COH nerf feels a little too harsh imo

I'm pretty sure that everyone is already talking about this but I just feel that the nerf to 75 to 50 is just too much. if you are injured and want to heal yourself, you first have to set up the boon then heal yourself at the speed of self-care. just to have the killer step on it and you have to spend more time setting it up

sure everyone can use the perk but survivor mains don't like it when their team is just self-caring in the corner of the map for half a minute, and it's just a bigger slap in the face because it would be your perk allowing them to do that and not find a more efficient way of healing

The nerf should be at 50% Lowest then probably like 65% or something for the max their

with the nerf at full effect will make other perks more powerful than the boon

Bring Aftercare to locate survivors to heal you, also has the effect of always knowing where people when in full effect which is great for solo q

Bring Pharmacy + Build to last for 2+ Guaranteed fast heals

Bring Inner Healing for Up to 5 fast heals, and a reason to destroy dull totems other than the chance of Hex plaything or noed (Also Great Synergy with other perks)

or even bring self-care because at least you can do that wherever you want without having to set it up

or even just bring a medkit if you care about healing like that ToT

Comments

  • Absolutely not it's still an infinite use team wide heal. It's still able to be used by all 4 survivors at the cost of 1 perk slot. It's not too far, imho, but not too bad (I'll have to wait and see, though).

  • We will see if this really makes a difference.

    Sure, if you set it up to heal yourself then yes.

    But the main problem is more that it is an unlimited heal for the whole team. And that is unchanged.

  • "if you are injured and want to heal yourself, you first have to set up the boon then heal yourself"

    boons are to heal entire team therefore there must be some form of time to set it up, I mean come on. By design its to heal "the team" not "just yourself" if you want to heal yourself , self care.

  • It's still a better self care for the entire team that only cost one person a perk slot

  • @Marc_123 said:

    We will see if this really makes a difference.

    Sure, if you set it up to heal yourself then yes.

    But the main problem is more that it is an unlimited heal for the whole team. And that is unchanged.

    Then just make it so only you can use it. making it a fairly strong perk for medic classes without being too overwhelming with whole teams healing themselves. also the meta should not be just put a boon down and let them heal themselves. also half the time the teammate will have to run across the map to even get in the radius so its just more time being lost

  • It brings the equivalent of one perk to the entire survivor team and reduces altruistic healing time for some set-up cost. That's still pretty strong.

    More importantly in my opinion, after the nerf it won't instantly invalidate every other perk in the same category (healing) by simply existing. The only practical reason to not bring CoH before over every other healing perk is if you didn't have it. That alone shows how overpowered it was.

  • It just sucks that the only decent perk we get in years gets a huge nerf while all the op perks killers have gotten patch after patch rarely get nerfed (i know some have, but many stay super useful).

    It's not even that the game sees 4 escapes over and over, there's rarely all escapes, the game was more balanced, I noticed more 2k and 2 escapes during matches which means the game was more balanced, but killers complain if they don't get 4k every game, and unfortunately the grand majority of people posting in these forums are killers complaining about it. (and this post will most likely prove my point with replies to it by said people lol)

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877256#Comment_2877256

    Then just make it so only you can use it. making it a fairly strong perk for medic classes without being too overwhelming with whole teams healing themselves. also the meta should not be just put a boon down and let them heal themselves. also half the time the teammate will have to run across the map to even get in the radius so its just more time being lost

    That is not the purpose of this boon perk. If you want to heal yourself take self care or a medkit or inner healing.

    This is a special team perk. And for this it is pretty good.

  • @oh_salutations said:

    I'm pretty sure that everyone is already talking about this but I just feel that the nerf to 75 to 50 is just too much. if you are injured and want to heal yourself, you first have to set up the boon then heal yourself at the speed of self-care. just to have the killer step on it and you have to spend more time setting it up

    sure everyone can use the perk but survivor mains don't like it when their team is just self-caring in the corner of the map for half a minute, and it's just a bigger slap in the face because it would be your perk allowing them to do that and not find a more efficient way of healing

    The nerf should be at 50% Lowest then probably like 65% or something for the max their

    with the nerf at full effect will make other perks more powerful than the boon

    Bring Aftercare to locate survivors to heal you, also has the effect of always knowing where people when in full effect which is great for solo q

    Bring Pharmacy + Build to last for 2+ Guaranteed fast heals

    Bring Inner Healing for Up to 5 fast heals, and a reason to destroy dull totems other than the chance of Hex plaything or noed (Also Great Synergy with other perks)

    or even bring self-care because at least you can do that wherever you want without having to set it up

    or even just bring a medkit if you care about healing like that ToT

    You are dead wrong... CoH has been broken beyond belief..

