We need a boon buff!

First of ever since COH got gutted all other boons became irrelevant, because they were only played with COH (the only strong/good boon).

So first of all boon perks should get a new ability, because it‘s just sad that you can‘t do something against teammates constantly sabotaging you by distroying all totems.

  • Therefore when you equipped a boon perk you can repair distroyed totems (in 16s)

Then boons should also be made a lot quieter, you hear them from a mile away.

The range of boons should also be increased to 32m.

Boon perk changes:

  • Exponential: Gives you also the effects of Tenecity and flip flop and/or you see all hook auras in range of the boon.
  • Shadow Stepp should also give you iron will and not showing blood pools (and maybe light footed)
  • Dark theory should get 3-4% movement speed and (maybe light footed) Edit: Instead of making survivors faster it could slow the killer and give faster vault speed
  • COH should either get 45-50% self heal back (maybe it unlightens after 3 self heals) or +200% healing speed, which should also work with self care

Depending on whether COH gets self healing back, killers should be able to distroy boons (basekit) through kicking them and then survivor would have to repair them again and bless them afterwards again.

I know many killers will now say op, PLEASE NO!!!

I just think boons in general are way too weak.

Comments

  • I think they just need to increase the radius, 24 meters is too low, there is some boons like exponential that you have to go down in the radius, good luck to think the killer will not pick up you up roght away or hear the boon and removed it, dark theory is dogwater, but illumination is worse

  • @jonifire said:

    First of ever since COH got gutted all other boons became irrelevant, because they were only played with COH (the only strong/good boon).

    So first of all boon perks should get a new ability, because it‘s just sad that you can‘t do something against teammates constantly sabotaging you by distroying all totems.

    • Therefore when you equipped a boon perk you can repair distroyed totems (in 16s)

    Then boons should also be made a lot quieter, you hear them from a mile away.

    The range of boons should also be increased to 32m.

    Boon perk changes:

    • Exponential: Gives you also the effects of Tenecity and flip flop and/or you see all hook auras in range of the boon.
    • Shadow Stepp should also give you iron will and not showing blood pools (and maybe light footed)
    • Dark theory should get 3-4% movement speed and (maybe light footed)
    • COH should either get 45-50% self heal back (maybe it unlightens after 3 self heals) or +200% healing speed, which should also work with self care

    Depending on whether COH gets self healing back, killers should be able to distroy boons (basekit) through kicking them and then survivor would have to repair them again and bless them afterwards again.

    I know many killers will now say op, PLEASE NO!!!

    I just think boons in general are way too weak.

    I mean sure, most boons are rather weak currently... But those versions are beyond busted.

    Also by being able to re-assemble totems you full counter a killer perk especially designed for that... So either the killer gets that perk basekit or the reassembling time needs to be longer, because otherwise you will just have the same issues again as before, that it is way too time consuming to kick a totem, if it is out of your way.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409161/we-need-a-boon-buff

    I mean sure, most boons are rather weak currently... But those versions are beyond busted.

    Also by being able to re-assemble totems you full counter a killer perk especially designed for that... So either the killer gets that perk basekit or the reassembling time needs to be longer, because otherwise you will just have the same issues again as before, that it is way too time consuming to kick a totem, if it is out of your way.

    I‘m all for making this killer perk basekit as soon as boons are finally good/strong again. I never thought this thing should have been a perk, it‘s so useless. The reassemble totems ability could then just be a bit of slowdown and negative if the killer destroys it. So it wouldn‘t just be reblessing, you still would need to reassemble it before. That was one complaint I heard before, when COH was good, that you just had to rebless it.

    If they really wana keep the perk like it is, the totems are permanent broken with this perk.

    Shure my ideas are strong, but I don‘t think behavior will do something and they don‘t have to put all ideas into those perks. I already would be happy if they do something.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684502#Comment_3684502

    I‘m all for making this killer perk basekit as soon as boons are finally good/strong again. I never thought this thing should have been a perk, it‘s so useless. The reassemble totems ability could then just be a bit of slowdown and negative if the killer destroys it. So it wouldn‘t just be reblessing, you still would need to reassemble it before. That was one complaint I heard before, when COH was good, that you just had to rebless it.

    If they really wana keep the perk like it is, the totems are permanent broken with this perk.

    Shure my ideas are strong, but I don‘t think behavior will do something and they don‘t have to put all ideas into those perks. I already would be happy if they do something.

    That killer perk was just the typical band aid fix they tend to do instead of taking care of the issue by introducing basekit mechanics, or balancing it out within the perks limits.

    I would like something in the direction of it takes longer every time, or maybe even has charges, so you cannot endlessly spam the boon on the same totem.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684520#Comment_3684520

    That killer perk was just the typical band aid fix they tend to do instead of taking care of the issue by introducing basekit mechanics, or balancing it out within the perks limits.

