i3lind
i3lind
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@i3lind said:
https://forum.deadbydaylight.com/en/discussion/comment/2858010#Comment_2858010
Mid elo player here and also a survivor main, recently turned dual-role player, so understand this when I'm talking about the game.
DH you just expect and roll your eyes when you see their stupid little dash come out. I rarely run it on survivor out of principle. I think it's cringey that the perk is so meta you're almost trolling by NOT taking it. Though that's my opinion, what I ACTUALLY wanted to comment on was Circle of Healing.
I agree with you 100% in it feeling foolish to not have the totem break when snuffed. Even if a killer runs nothing but hexes, there is one left for CoH, which is Self-Care on steroids, and I still have to find it. That's a solid heal or two before I render it obsolete, just as NOED or Ruin would be rendered obsolete. I was actually unaware that snuffing it didn't break the totem (I've never ran in on survivor), and had an embarrassing match where I found out first hand that was not the case. Snuffed a boon on Macmillan 3rd floor thinking it was the end of it. Egg on my face... 🤦♂️
I forgot to add I wouldn't mind more totems being placed on maps to make room for Hexes, Boons, and cleansing. My shallow opinion.
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@Valik said:
I think my Dead Hard brothers are failing to see the big picture.
Dead Hard gives an invisible health state to survivors when used correctly. By baiting out a swing, or making it to a loop - you rob the killer of a down and continue on. It's 1 free health state IF used correctly.
Circle of healing can give an infinite number of heals and make healing allies nearly twice as fast. God forbid they have health kits too. I've had an entire 4 man team of survivors wounded only for 3 of them to get healed within 15 seconds of them all taking protection hits for a hook.
The worst part is that there's no repercussion. There is no cooldown, there is no limit, the totems don't even break when snuffed.
Chases can last about 32 seconds or so, if the survivor takes 16 seconds to hit. It takes survivors 16 seconds to be healed by a team, or 32 to self heal with Self Care. Health states need time and resources - it's 16 seconds to be healed by a teammate, and the only time you can heal yourself without finite resources is with a perk. The time of each survivor used to heal is 16 seconds - which means the cost for a health state for survivors should be 32 seconds time and/or resources. Balanced so far. Medkits can take 16 seconds for a self heal, but are limited. Inner healing can restore a health state faster, but requires 14 seconds of cleansing and finite resources. Everything checks out.
Boon: Circle Of Healing takes 14 seconds to bless a totem.
Subsequent, infinite heals take less time than before.
20 seconds to self-heal with the totem. (Faster than 32 and needs no resources)
~9 seconds to heal with a medkit or teammates (7 seconds faster than a normal healing process)
If 3 teammates have a healing party WITHOUT COH, it would take them a little over 30 seconds to heal everyone up to full. (~10 seconds a person, took the time of 3 people, balanced)
WITH COH they can all 3 be healed with only 15 seconds. (5 seconds per person!)
The value of COH is exponential depending on how long it stays up. The initial 14 seconds it took to install the totem is almost equal to the killer time it would take to snuff it. If it took the killer 5 seconds to walk to the totem, snuff it, then walk back - the value of time already had value.
The worst thing is that these healing techniques do not trade health states or resources, only time. Each health state must be equal in flat time to how much a killer must expend to re-acquire it in a fair chase.
However, what you can do for fun, here's a simple calculation to determine the flat value of the perk in terms of survivor time saved on healing per investment. V = ( B x [ S x 20 ] ) + { [ NPSH x 20 ] + [ PSH x 5 ] + [ TH x 6 ] } - [ (B x 14) / H ]
B is how many times the totem was blessed in the match. H is how many times survivors used the boon totem to aid in healing of any kind. this will show you how much flat time the survivors saved by using this perk.
NPSH is 'No Perk Self Heal' for allies that use the perk to heal without the aid of an item or perk. PSH is for those who use a medkit or perk to heal within the Boon's radius. And TH is for altruistic healing, which - on average - is done 6 seconds faster.