  • @TheSubstitute said:

    It brings the equivalent of one perk to the entire survivor team and reduces altruistic healing time for some set-up cost. That's still pretty strong.

    More importantly in my opinion, after the nerf it won't instantly invalidate every other perk in the same category (healing) by simply existing. The only practical reason to not bring CoH before over every other healing perk is if you didn't have it. That alone shows how overpowered it was.

    I call bs on the healer perks being underpowered compared to it, I only really ever used COH on a boon build other than that I used Inner healing or just a medkit works fine. I would rather be the medic that helps the team and make sure they get saved and healed than just let them waste more time by healing themselves at a totem

  • I never said it wasn't, just that (IMO) this is too strong of a nerf

  • You mentioned 2 of 16 slots for Pharmacy and Build to last to get 3 heals for yourself. That require finding a chest and time to unlock, 36sec to stay in locker.

    Vs

    Coh 1 of 16 slots, requires 16sec of blessing for 24sec heal...for unlimited healing to 4 survivors

  • @GoodBoyKaru said:

    Absolutely not it's still an infinite use team wide heal. It's still able to be used by all 4 survivors at the cost of 1 perk slot. It's not too far, imho, but not too bad (I'll have to wait and see, though).

    This is only true for swf. I'm solo que it's a useless perk now with zero reason to run it. Yet another nerf to solo with nothing gained

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877299#Comment_2877299

    I'm sorry. But you're sadly mistaken if you think the game is balanced. Even if it ends in a 2k. That's not even balance. Because what 2/2 ends up being a lot of the time is 3 gens done with maybe 3 hooks. Against good survivors.

    Then you end up having to tunnel one out. And getting that "balanced" 2nd kill by camping and alutrism feeding you hooks for a 2k and maybe 8-9 hooks so it looks nice. But in reality it's not

    The reality is maps are strong. COH will still be strong. And this game is NOT balanced around a FUN 2k of giving 8-9-10 seperate chases. Like it should be and like survivors want.

    That is not always the case, they keep bringing tunneling and camping in the forums because apparently no one can win chases for some reason anymore? Even when the killers arent camping they still get kills, I don't get campers every single game and I still see killers getting more than 1 kill, actually more kills than escapes. You can't deny that killers have A LOT of useful perks to secure kills, heck even bringing no way out and noed is super strong, and dont tell me survivor can find the totem because you all know it usually takes longer to find the totem than killers finding a survivor.

    Good survivors have always existed, before boons, killers will always complain when someone outplays them, boons or not if someone is a good survivor they will win the chase and even before CoH they found a way to getting healed. It seems that a lot of killers forget that its a 2 sided game, as much as u need to keep the survivors injured, they need to stay healthy.

    Unfortunatelly im a solo player and what bothers me is that this change keeps screwing over solo survivors, there's no way to tell someone to come find me and patch me up, boons or no boons, so at least I knew that i was gonna be able to heal myself and not waste time and help with the game, even if my teammates were being super immersive in the corner of a map, i would love that SWF and killer mains would play solo survivor to see how awful it could be, and the one perk that was somewhat useful for us is basically useless.

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877310#Comment_2877310

    I never said it wasn't, just that (IMO) this is too strong of a nerf

    And as I said. You are DEAD WRONG. Might even be too weak. We will see.

  • @C3Tooth said:

    You mentioned 2 of 16 slots for Pharmacy and Build to last to get 3 heals for yourself. That require finding a chest and time to unlock, 36sec to stay in locker.

    Vs

    Coh 1 of 16 slots, requires 16sec of blessing for 24sec heal...for unlimited healing to 4 survivors

    you say that but in reality, teammates exist if I want a heal so damn badly without taking any of the perk slots especially if you are with a friend and can communicate a spot to meet,

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877341#Comment_2877341

    And as I said. You are DEAD WRONG. Might even be too weak. We will see.

