Because it wouldn’t affect certain killers but butcher others. Example Wraith and Ghostface lose one of their most viable strats hit and run from COH and it eats them alive. But why would a Hillbilly or Bubba care about COH? Or other killers who can end a chase quick. COH does little to some but too much to others.
I don't see nor do i expect them to delete the perk.
What they can do is for example make it a 1 time use only like a hex, once snuffed the totem breaks and the survivor loses a perk just like the killer loses his hex.
Or put on a timer before blessing again after it being snuffed, also no blessing a new dull totem while you already have a boon totem placed.
Or make it a token system boon.
X amount heals before the boon disappears and no re-blessing again after the tokens are gone.
Just a few things the could do to make it a bit more bearable imo
I found a somewhat decent counter to CoH... Behavior should add more Perks/ Killer add-ons that inflict "Broken." It seems to work well when I play Bubba because they know better than to try standing anywhere near me at that point. For anyone that doesn't know, "Broken" prevents the survivor(s) from healing for a set amount of time.
Just wait for the inevitable repair speed Boon. You know it's going to happen. We have a healing Boon, an aura Boon, a sprint Boon, and an anti slugging Boon. Repair speed Boon is most definitely coming and it'll probably be 6 months before that gets adjusted as well.
The only stacking Boons should do is team actions. So no stacking with perks or items. But they still don't seem to think that's the way to go, so I don't know.
Boil over is useless unless you use it with the ash perk and killer leaves you on the ground. Circle of healing is strong perk but I think it's pretty fine now but maybe still needs small nerf
Something that scares me from the first time the brought in the first boons, thought about a repair boon and like you i think it will be a matter of time before that is released.
Big chance that if it is really put in the game, that it will hold me off indefinitely of returning back to DBD
People that are much more invested in the CoH discussion then me have put it like this, every other boon requires the killer to be chasing someone near the boon to be effective, and therefore the survivor running the boon has a incentive to think about where a killer might go often to get as much as much value from it as possible, high risk, high reward
However, CoH is the opposite, you want it to be somewhere very far away from the killer, and now the killer has to waste time getting to that location and snuffing it, otherwise the survivors will just run back to the boon and heal, very low risk, insanely high reward
IMO CoH should either remove the healing boost and become a AoE self care, OR rework it to keep in line with the other boons, where you’re incentivised to put it somewhere where a killer will be chasing somebody
Remember old undying and the complaints of the survivors having to cleanse multiple totems... Then behavior nerf it? And then give UNLIMITED totems to survivors. But it's OK just snuff it.... Wasn't OK to just cleanse totems for them though
And the same is for killer meta perks. Like you can't just ignore all of the strong options killers can bring as well. The only truly "broken" options for survivors, as in unfair, are dead hard and CoH. Even then, killer definitely has just as strong of options that they can bring, not counting also using those insane combos on the top tier killers.
Since hexes are designed around being broken permanently and boons are designed specifically not to be, yes, that is actually okay and isn't hypocritical or an instance of double standards.
For starters, when old Undying made survivors cleanse multiple totems, the effects of the associated hex were still plaguing them. When a killer snuffs a boon, the effects are disabled until it's set back up again, which leads into the idea of continual slowdown that boons are designed around.
It's very important to remember that boons and hexes are not directly comparable, at all. They're different mechanics for different purposes with different design and different requirements for balance.
which leads into the idea of continual slowdown that boons are designed around.
Except CoH returns so much time in heal-speed (and being a 5th perk) that it is not a slowdown to have to place it again.
Also keep in mind that Survivors dictate how long a game goes on for; the faster they can do gens, the shorter the game. And if the Killer has to go snuff a boon because it's giving Survivors a time bonus to all heals, then that Killer is not chasing someone or pressuring gens.
ALSO keep in mind; 1 Survivor can boon while 3 do gens, thereby still doing their objective while Booning. Whereas, as I said above; a Kilelr snuffing a totem is NOT chasing Survivors or pressuring gens.
All that together means that it's literally in a Survivor's best interest to boon, while a Killer is screwed if they snuff (not pressuring gens) or don't snuff (allow Survivors to make up lost time via faster heals).
That is why Circle of Healing is broken to the point that I can't think the devs who added it have ANY idea how the game plays. It's clearly broken in every aspect when you point out how it interacts with the game. It's a lose/lose for Killers, with 0 drawbacks for using it for Survivors.
CoH is broken because it shatters the intended purpose of boons, breaks the established rules that the other three have as standard, and provides far, far too much value for the downsides that it has. Its upcoming nerf will alleviate that a little, but I still think it needs a little work.
This reads like you're disagreeing with me, so just to be abundantly clear - I was talking about boons in that message, not Circle of Healing specifically.