REMEMBER - that in most cases, the killer has to take several seconds through the course of the trial to walk to the toem and snuff it. While snuffing only takes a second, it scarcely happens next to a hook or in chase - so the killer is wasting time they could have spent pressuring or chasing in order to go to the totem and return. S is how many times the killer snuffed the totem. If the killer only needed to take 2 seconds to walk to the totem - then 2 to walk back from it, this calculation is fair and average. The killer's time is 4x more valuable than survivors in this sense, and so for each time the killer left chase, left the hook, left the generator, or left their vantage point to snuff the totem - survivors are usually netting a total of 20 seconds of shared time between everyone, and that's if the totem is nearby. This is a lenient number.
Here's and example:
Match against a trapper, survivors hit gens early as he sets up.
Gets into chase with the perk holder, but they get away.
Survivor blesses a totem - healed themselves, team takes hits as they do gens.
Killer comes back looking for survivors, finds the boon it is snuffed.
It's quickly blessed it again, and the entire team heals there for a reset.
A chase ensues and a survivor is downed with another injured.
The team picks up the survivor to full health. before the killer downs and hooks another and snuffs the totem.
Gens fly, but the ally is unhooked and protection hits are traded. Our main survivor manages to get the boon off, but is chased away before they can heal.
3 survivors escape injured and 1 survivor uses the totem and their medkit to heal themselves before taking a hit on the way out.
The perk has shown its incredible value in this situation, denying chases - providing cavalier protection hits, denying a hook - and denying a kill altogether at the end.
With our calculation, we come to this
V = ( 3 x [ 2 x 20 ] ) + { [ 2 x 20 ] + [ 1 x 5 ] + [ 6 x 6 ] } - [ (3 x 14) / 7 ]
V = ( 3 x [40] ) + { [ 40 ] + [ 5 ] + [ 36 ] } - [ (44) / 7 ]
V = (120) + { 81 } - [ 6.2 ]
V = 194.8
Circle Of Healing gave the survivors 194.8 seconds of value, with 2 free health states, 1 quick heal, 2 additional distractions, and one full save. Most of this was from the killer wasting time snuffing it only for it to be blessed again.
Even if the killer never snuffed the totem, the survivors would have gained 79 seconds of value and all the health states involved. If the killer dedicated to more chases instead of snuffing - he ran the risk of the survivors retreating to the totem and forcing a conflict of interest if he wants to waste the time on the totem, or if he will let it accrue more value and health states as he attempts to seize the momentum to his favor.
Dead hard may extend chases, but it can backfire - and can't be used more than a few times in a match. It can also be baited, and sometimes survivors mess up and get themselves killed with it. It may get up to 16 seconds of value per use if lucky or skilled enough.
To rival the usefulness of Circle of Healing, the killer must miss on 12 high value dead hard uses in a single match, and all of them must cause either a chase escape, or a greatly prolonged chase that lasts for several more seconds.
If survivors aren't using Dead Hard super well, or the killer is able to punish them from time to time, and they only get 5 seconds of value out of it on average, then it would take 39 Dead Hard uses in a single match to rival the power of Circle Of Healing.
Mid elo player here and also a survivor main, recently turned dual-role player, so understand this when I'm talking about the game.
DH you just expect and roll your eyes when you see their stupid little dash come out. I rarely run it on survivor out of principle. I think it's cringey that the perk is so meta you're almost trolling by NOT taking it. Though that's my opinion, what I ACTUALLY wanted to comment on was Circle of Healing.
I agree with you 100% in it feeling foolish to not have the totem break when snuffed. Even if a killer runs nothing but hexes, there is one left for CoH, which is Self-Care on steroids, and I still have to find it. That's a solid heal or two before I render it obsolete, just as NOED or Ruin would be rendered obsolete. I was actually unaware that snuffing it didn't break the totem (I've never ran in on survivor), and had an embarrassing match where I found out first hand that was not the case. Snuffed a boon on Macmillan 3rd floor thinking it was the end of it. Egg on my face... 🤦♂️