    NOT you acting like your opinion is a fact ToT

  • It is fact apparently. The devs agree with that nerf. xD *COPE*

  • @oh_salutations said:

    I'm pretty sure that everyone is already talking about this but I just feel that the nerf to 75 to 50 is just too much. if you are injured and want to heal yourself, you first have to set up the boon then heal yourself at the speed of self-care. just to have the killer step on it and you have to spend more time setting it up

    sure everyone can use the perk but survivor mains don't like it when their team is just self-caring in the corner of the map for half a minute, and it's just a bigger slap in the face because it would be your perk allowing them to do that and not find a more efficient way of healing

    The nerf should be at 50% Lowest then probably like 65% or something for the max their

    with the nerf at full effect will make other perks more powerful than the boon

    Bring Aftercare to locate survivors to heal you, also has the effect of always knowing where people when in full effect which is great for solo q

    Bring Pharmacy + Build to last for 2+ Guaranteed fast heals

    Bring Inner Healing for Up to 5 fast heals, and a reason to destroy dull totems other than the chance of Hex plaything or noed (Also Great Synergy with other perks)

    or even bring self-care because at least you can do that wherever you want without having to set it up

    or even just bring a medkit if you care about healing like that ToT

    i think its a bad nerf in terms of the way it was done because it could of stayed at 75% but got nerfed in a different way imo

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877411#Comment_2877411

    It is fact apparently. The devs agree with that nerf. xD *COPE*

    people hate the MMR which the devs liked and defended does that mean MMR is good and everyone that doesn't like it is wrong? 🤷‍♂️

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877351#Comment_2877351

    you say that but in reality, teammates exist if I want a heal so damn badly without taking any of the perk slots especially if you are with a friend and can communicate a spot to meet,

    why do all people think all survivors are SWF? it sucks so much that solo survivors are left in the shadows, not everybody has communication, and for some reason most killers think we are all always together, they blame SWF when they dont get 4ks, even if none of us were together, even if u watch streamers most of them are solo players but for some reason most people think that most survivors have someone they are talking to in the team.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877400#Comment_2877400

    why do all people think all survivors are SWF? it sucks so much that solo survivors are left in the shadows, not everybody has communication, and for some reason most killers think we are all always together, they blame SWF when they dont get 4ks, even if none of us were together, even if u watch streamers most of them are solo players but for some reason most people think that most survivors have someone they are talking to in the team.

    I said especially meaning it's easier as a team, you could just run to generator to see if survivors are there or like I said before Bring aftercare

  • @MissBehavingX said:

    It just sucks that the only decent perk we get in years gets a huge nerf while all the op perks killers have gotten patch after patch rarely get nerfed (i know some have, but many stay super useful).

    It's not even that the game sees 4 escapes over and over, there's rarely all escapes, the game was more balanced, I noticed more 2k and 2 escapes during matches which means the game was more balanced, but killers complain if they don't get 4k every game, and unfortunately the grand majority of people posting in these forums are killers complaining about it.

    The only decent perk survivors have gotten in years?

    Shadowstep is an amazing perk, Built to Last, Inner Strength, Overcome, Counterforce, Lucky break, Bite the Bullet, Iron Will buff, Blast Mine and Flashbang, Smash Hit,Soul Guard, Repressed Alliance, Fixated

    CoH was definitely a gamechanger, but survivors have gotten plenty of really good perks in the past two years along with older perks getting QoL buffs.

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877417#Comment_2877417

    people hate the MMR which the devs liked and defended does that mean MMR is good and everyone that doesn't like it is wrong? 🤷‍♂️

    Nope devs FKD up on that one. MMR horrible. xD They managed to do 1 thing right with CoH though..lol.

  • Needed to be nerfed more.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877299#Comment_2877299

    The only decent perk survivors have gotten in years?

    Shadowstep is an amazing perk, Built to Last, Inner Strength, Overcome, Counterforce, Lucky break, Bite the Bullet, Iron Will buff, Blast Mine and Flashbang, Smash Hit,Soul Guard, Repressed Alliance, Fixated

    CoH was definitely a gamechanger, but survivors have gotten plenty of really good perks in the past two years along with older perks getting QoL buffs.

    Many of them have conditions to be good, or an extra or more steps for it to work, good killer perks dont really have that many conditions.