The thing is, if COH is nerfed to the point where it's no longer a net time gain, then survivors will mostly just stop using boons altogether, because the rest of the perks aren't really worth it by themselves generally speaking. Shadow step can work sometimes but the other two are just bad.
While I get what you're saying about boons not being the same as hexes, I would still argue the boon system is extremely poorly designed regardless. COH simply is the biggest offender because it's by far the most powerful boon perk. Nerfing it is just solving one smaller component of an overall bigger issue that can't be solved by only adjusting COH.
Isn't there merit to the idea that the perks should all follow the same rules, though?
Certainly, I'm sympathetic to the idea that maybe CoH must necessarily break that tradition, but I also think it's fair for any dev team to hesitate before implementing that kind of exception.
Even still, that doesn't fix anything else about the rest of the perks. Boons being unlimited means individual boon perks can only be so good without being busted. I would rather they just change the system in general and then readjust each of the 4 perks to be balanced with those changes, rather than having to make special exceptions to the rules for COH.
Boons being able to be infinitely relit is a concept that should, instead, be capitalised on. Instead of limiting the usefulness of boons, and making them completely redundant like most survivor perks, why not put a timer on them? Since CoH is the complaint here, let's say the boon deactivates after 45 - 60 seconds and will need to be reactivated.
It should be active long enough for a single heal after just being activated, but not long enough for it to be a problem. This means the killer won't have to snuff it, it creates a scenario where at least one person has to do something other than gens, and it's still strong enough to be a better pick than self-care.
Because a game should be fun for both sides. When one side is the victim being hunted and slashed, it should be that they are able to heal if they wanted to.
Not doing the primary objective and spending a lot of time to setup a way to heal is actually a huge buff for killers.
I can't believe killers don't see that.
I also can't believe BHVR nerfed it like 3 or 4 times.
When you see who has a major role in making balance and game decisions and you watch their own gameplay footage. It will probably make a lot more sense as to why these inexplicable choices are made
Not doing the primary objective and spending a lot of time to setup a way to heal is actually a huge buff for killers.
I don't know if you are either a troll or just unable to see the Killer side, but see my above post about how Survivors can do 2 objectives at the same time, and Killers can't.
It's in no way a Killer buff to anyone looking at the game mechanics.
You are forgetting killer perks are very oppressive. When you have a HEX perk, you are literally in more than one place because you are slowing down all of the survivors. When Ruin is active, it won't cleanse on its own. Without any effort on the killer, somebody is forced to find a very difficult to locate totem - slowing them down. I've seen Ruin or Devour Hope go until all the way to the end. CoH doesn't win games.
You also fail to remember that 1 Survivor can cleanse Ruin while 3 Survivors work on gens. Again; Survivors can do 'secondary objectives' without STOPPING their primary objective. Survivors can do gens AND Boon a totem. Survivors can do gens AND break Ruin.
Killers CANNOT. Killer's can't defend totems AND patrol gens. Killers can't snuff CoH AND chase Survivors. Hell, Killer's cant's chase Survivors and pressure gens, even.
Sure, Survivors get 'slowed down' by having 1 or 2 Boon/Hex hunt. But Killers get outright STOPPED when they have to Boon hunt.
Killers are not half as oppressive as you like to pretend.
The only time Circle of Healing is better than Self-Care, speed-wise, is if Circle of Healing is within 2 seconds walk of the aura and a generator, lol. It's a horrible perk now. If you are more than 3 seconds away from the Circle of Healing aura, you're better off using Self Care.
Comments
its amazing they managed to create one thing to kill the game, usually its like 4 of 5 things and then players start to leave
but in our case it was one thing
kinda impressive tbh
Because it wouldn’t affect certain killers but butcher others. Example Wraith and Ghostface lose one of their most viable strats hit and run from COH and it eats them alive. But why would a Hillbilly or Bubba care about COH? Or other killers who can end a chase quick. COH does little to some but too much to others.
I don't see nor do i expect them to delete the perk.
What they can do is for example make it a 1 time use only like a hex, once snuffed the totem breaks and the survivor loses a perk just like the killer loses his hex.
Or put on a timer before blessing again after it being snuffed, also no blessing a new dull totem while you already have a boon totem placed.
Or make it a token system boon.
X amount heals before the boon disappears and no re-blessing again after the tokens are gone.
Just a few things the could do to make it a bit more bearable imo
I found a somewhat decent counter to CoH... Behavior should add more Perks/ Killer add-ons that inflict "Broken." It seems to work well when I play Bubba because they know better than to try standing anywhere near me at that point. For anyone that doesn't know, "Broken" prevents the survivor(s) from healing for a set amount of time.
