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NOEDENJOYER

NOEDENJOYER

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NOEDENJOYER
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  • @MoraFlex said:

    Aren't we getting to a point where nerfing the nurse will just end up making her played by those & only those who are already pros at her? So What? What'll change? Suiciding on hook everytime you'll face a nurse because there're no bad ones are around anymore because she's too hard to play? She already has the highest skill ceiling, the most nerfs besides the memes (pig, twins ect.) and prolly the most gimmicky yet expensive add ons in the game (anxious gasp f.e. green rarity, only a gimmick for bloodpoints). Looping wasn't intented to be a game mechanic so don't be mad about not to be able to loop her. I can't even blame people for wanting to learn her. Getting into a match the first time as a killer is extremly stressful. Hearing 2 Boons light up, 1 clicky clicky and at the end they end up spamming notifications by fast vaulting. If survivors use meta they should never expect the killer not to be meta too.

    "God Nurse" - as if you encounter one so often that it messes up the whole game for you. Just like the killers say they only play against toxic bully depip squads.

    Btw a god nurse can still be outplayed. Of course in soloQ it's harder than in a swf but that goes for every killer.

    Nah, her skill ceiling isn't that high. Killers like Blight or Huntress are harder than her if we talk about skill ceiling. Once you get past the curve of Nurse and access her skill floor, she's easy to master.

    She fundamentally needs a rework.

  • I don't think advocating for DC/giving up is a healthy mentality, but Nurse is the exception to the rule. Whether she's good, mediocre, or bad the design of Nurse practically means there is no agency for the survivor. Everything is up to the Nurse.

    She's miserable to go against because you're not actually playing DBD - you don't get to use pallets, loops, any mind games. It's just a generator simulator until the Nurse wants to down you, and she will without you being able to stop her.

    So yeah, until she's reworked I will continue to kill self or DC against her.

  • You literally did not read my comment at all.

    You probably saw ''DH'' and couldn't process the nuance of the perk and how it's actually fair in some circumstances.

  • @Laluzi said:

    Every useful survivor perk? Funny how the only thing that changed in my loadouts was Iron Will.

    Unbreakable. CoH. We'll Make It. Sprint Burst. Adrenaline. Lucky Break. Borrowed Time. Also, the new Off the Record is incredible and I've been using it on every build.

    Camping got slightly buffed, but tunneling didn't. I wanted survivors to have a better basekit mechanic to deal with those things than the bare minimum we got, but it's not the end of the world.

    Are we playing the same game? Tunnelling got buffed because gens take longer and DS is no longer as powerful as it used to be.

  • @Thusly_Boned said:

    BHVR wants people to stop running it so much, so making near useless was the whole point. Let it go and run something else.

    And DH may have been fun for surv mains, but it was OP BS for killers to deal with. Good riddance to it.

    DH was fair and needed against the strongest killers in the game, or against anti-loop killers, but was BS for M1 or weak killers.

    But surprise surprise, no one is playing the M1 killers, everyone sticks to Nurse/Blight even when DH is gone, which was the main gatekeeper perk of weak killers

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083618#Comment_3083618

    Other survivors body blocking, Styptic Agent, sabo plays, flashlight saves, Breakdown, Breakout.. sure there’s more but too lazy to think about it right now. Unless you need me to.

    Literally all of those methods only happen in a stacked SWF.

    Solo queue never experiences that level of altruism, and even in a SWF you can easily brute force through OTR/DS if you're playing a strong killer and have STBFL, etc.

    I've played 20-30 games today with a SWF, not a single 4 man escape has happened, someone always dies in the end game.

  • It literally is. You can tunnel or hit someone off hook and immediately down and put them back on the hook for free.

    The only thing that stops this is BT, but even then, one endurance hit means nothing now when every killer is a nurse, blight, or some anti-loop killer who ignores pallets.

  • It went from being a guaranteed escape to being a guaranteed kill for the killer.

