure but the killer can still snowball.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817613#Comment_2817613

    i'm not? im assuming the killer is chasing a survivor, a survivor that is being chased can't work on gens. even if boons benifit the whole team its not worth wasting 28 seconds on a hex totem instead of cleansing it and removing an obstacle in 14 seconds. unless boons remove hook state the cannot remove snowball potential, they can neglect pressure but the killer can still snowball.

    Why would you try and bless a totem in the middle of a chase that makes no sense. Building pressure is the definition of snowballing. Giving the team the ability to self-care in 20 seconds is huge. It's less time then sef care, it's team wide, it takes away the need for to people to heal which mean that 3 survivors can work on gens while one survivor can rest and go back to chase. If a killer stays in the bad chase after he gets an injury it's pretty much the game for them and CoH makes it so I'd you leave that survivor they will just go heal by themselves removing any pressure you started and making all that time in chase a waste.

    So if a killer 100% of there team gets in a chase for 20 seconds gets a hit and has to abandon that chase and then the survivor blesses a hex 28 seconds ans 20ish to self heal that removes all the pressure the killer started to build and now anytime they abandon a chase they fall farther into lost time. That's just 1/4 of the team.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817238#Comment_2817238

    Except it stacks with other speed increases like DH, Sprint burst etc.

    Wow, a whole 0.08 m/s extra will surely do something when combined with Dead Hard and Sprint Burst. Because THOSE perks definitely need a boost. Your Sprint Burst will 100% take you out of the Boon's range and barely change, same with Dead Hard.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817715#Comment_2817715

    Why would you try and bless a totem in the middle of a chase that makes no sense. Building pressure is the definition of snowballing. Giving the team the ability to self-care in 20 seconds is huge. It's less time then sef care, it's team wide, it takes away the need for to people to heal which mean that 3 survivors can work on gens while one survivor can rest and go back to chase. If a killer stays in the bad chase after he gets an injury it's pretty much the game for them and CoH makes it so I'd you leave that survivor they will just go heal by themselves removing any pressure you started and making all that time in chase a waste.

    So if a killer 100% of there team gets in a chase for 20 seconds gets a hit and has to abandon that chase and then the survivor blesses a hex 28 seconds ans 20ish to self heal that removes all the pressure the killer started to build and now anytime they abandon a chase they fall farther into lost time. That's just 1/4 of the team.

    where did i ever state booning totems when being chased? Im talking about 1 survivor booning AN HEX TOTEM while another is being chased, you keep mentioning the advantage of boons which is not what the argument is about, it was about how you think booning an hex totem is a good idea. You claimed Hex build fell off the map because of boons, when booning an hex takes twice more time than booning a dull totem.

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