    I would like something in the direction of it takes longer every time, or maybe even has charges, so you cannot endlessly spam the boon on the same totem.

    Yep that could have been the fix I would have preferred for COH with 50%.

    I hope they do the boon buff with some hex buffs, where they rework the totem spots to be more hidden and give hexes an early game protection by hiding them for the first 30-60s

  • Boons are just a failed mechanic likely how the invocations will end up. They're either going to be too impactful or not worth running half the time.

  • Boon is still a strong park (when used by SWF), CoH provides a fast recovery location by merging at VC, and Shadow Step can create a very strong position when combined with map offerings.


    Boon, a weak perk when used solo and a strong perk when used in SWF, seems flawed as a perk design to begin with.

  • @LeFennecFox said:

    Boons are just a failed mechanic likely how the invocations will end up. They're either going to be too impactful or not worth running half the time.

    I think with some dedication from Behavior they could become good and fair, but I have no real hope for that since all bad perks could be changed so easily and they only touch perks that don‘t need changes.

  • @tyantlmumagjiaonuha said:

    Boon is still a strong park (when used by SWF), CoH provides a fast recovery location by merging at VC, and Shadow Step can create a very strong position when combined with map offerings.

    Boon, a weak perk when used solo and a strong perk when used in SWF, seems flawed as a perk design to begin with.

    I don‘t even think it‘s that good in a swf. There isn‘t really anything you would get value from, that other perks don‘t do better. Also the killer hears the perk from a mile away and just kicks it and there you are blessing again.

  • @SoGo said:

    So, it's not a secret that unique survivor perk types are usually not so good. With the release of All Things Wicked and Invocations, I decided to take a look at and try to help this "unholy trinity": Boons, Invocations and Teamwork perks.

    Boons:

    Negatives:

    • Have to be set up and can be snuffed by killers.

    • Can be heard from a mile away, give a global audio cue when set and can be seen shimmering.

    Changes:

    + Remove the global audio cue and give it to Shattered Hope only. (In this form, it can even become directional)

    + The boon's area of effect becomes 4 meters bigger for each boon perk in your loadout (1 = 24 m, 2 = 28 m, 3 = 32 m, 4 = 36 m)

    Circle of healing:

    100% bonus to healing speed, if:

    • You don't use a medkit

    • You heal others, not yourself

    You can also see injured survivors in the boon's radius

    Exponential:

    • You can recover 100% faster

    • You can recover from the dying state

    Shadow Step:

    • Your scratch marks dissappear (lingers for 4 seconds after leaving the boon)

    Changes:

    • All of these are fine in their current versions and the changes to boons overall benefit them all

    Dark Theory:

    • You are 2% faster (lingers for 4 seconds after leaving the boon)

    Changes:

    • Make this perk an Invocation instead. (Takes 120 seconds, applies Broken to the user, speeds up every survivor)

    + Buff the speed boost to 3%

    Illumination:

    • You see all generators and chests

    • You cleanse/bless totems 10% faster

    Changes:

    + Add totems to the list of things you can see with this boon.

    Teamwork perks:

    Negatives:

    • Work only when in 12 meters of the other person

    • Have a 2 minute cooldown

    Changes:

    + Decrease the cooldown to 30 seconds or less

    Blood Pact:

    (I am adding it here because the requirements are almost identical)

    • Works only when you are not the Obsession

    • Gives 7% haste if you are in 16 meters of eachother after healing the Obsession or being healed by them

    Rework:

    • This perk works only when you are the Obsession.

    • Survivors see your aura when they're injured

    • Healing someone gives both you and the other survivor 7% Haste as long as you remain less than 16 meters away from eachother

    • Increases your chances of being the Obsession

    Power of Two:

    • Only works when you heal someone

    • Gives 5% Haste

    Change:

    + Works now also when getting healed

    Collective Stealth:

    • Works only when you get healed

    • Hides scratch marks

    Change:

    • Works when unhooking someone or getting unhooked instead.

    Invocations:

    Negatives:

    • Take 120 seconds to finish

    • Have to be done in the basement

    • Regress almost instantly when interrupted

    Changes:

    • Either shorten the time needed to complete the Invocation to 90 seconds or make it so uncomplete Invocations regress at a rate of - 1 c/s (or both)

    Weaving Spiders:

    • Gives Broken

    • Removes 10 charges needed to complete each unfinished gen

    Changes:

    + Increase the amount of charges removed to 15 per gen

    + Make it so it applies to blocked gens as well

    Other perks:

    Shattered Hope

    • Any boon totem you snuff, gets broken

    + When a boon is set up, you get a directional audio cue

    New survivor perk: Silent Blessing

    • Booned totems become 50% quieter

    This is my draft of how the boons and other unique survivor perks could be helped.

    Feel free to comment

  • I agree with your changes except coh self heal. Coh self heal should never return.