    They really couldn't have found a middle ground.

  • They literally nerfed decisive strike purely on the basis of the perk being popular without understanding WHY it's popular.

    Actually no, they even said they're aware of why killers tunnel & camp, but then proceed to nerf DS without any base kit mechanic to help against it.

    The 5 seconds base-kit BT is so worthless it's unbelievable.

  • I call myself a killer main who primarily plays solo queue survivor and it's getting even more miserable to the point of being unbearable. Nurse almost every 2/3 games, killers that tunnel/camp excessively or stack (STILL) gen regression perks.

    I literally do not want to touch survivor without at least ONE person in my party, because it's miserable. My last game was a Trapper who camped me to second stage despite myself having Kindred (because solo q teammates can't organise literally anything even with kindred) and then immediately tunnelled once I got rescued DESPITE having a free down because a teammate traded. He tunnelled through SB, OTR and a decent chase. So I practically played that match for 3 minutes before dying and what was more annoying was how there was 4 flan's - guess I'm not allowed to play the game then?

    They nerfed DS & DH into almost near uselessness, so tunnelling is more effective now because DS doesn't give as much distance (or none against some killers) and DH no longer extends chases. Camping is stronger because an extra minute to do all gens, plus you can just stack dead lock & no way out to literally camp.every.single.hook to death and still get 2k+ with no effort.

    I mean I'll just stick to killer from now on unless I'm SWFING, would rather actually be able to play the game and have fun rather than pray I don't vs a nurse every game, or get a killer who is so desperate for MMR he ruins the game for the entire opposing team.

  • Map design & balance continues to be the most frustrating and unfair aspect of playing killer. So many maps are survivor-sided beyond belief that it becomes far too difficult to actually apply any tangible form of pressure on half-competent survivors.

    Maps are far too big and far too safe. If you're playing any killer that isn't Nurse, Blight, or Spirit then it takes SOO long to actually down a survivor. It can easily take almost 2 minutes just to down a good survivor, considering how they can waste 30-40 seconds by just holding W in the chase before and after taking their first hit, then begin the looping process, then get a reset with Dead Hard, then get more distance if they have plenty of safe pallets to use.

    Oh, and if you drop the chase to go somewhere else. They'll use COH or a med-kit to erase the damage you did in less than 30 seconds. So you effectively waste 1-2 minutes trying to get a down, only to achieve nothing. No wonder why it's so common for 2-3 gens to pop before the killer gets one down, and then proceed to hardcore tunnel and camp because the game is almost over at that point.

    I'd call myself a killer main, but whenever I get a streak of games which are against very good or competent survivors with meta perks (everyone has DH..) then I just stop playing killer. I play mid-tier killers like Wraith, Bubba, Demo, Artist & Dredge - and I'd rather just play survivor than play Nurse/Blight almost every game.

    If maps were smaller, survivors couldn't hold W as much and spread apart, and if there were less pallets (safe ones) then it would be easier to actually down people. But at the minute, it takes MINUTES to down one survivor unless you're one of three killers, and by then, the survivors have already done 60%+ of their objective.

  • I don't see them fixing it, as it needs an overhaul to become a fair and balanced perk. BHVR doesn't put effort into fixing their game unless it's absolutely mandatory, and an OP perk doesn't count,

    Oh, but if it's a killer perk they might nerf it, but a survivor perk? lol

    I refuse to come back to play DBD until COH is fixed. I'm a killer main and it's so miserable what COH does.. forcing killers to camp/tunnel or enjoy losing every game.

  • It wouldn't change anything. Suppose Bubba can't use his chainsaw within 12 metres anymore of a hook.

    Okay, and? Bubba's will just stand 13 metres away, camp, and immediately start reving their chainsaw and use it if you commit to a save. By the time you've completed the animation, Bubba has downed you and procked BT off the rescued survivor. Now, you're hooked, repeat and rinse - best case scenario, you're trading hooks and only one of you dies, but the experience remains the same.