  • For the first use, yes, it takes a while but it should. It's a free heal for the whole team

  • @Zexbunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877248#Comment_2877248

    This is only true for swf. I'm solo que it's a useless perk now with zero reason to run it. Yet another nerf to solo with nothing gained

    Oh I'm absolutely going to run it in solo still because it's still infinite Medkits.

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877429#Comment_2877429

    Nope devs FKD up on that one. MMR horrible. xD They managed to do 1 thing right with CoH though..lol.

    So the dev's say is final and what they say is set in stone but the things you don't like, Funny isn't it?

    the Dev's make a ######### ton of mistakes, they are human after all so even what they say has an opinion behind it, so just because they approved the nerf for the PTB doesn't mean anything

  • Well then, I see no point in bringing CoH over We'll Make It and simply getting every rescue and healing under hook. For self-healing, I think what was previously known as Second Wind will work just fine.

  • @[Deleted User] said:

    Should be a token perk.

    Every time a person heals a health state within Circle of Healing, gain a 25% stackable bonus to healing speed, up to 100% (or 125% if you wanna get spicy). Makes it dangerous if the killer allows it to stay up all game, but makes it less of a nightmare to deal with in the early game.

    pretty interesting, they would have to make the boon radius really small tho, and also lower the healing speed to like +10% ( +10% every health state healed in the radius to like a max of 80 or something) and have all tokens removed if the totem is snuffed or transferred

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877463#Comment_2877463

    So the dev's say is final and what they say is set in stone but the things you don't like, Funny isn't it?

    the Dev's make a ######### ton of mistakes, they are human after all so even what they say has an opinion behind it, so just because they approved the nerf for the PTB doesn't mean anything

    Oh it does. COPE more please.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877453#Comment_2877453

    Many of them have conditions to be good, or an extra or more steps for it to work, good killer perks dont really have that many conditions.

    Good killer perks do have that many conditions if not more stringent ones.

    Save the Best for last forces you to drop chases and loses stacks anytime you make an offensive action barring a few things related to power usage.

    Most regression perks have conditions and limitations. Ruin only works when survivors stop working on gens, Pentimento requires survivors to cleanse totems and the killer to rekindle said totem, most other gen perks require you to kick the gen, make use of a scourge hook or down someone and hope they went down in area with gens that can be regressed. Thana requires keeping people injured.

    Perks that give exposed have conditions and tight time limits. Devour Hope requires getting stacks which requires killers to forego an sort of proxy camping strategy and can be destroyed. Haunted Ground is a booby trap that can be avoided if the survivors don't bless or cleanse it. Make Your Choice revolves around going after the person who unhooked while being forced to forego proxy camping.

    Perks that removed TR usually have the condition of kicking a gen, letting a gen get close to being finished, or standing around a few seconds.

    The perks with the least conditions tend to be tracking perks which range from meh to decent with Nurse's calling being the outlier as its extremely good if you're playing a killer who keeps people constantly healing. As dbd has progressed killer perks have gotten general much more conditional and nuanced while not necessarily getting any more powerful than previous perks. There is generally less power creep in killer perks than survivors perks where you see new things actively invalidating some of the older perks until they get QoL adjustments.

  • @Kaitsja said:

    Well then, I see no point in bringing CoH over We'll Make It and simply getting every rescue and healing under hook. For self-healing, I think what was previously known as Second Wind will work just fine.

    EXACTLY!, people acting like COH was the best thing in the game but honestly, I kept using the older perks that are way more efficient IMO, and way more satisfying being the support of the team than just putting a boon and hoping your teammates wont just care more about healing themselves then doing things like gens or saving people off hooks

    FPMXN5uVsAM486x.jpg


  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877477#Comment_2877477

    Good killer perks do have that many conditions if not more stringent ones.

    Save the Best for last forces you to drop chases and loses stacks anytime you make an offensive action barring a few things related to power usage.

    Most regression perks have conditions and limitations. Ruin only works when survivors stop working on gens, Pentimento requires survivors to cleanse totems and the killer to rekindle said totem, most other gen perks require you to kick the gen, make use of a scourge hook or down someone and hope they went down in area with gens that can be regressed. Thana requires keeping people injured.

