Changed philosophy?
Dev Q&A Livestream - Oct 7, 2021
Why do killers get to use Hex once, but survivors can keep blessing totems?
[Patrick] First, remember that we have a few nerfs coming.
Boon totems are range limited support mechanics, and wastes time since survivor is not on a generator. Hexes are global and game changing, , so they have the risk of being cleansed.
For example, during design we said "boon totems cannot affect gen repair speeds".
I guess, not anymore?
Comments
I mean, 5 years ago is a long time. New staff, new ideas, new metas,
It’s to be expected, really.
To be fair:
It takes 14 seconds to bless a dull totem + wasted time to find one.
8.18 seconds saved on a gen with the steadfast boon….
Ultimately its a garbage perk. Also killer can take out within 1 seconds and has pathetic range, at best might cover with 2 gens, but more often than not, its only 1. Where you lost time setting up, interesting enough even with 2 you likely lose time anyway. In theory could save you 2!!!! seconds at absolute best case…
I find it's not great on its own for sure, but it helps make having multi boons more worthwhile especially combined with Flow state in the late game.
So like i use atm: Map + Flow State + Circle of Healing + Shadow Step + Steadfast to play macro with boons, creating a safe objective focused area/room. I also get to make really crazy late game saves with the 50 percent unhook speed etc.
Also it functions like reverse call of brine slowing down passive regression, which can be huge in late game situations, this perks great in the right hands, just not in others.
My bless speed is like 8s or so on the final gen with flow state
The simple answer here, is Never say Never - this is a live service game, and what stands true one year, might not be the same the next year. We have to change and adapt and new ideas are part of that.
This boon is mostly paired up with gen rushing builds, then the 10% becomes much stronger saving much more time and the boon can affect multiple survivors as well, you are not talking about it's secondary which makes gen regression speed take 8 seconds to regress just one charge which is a lot and you would stop the regression probably after 20 seconds and you would only lose 2.5 changes.
Any boons are annoying to face as killer and to normally the killer either needs to go look for them wasting probably like 10-20 seconds while survivors are still getting progress on gens or getting healed/healing or going for an unhook, or the killer finds a boon while chasing a survivor and if they decide to sniff it then they lose distance which will take 5-10 seconds to seconds to regain or after the chase they would take about 10 seconds to comeback to sniff the boon.
The thing with this boon is it's really good at gen rushing but as well countering 3 gens, the "pathetic range" would most of the time have 2 gens in its radius, having gen speed obtained quite easily and stronger than resilience/de ja vu on multiple survivors (which can also be combined and diminishing returns doesn't affect it much, you will still use hyper focus + stakeout with the boon). The 3 gens is powerful on killer (especially on trapper or hag) and with this boon multiple survivors can do multiple gens with higher gen speed and weak gen regression, will make ease to break the 3 gen with one perk, killer can try to go sniff the boon and they will waste 10 seconds to get rid of it but every second is important to keep the 3 gen.
The Perk is Trash. And we will see this on its Pickrate.
You are right that the perk is stronger than what @Piruluk suggested, simply because it applies to multiple survivors. However, it doesn't sound like you've used the perk yourself and have only faced it as killer. I ran it in my boon build for a lot of games and honestly I've just abandoned it. I wouldn't say it's absolute trash, but it's just not great.
Yes it applies to multiple survivors, but you're wrong that it most of the time has the range to apply to 2 gens. If you're lucky with the map or that specific totem it will, but most of the time I used the perk it only applied to one gen. If you have the time to boon, you are most likely going to get on that gen, once you're done with that gen you need to relight the boon somewhere else to get more value. The thing is, if we're looking at the time saved when 2 or 3 survivors are on the same gen, Prove Thyself will always destroy it. There is no boon setup time, it works on every generator.
The 50% slower regression is also barely useful. Again, it usually only applies to one generator, and if the killer comes to kick the gen a lot of the time they will hear the boon and snuff it out. The only times I have gotten value from this are when I have to leave the gen with Ruin or the rare instance where I get lucky and the killer doesn't snuff the boon. Even then, it only affects passive gen regression, not the amount Pain Res or Pop regresses the generator (although that would probably be too strong). If the survivor team is decent, the gen should almost never lose more than like 5 charges (in which case this boon would save you 2.5 charges which is around 2 seconds! yippee!).
In a 3 gen scenario it would only be useful if you managed to find a super out of the way totem so it would waste the killer's time too much to snuff it, which almost never happens because most of the 3 gens I see don't have a main building to hide a boon in (if you even get lucky with the totem spawn). But even in a 3 gen scenario, again, just run Prove Thyself. And if you're working alone on one gen while your teammates are pressuring another, then yes, Deja Vu is still better because it requires zero setup and doesn't have a high chance to be turned off by the killer.
Sounds a whole lot like "I am altering the deal, pray I don't alter it further."
This "boons cannot affect gen repair speed" rule never made any sense, to be honest. Steadfast is proving that there was no good reason to ever fear such interaction.
Now do all the streams from the last 2 years where they said they wanted to reduce the effectiveness of tunneling and slugging
they did, what do you think the basekit elusive on unhooks is for? They tried a slugging change approach which would have been really bad for the game, so instead they settled with solving the unfun part of bleeding to death by introducing abandoning a game, which works very well.
The unhook protections changes are a massive net nerf to survivor/buff to tunneling.
Abandon didnt fix slugging either lmao. If we bring back locker flashlight saves but let the killer abandon after they're used would that "solve the unfun part" too?