    So in the end, you can't really fix it. Limiting a killers power around hooks isn't particularly fair because it can be easily abused when people like Twins/Artist can't actually properly defend hooks against stupid altruism.

  • No, because the fundamentals of the game aren't changing at all.

    Oh great, we have a new killer and 6 new perks. Within a week, everyone will stop playing with the new toys, particularly when the killer is just an M1 killer who is destined to be bullied by survivors.

    None of the actual problems with the game are addressed, just another killer being added doesn't change the fact that this game is miserable for killers mainly due to dh, coh, survivor-sided maps, etc

    I'll probably show some interest for a little bit, but no reason to come back full time.

  • Dead Hard & Circle of Healing definitely take the crown(s) for being my most hated. I don't particularly hate any other perks though.

  • They don't hate killers but it's pretty much undeniable that they aren't survivor-sided by this point.

  • Yeah, it's pretty triggering to outplay a survivor and watch them dead hard to a safe pallet/window and reset the chase. It's pretty unfair, but hey, survivors got to have 3 health states, an infinite healing perk and anti-tunnel/camp perks to have fun even if it comprises the entire killer role.

  • I can't speak for other killers, but I would say for myself definitely that Circle of Healing is a big reason as to why I tunnel/camp. Trying to spread damage is pointless against this perk, which means you're forced into pressuring a single survivor at a time, which is where tunnelling comes into the picture.

    If the perk was removed, I'd probably camp/tunnel less tbf.

  • Because killers having a single second-chance perk against the 5 or 6 that the survivors have isn't fair apparently, even though it's completely controlled and dictated by the survivors willingness to cleanse totems or not.

    In comparison, every second chance perk by the survivor(s) are often uncounterable by the killer. Dead Hard for distance, etc.

  • BT/DS is usually enough of a defence to deter killers from tunnelling, although if the killer wants you dead, there's nothing you can do to really stop them, they'll eventually get you out of the game, albeit it takes much longer with BT/DS

    The best thing you can do is bring these perks, loop best you can, and pray your teammates sit on generators instead of trying to be altruistic. That way, by the time the killer has tunnelled you out of the game and brute forced past your BT/DS, all 5 generators are over and they're left with a 1k.

    Depends on the killer as well, if a Nurse/Blight is tunnelling, well... good luck lmfao

  • As a former killer main who just doesn't play the game a lot anymore, I can confidently say that Circle of Healing has killed the game. Every game has COH, and as a killer, It's honestly depressing seeing an entire team of injured survivors become healthy in less than 30 seconds because I tried to spread pressure and play in a manner which is more fun for both sides.

    So I tunnelled, camped and played with nastier perks like NOED that make me win more as killer. And yeah, I did win a lot more, almost getting a 3-4k every game by tunnelling a survivor out of the game ASAP, or camping a second hook really well, but it's so boring for both sides... I'm literally just sat there staring at a survivor, or watch a survivor just give up because I'm about to hook them for the third time in less than 2 minutes and send them back into a 10 minute queue.

    But if you don't do this, you get like 4-5 chases before the game is over, and then the survivors stand at the exit gates for the entire duration of EGC, just wanting to slap their cheeks on the ground to tell you how trash you are at the game, even though you played nice.

    This game has just become misery for both sides tbh. Play survivor, watch someone get tunelled/camped almost every game, never interact with the killer in a chase, hold M1 on generators. Or play killer, watch how helpless you are to win the game without tunnelling/camping and get burned out very quickly.

  • Honestly at this point, just disable the post-game chat if you're playing killer. It doesn't matter how you play, the survivors will taunt you and insult you. Play fair and nice? ''GG EZ baby killer''. Tunnel and Camp? ''You're trash at this game, nice tunnel and camp''.

