Fixing Hexs and Boons
This patch made is glaringly obvious at least to me that DBD doesn't know how to balance Hexs and boons. Hex: Ruin is now essentially a useless perk, not just because of the massive cut to its regression rate, but because it now only works for the first sacrifice. Both of those huge nerfs were completely unnecessary, for one simple reason: IT IS A HEX. It can be removed at any point in time with minimum if any consequence, most of which require a SECOND hex even to happen. Hex: Ruin was over used, but far from overpowered, same as the boons.
While hexes already work fairly well, I do not believe that DBD actually understands just how common it is for a hex to get cleansed 1 minute into a match. Nerfing them when that is so painfully common is just silly. Hexes SHOULD be strong, since we can just get rid of them. heck, I don't think I've played a game of survivor in at least 2 years that didnt have someone on dedicated totem cleansing duty.
Boons run into a similar problem. Boons builds actively give up having a perk at all in that slot, to only have benefits in a 24 meter area and ONLY IF they can find a totem. Running a boon build even partially comes with some pretty heavy sacrifices, not even taking into account eh new killer perk that permasnuffs a boon. boons SHOULD be strong (like hexes), but multiple people running boons can clearly be a problem.
My personal proposal with boons is that there should only ever be one active boon on the map. I person A puts down a boon, and person B puts down a boon, the new boon should deactivate the old boon. The exception is if the new boon has less active boons then the original (AKA, the more powerful boon sticks around). This will let boons be STRONG (as they should be) Without them being overwhelming for a killer.
Comments
They're never going to permit survivors to directly sandbag each other like this.