    Perks that give exposed have conditions and tight time limits. Devour Hope requires getting stacks which requires killers to forego an sort of proxy camping strategy and can be destroyed. Haunted Ground is a booby trap that can be avoided if the survivors don't bless or cleanse it. Make Your Choice revolves around going after the person who unhooked while being forced to forego proxy camping.

    Perks that removed TR usually have the condition of kicking a gen, letting a gen get close to being finished, or standing around a few seconds.

    The perks with the least conditions tend to be tracking perks which range from meh to decent with Nurse's calling being the outlier as its extremely good if you're playing a killer who keeps people constantly healing. As dbd has progressed killer perks have gotten general much more conditional and nuanced while not necessarily getting any more powerful than previous perks. There is generally less power creep in killer perks than survivors perks where you see new things actively invalidating some of the older perks until they get QoL adjustments.

    You are right, that was an oversight on my part

  • Team benefit trumps individual healing. Even if it was half the speed of selfcare I'd still use it.

  • Um not you acting like your opinion is still the only correct one, Let me guess you hate COH soooo damn much that you complain about it until they nerf it and the meta becomes something else then you whine about that over and over because you are always right

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877536#Comment_2877536

    I feel like 10% is too low to warrant using CoH over other healing perks (or just using medkits), especially with the snuffing condition. Maybe if snuffing only remove 1 token or whatever, and tokens were shared between CoH users.

    Wouldn't mind a nerf on the range of boons in general (lingering effects could be extended to compensate for some).

    E: holy redundancy/repetition

    It is quite slow but i was thinking more on the lines of Save the best for last where you start off with basically nothing and grow from there but make a mistake and you can lose your progress

  • @DemonDaddy said:

    Team benefit trumps individual healing. Even if it was half the speed of selfcare I'd still use it.

    Not if you're a solo player, its kinda worse for the survivors especially if there's more than one in the map, since there's no communication you cant tell if you're wasting time healing yourself and someone else is doing the same across the map, while other one is being chased and the other one on the hook. Solo surviving is already super challenging because as much as u can get good teammates you can get someone who's always crouching behind cover and crouch walking whenever they hear the terror radius. This will encourage more time wasting and worse matches for solo survivors :(

  • I’m probably gonna stay off this forum the rest of the day, too many arguments over a game.

  • They should nerf it for swf. For random players the old system is ok resp. fair. There is a huge difference between swf and random. Nerfing CoH for all combinations is just unfair and a lack of creativeness.

  • @DemonDaddy said:

    Team benefit trumps individual healing. Even if it was half the speed of selfcare I'd still use it.

    If you care for team plays that much then idk heal them yourself 🤷‍♂️

    Empathy always exists to help locate them, also if they are injured and in a chase (Which happens in all chases) you see where they are so you don't need to worry about the killer running up to you unless they get close to you

  • @Nathan13 said:

    I’m probably gonna stay off this forum the rest of the day, too many arguments over a game.

    honestly for the best ToT


  • @HelloKitty2022 said:

    They should nerf it for swf. For random players the old system is ok resp. fair. There is a huge difference between swf and random. Nerfing CoH for all combinations is just unfair and a lack of creativeness.

    Bhvr stated that they don't want to nerf SWF but instead want to buff solo players by giving them information that SWF has then rework the game from there

  • @oh_salutations said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877545#Comment_2877545

    Um not you acting like your opinion is still the only correct one, Let me guess you hate COH soooo damn much that you complain about it until they nerf it and the meta becomes something else then you whine about that over and over because you are always right

    There you go. Let it all out. COPE.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877386#Comment_2877386

    Oh I'm absolutely going to run it in solo still because it's still infinite Medkits.

    You will probably die a lot more. People will just be healing everywhere and wasting too much time. I play mostly solo and I'm getting rid of the perk after the changes go live.

  • nah I shared enough, if anything do YOU have anything to share???

    also hope you respect opposing opinions someday! 👍️

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877484#Comment_2877484

    You will probably die a lot more. People will just be healing everywhere and wasting too much time. I play mostly solo and I'm getting rid of the perk after the changes go live.

    this! people, are still going to be caring more about healing than anything but it's just going to be longer, wasting more time. I don't care if the perk is good or not mainly just worried about how people are going to use it after it is nerfed 😬

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