    Fact is most survivor mains do not actually care for YOUR experience as the killer, thus I, as a killer main, do not CARE for the survivors enjoyment. I will tunnel and camp immediately if it's beneficial for me. I played for a good 2-3 years as a killer with the ''nice'' mentality where I wanted the survivors to have fun in the game, but then I realised, I was forfeiting my own enjoyment of the game to do so, and not a single survivor ever thanked me for it.

  • The game is survivor-sided at high levels and a big contributor to this is because the maps are imbalanced, far too big and far too many safe pallets that make M1 killers take literal minutes to generate any pressure, which by then, all the generators are completed.

  • Yup, games get a lot sweatier usually. I just had a TTV streamer click their flashlight at me, ignore my GL & HF comment in their stream and then in the post-game chat they spat their dummy out because I tunnelled them and their SWF lmfao

  • @FFirebrandd said:

    So, I don't think the effect of Circle of Healing is a bad one to exist. You can get similar effects with more flexibility with other healing perks. The problem with it is threefold.

    1. Circle of Healing gives the main effects of ~3.5 perks for 1 slot. Self Care and two and a half copies of Botany Knowledge. Getting that much out of one perk slot is a bit much.
    2. Circle of Healing gives those effects to any Survivor in the zone. That's kinda nutty.
    3. In spite of the above... the killer has nearly no viable counter play to the perk or any boon perk for that matter. Kicking a boon doesn't do enough. Sure it turns off the perk but a 14s bless later and its back.

    I personally would buff kicking boons significantly. Boons pretty much all provide a very strong benefit, but not enough down sides for those incredibly strong effects. So... we need to add some of the below penalties for having your boon kicked.

    1. When your boon gets kicked, you cannot replace it for 30-60 seconds. This will let killers kick boons to get a much needed breather from them.
    2. For the duration of the above penalty, the Survivor gets an action speed debuff similar to Gift of Pain.
    3. The Survivor carrying the boon screams when it is kicked.

    There are other options besides the above obviously, but right now kicking boons is 100% not strong enough and desperately needs to be buffed.

    This idea that COH would become balanced by merely having a disable function with the perk once snuffed out is an oversight. Snuffing out a boon which breaks the totem, or snuffing the boon which disables the perk for 1-2 minutes will do absolutely nothing.

    The problem with Circle of Healing is not only the immense healing speeds it provides to destroy a killer's pressure, but also that it is the only boon in the game that incentives the survivors to place away from the killer's presence. If the survivors use the boon optimally and place COH in a dead zone, where the killer has no incentive to go into that area because there's nothing to protect or pressure, then the survivors put the killer into a lose-lose situation. If they go to snuff it out, they're walking out of the way of the other generators/survivors they should protect, giving up precious pressure they work hard to maintain. If they leave it up, the survivors have infinite med-kits to deny the killer any ability to snowball. And even if the killer breaks it, it can be replaced quite quickly.

    Disabling the perk, even permanently once snuffed will do nothing, especially against SWF's where it's common to see 2-3 of the survivors running it. So, great, you just snuffed a boon and disabled the perk, but the second survivor comes along and places theres down. And if you're going into a dead zone to break COH more than once, you've already lost the game.

    It is fundamentally flawed in how it works, every other boon needs to be near the killer to work and this provides an opportunity to snuff it out and not lose too much pressure. So a disable function would work with these boons, but not with COH.

    It needs an entire rework or to be deleted, and neither will happen because the developers don't do anything remotely intelligent at balancing their game.

  • As already said, healing speeds were already a problem. If you went against four survivors whom each had their own med-kit prior to COH existing, you had to same issue of struggling to apply pressure because everyone was constantly healthy. Although med-kits are a finite resource and could be countered with franklins.

    However, now COH has simply made that issue even worse, it essentially gives everyone an infinite med-kit to heal themselves and each other even though only one person brings the perk, so in a SWF, one person brings the boon and the other three survivors have essentially an infinite med-kit, and 4 stacked meta perks that give them a second chance.

    It's honestly broke the balance of the game even further, M1 Killers are even more obsolete and it's made tunnelling/camping a must-do strategy against good survivors who bring COH. But even as a killer main, I do NOT want to have to tunnel someone out of the game to win, I want to go for 12 hooks (preferably hooking everyone twice before killing anyone) and still have a chance at a decent result, not sweat for a 2k by tunnelling/camping.

    It's miserable for everyone, really.

  • I've played as her and against her.

    Survivors don't cleanse which means she's an M1 killer and gets looped for days by survivors with safe pallets and dead hard.

  • If they fixed Circle of Healing or Dead Hard (COH first) then I would come back and play killer again.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/311552/please-this-is-out-of-hand

    The biggest problem in this game is to many pallets, I don't know why this isn't talked about more. This is the primary cause of killers being unable to play the game until 3 or 4 gens are done. Against good survivors which there are a lot of now.

    This.

    If you decide to play an M1 killer, you're effectively playing a Hold W + Break Pallet simulator for 5-10 minutes before you can actually begin downing and injuring people. Yet by that time, the generators are already done and dusted lmfao.

  • Having fun coincides with getting a lot of hooks and kills against the survivors, so playing a game of killer where I need to sweat, bring meta perks, tunnel/camp or play extremely calculated to achieve a decent to good result quickly burns me out.

    It's not fun to play killer, try to take it easy, only to get 2-4 hooks and watch every survivor run out of the gate whilst mostly tbagging at you. Knowing this, I'll bring meta perks and play serious to achieve a win, and while I do have more fun doing this, it quickly wears me thin by how stressful it is.

    The final straw for me was Circle of Healing. It's easily the most busted survivor perk in the game right now and completely destroys the killer's ability to apply pressure, effectively making 2/3 of the killer roster obsolete when it's used. What's funny is how there's zero counter-play against it. I played on Temple of Purgation earlier against it, and the survivors placed COH/SS in the totem downstairs in the basement under the temple, next to a 3-gen I had setup in the area. I was playing the Artist, and I would consistently injure 3-4 of them very quickly, only to watch them become healthy again in under 30 seconds. They were also a SWF, abusing how I couldn't destroy it without giving up my 3-gen and were playing careless because they knew they could just run away, heal at absurd speeds, and come back to taunt me. I only won the game because I camped a guy within the 3-gen and had NOED as a backup. If I didn't do so, I would've lost very quickly.

    Just honestly have had enough of it really. Until COH is permanently fixed I'm staying away from killer.

  • I've been running NOED for the last 2 weeks and not a single time has it ever failed to activate.

    It's the era of NOED my dear killer friends.

  • Just delete the perk, honestly.

  • How have I been dealing with RPD?

    Very simple, I don't. I disconnect at the loading screen if I see the offering, or when I actually load into the map.

  • Yes, remove the DC penalty so I can disconnect on RPD please.

  • RPD is one of the worst maps in the game, true, but if you play like I do and camp every single hook without mercy you are practically guaranteed a 2K minimum by how horrible the map is to navigate for hook rescues.

    Granted, it's miserable for both sides, but clearly, the developers want me to camp a hook unless they expect me to spend 80 seconds walking to the other side of the map.

  • @Tsulan said:

    Didn´t the devs state on one stream, that gen slowdown perks shouldn´t be a must?

    Anyway, i strongly recommend every killer to play without gen slowdown perks and without NOED. For the simple reason that once killers stop sweating over kills, the kill rates drop and the devs need to change something in order to keep their aimed 50% rate for.

    I´ve been playing without gen slowdown for some time now. Sometimes i get 2 hook matches that last less than 5 minutes. Once the gates are powered, the survivors 99 them and try to farm, but i just open the gates and ignore them from there on. Escaping with 11k bloodpoints while 2 cakes are in play, sure must be worth it.

    What an unreasonable suggestion.

    Comparably, if you're a survivor, just stop bringing DS/BT/UB/DH & COH. Even if the killer tunnels & camps you out of the game in less than 5 minutes, maybe if you stop sweating you would actually enjoy the game and the killer rates would even out? Just enjoy getting gen rushed or tunnelled out of the game 5head.

  • Honestly, I'm so excited for Haddonfield 2.0, can't wait to see how they've done literally nothing to change the balance of the map except for add a few breakable walls next to god windows & pallets, because apparently that's fair design.

    They never fixed coldwind, and they legitimately ruined maps like father's campbell chapel when they did the graphical update. Don't expect much.

  • It's not surprising that the developers are survivor-sided since, in theory, the majority of players will be a survivor main (4 to 1) on paper. Catering for the majority is a clever business practice, and people can regurgitate how survivors have been nerfed over the years, but so have killers. Survivors had broken stuff, as did killers, and both get removed. But it's undeniable that survivor remains the dominant and power role of the game in most situations.

    Yet, there's a clear trend that whenever a survivor-sided mechanic or perk is busted, it stays longer, and takes longer to be changed. Just look at Decisive Strike and current Circle of Healing, one took ages to be changed into a reasonable state and the second remains in an unfair state. In contrast, overpowered killer perks like Undying got changed fairly quickly.

  • Has anyone legitimately seen a killer have a sense of entitlement and expect the survivors to just roll over and die for them?

    Because I haven't seen someone who's seriously had this thought, in 2500 hours. Yet, it's not uncommon to see a bunch of survivors every once in a while tell me that I'm a piece of crap for killing them.

    Survivors are more entitled, let's be real.

  • I win most of my solo queue games, you're just unlucky.

  • It's gotten to the point that survivors are much better on average than they were before, taking longer to down and hook unless you're playing an anti-loop killer or one of the top 3.

    Circle of Healing also directly forces killers to either tunnel or camp due to how powerful the boon is in destroying a killers pressure if you even think about hitting and running.

  • Because the current meta of COH making 2/3 of the killer roster obsolete has pushed killer mains to either give up, suffer, or adapt and find fun killers who ignore the power of COH.

    The answer is Blight. He's fun, practically ignores COH with how fast he is at downing people, and is super strong.

  • 1) Dead Hard is a crutch and a completely overpowered perk, needs a full rework.

    2) Circle of Healing just needs to be deleted at this point, there's no saving it.

    3) Decisive Strike remains problematic. Why am I getting hit with this perk when I've chased & downed 1-2 other players? I don't care if it's within 60 seconds and you've done literally nothing. I haven't tunnelled you and do not deserve to be hit by it.

    4) Borrowed Time should grant the person being rescued intangibility for the duration, so then it cannot be used for body blocking. It's a perk to protect the person being rescued from being tunnelled, not so that person can throw themselves back at the killer to help their friends.

    5) Solo queue isn't this ''nightmare'' experience that every survivor main loves to portray. The majority of games are pretty easy and have reliable teammates.

    6) If you play in a SWF with comms, don't think you're good at this game when you defeat every killer than isn't Nurse/Blight with your unfair advantage.

    7) Stop expecting killers to not tunnel or camp, they are valid strategies, especially if you bring a SWF with meta perks and do the generators ASAP. If you're going to rush your objective, so am I.

  • You could very easily cheese DS whilst still tunnelling. Particularly, stealth killers like Wraith will follow you for 15 seconds, and then down you.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819350#Comment_2819350

    Would it? Why? It's still a free perk slot for all other survivors. How can you objectively say that CoH would be worse when it literally gives free Selfcare for other survivors?

    If Circle of Healing became self-care levels of healing speed for yourself, then the survivor meta will merely move back to stacked med-kits as the first option for healing.

    Which I would prefer, as there is counter-play and ways to deal with med-kits.

  • @dictep said:

    why can killers get at least one free kill with noed and survs can’t have a perk to ensure 1 escape at least?

    You have 5-6 second-chance perks as a survivor, it's ridiculous. Dead Hard is the most egregious perk in the game, as it literally gives the survivor a third health state if it is used correctly.

    The killer cannot even deny these perks. Decisive Strike, Borrowed Time, Unbreakable, Soul Guard, Dead Hard & Circle of Healing are all oppressive perks that give survivors a second-chance in their own way and if you stack them on a good survivor team, you're practically getting an escape.

  • DBD will never die, but the current state of the game isn't good.

    Circle of Healing has pretty much killed the viability of any M1 killer. It's simply another perk to destroy the killers pressure, incentivising tunnelling and camping playstyles. In my opinion, it's the straw that broke the camel's back for 2/3 of the killer roster. Not only do you need to deal with large maps with TOO many safe pallets, powerful perks such as DH/BT/DS/UB and SWF's who use comms. But now, you also need to contend with a perk that gives the entire time infinite med-kits that has no reasonable counterplay for the killer that doesn't involve soft-throwing the game.

    For survivors? It's mostly great, I see more Blight's than before and a few anti-loop killers but most games are fun as SWF's are still super strong and if you do get an M1 killer to face, enjoy the free win if you're using COH.

  • @Warcrafter4 said:

    Someone(I forget who) pointed out a main fundamental design flaw of Circle of Healing's:

    Its the only boon that doesn't require you to lead the killer to it to get the effect:

    Boon:Shadow Step has half of its effect tied to scratch mark blocking which is only good if the killer could see scratch marks which usually is in chases/patrolling. Either dragging the killer to the boon or having the boon being usually removable in the patrol path.

    Boon:Exponential only lets you pick yourself up if you are downed/move into its aura dragging the killer to the boon.

    The new Boon:Dark Theory is the same as you'd need to be in its aura in chase to gain any real effect meaning you drag the killer to it.

    Boon:Circle of Healing on the other hand doesn't really work mid chase and your actively incentivized to avoid leading the killer to the boon so you can heal at it out of chase.

    This means you can both place Circle of Healing very far out of the way of the killer making it effectively irremovable without the killer losing the game meanwhile never needing to risk the boon to get its advantage.

    Boons have to be niche/Chase only to be remotely fair as Circle of Healing shows as the main downside of it being a boon doesn't matter to Circle of Healing as its a non chase boon.

    Maybe that was me! I always point out how COH is different to the other boons in how, it doesn't need or want the killer to interact in its radius for the survivors to gain an advantage. It's the fundamental design flaw with the perk, because it provides no fair counter-play for the killer.

    To the OP, COH is broken in design, it is either going to be garbage or overpowered. If you reduce the numbers to 50%, then nobody outside of coordinated SWF's are going to run it as the time investment into setting it up and actually using it will probably be comparable to self-care levels of efficiency. Now, if the numbers are too high, then there isn't a reason to NOT run it as it's practically a med-kit and a We'll Make it together into one perk that only one person needs to bring for the entire team to have.

    It needs a full rework, you can't fix it in its current state.

  • @[Deleted User] said:

    Just chain the next loop whenever you hear "caaaaaw" which means she's placing birds. Avoid the borders of the map so you don't get zoned into deadzones. You can see the aura of the crow when she places it and also the noise when she launches it, only take a bird when you'd get M1ed instead. If you're healthy and zoned into a loop, let her M1 you instead of taking a crow so the cooldown is longer.

    This is one example of how a good Artist cannot be looped. If she realises you're going to fake pallets once you try to pull the bird out, she'll fake it as well.

  • If you REALLY want an anti-boon build, then use Ruin + Undying + Haunted Grounds + Thrill.

    You have 5 hexes, and with thrill, blessing any of them is going to take awhile and can let you interrupt them as Undying lets you see them. Alternatively, I find most survivors just cleanse them, and risk haunted grounds.

    But you're dedicating an entire build to basically disabled one perk out of sixteen on the survivors side, forfeiting any chase or generator defence perks, which is dumb lmfao.

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