Just wait for the inevitable repair speed Boon. You know it's going to happen. We have a healing Boon, an aura Boon, a sprint Boon, and an anti slugging Boon. Repair speed Boon is most definitely coming and it'll probably be 6 months before that gets adjusted as well.
The only stacking Boons should do is team actions. So no stacking with perks or items. But they still don't seem to think that's the way to go, so I don't know.
Boil over is useless unless you use it with the ash perk and killer leaves you on the ground. Circle of healing is strong perk but I think it's pretty fine now but maybe still needs small nerf
So your grief is against boons, not only CoH.
Makes sense, yes. I despise their sound even more than three gens popping in parallel.
Something that scares me from the first time the brought in the first boons, thought about a repair boon and like you i think it will be a matter of time before that is released.
Big chance that if it is really put in the game, that it will hold me off indefinitely of returning back to DBD
To sell whats her face
People that are much more invested in the CoH discussion then me have put it like this, every other boon requires the killer to be chasing someone near the boon to be effective, and therefore the survivor running the boon has a incentive to think about where a killer might go often to get as much as much value from it as possible, high risk, high reward
However, CoH is the opposite, you want it to be somewhere very far away from the killer, and now the killer has to waste time getting to that location and snuffing it, otherwise the survivors will just run back to the boon and heal, very low risk, insanely high reward
IMO CoH should either remove the healing boost and become a AoE self care, OR rework it to keep in line with the other boons, where you’re incentivised to put it somewhere where a killer will be chasing somebody
because every other survivor meta perk is literary broken or very very good
Remember old undying and the complaints of the survivors having to cleanse multiple totems... Then behavior nerf it? And then give UNLIMITED totems to survivors. But it's OK just snuff it.... Wasn't OK to just cleanse totems for them though
And the same is for killer meta perks. Like you can't just ignore all of the strong options killers can bring as well. The only truly "broken" options for survivors, as in unfair, are dead hard and CoH. Even then, killer definitely has just as strong of options that they can bring, not counting also using those insane combos on the top tier killers.
Since hexes are designed around being broken permanently and boons are designed specifically not to be, yes, that is actually okay and isn't hypocritical or an instance of double standards.
For starters, when old Undying made survivors cleanse multiple totems, the effects of the associated hex were still plaguing them. When a killer snuffs a boon, the effects are disabled until it's set back up again, which leads into the idea of continual slowdown that boons are designed around.
It's very important to remember that boons and hexes are not directly comparable, at all. They're different mechanics for different purposes with different design and different requirements for balance.
Giving 3 other survivors a 5th perk …. What a great idea.
which leads into the idea of continual slowdown that boons are designed around.
Except CoH returns so much time in heal-speed (and being a 5th perk) that it is not a slowdown to have to place it again.
Also keep in mind that Survivors dictate how long a game goes on for; the faster they can do gens, the shorter the game. And if the Killer has to go snuff a boon because it's giving Survivors a time bonus to all heals, then that Killer is not chasing someone or pressuring gens.
ALSO keep in mind; 1 Survivor can boon while 3 do gens, thereby still doing their objective while Booning. Whereas, as I said above; a Kilelr snuffing a totem is NOT chasing Survivors or pressuring gens.
All that together means that it's literally in a Survivor's best interest to boon, while a Killer is screwed if they snuff (not pressuring gens) or don't snuff (allow Survivors to make up lost time via faster heals).
That is why Circle of Healing is broken to the point that I can't think the devs who added it have ANY idea how the game plays. It's clearly broken in every aspect when you point out how it interacts with the game. It's a lose/lose for Killers, with 0 drawbacks for using it for Survivors.
Yep- exactly.
CoH is broken because it shatters the intended purpose of boons, breaks the established rules that the other three have as standard, and provides far, far too much value for the downsides that it has. Its upcoming nerf will alleviate that a little, but I still think it needs a little work.
This reads like you're disagreeing with me, so just to be abundantly clear - I was talking about boons in that message, not Circle of Healing specifically.
The thing is, if COH is nerfed to the point where it's no longer a net time gain, then survivors will mostly just stop using boons altogether, because the rest of the perks aren't really worth it by themselves generally speaking. Shadow step can work sometimes but the other two are just bad.
While I get what you're saying about boons not being the same as hexes, I would still argue the boon system is extremely poorly designed regardless. COH simply is the biggest offender because it's by far the most powerful boon perk. Nerfing it is just solving one smaller component of an overall bigger issue that can't be solved by only adjusting COH.
Well, the devs have shown they don't understand how to fix it, because they don't understand WHY it's broken.
Isn't there merit to the idea that the perks should all follow the same rules, though?
Certainly, I'm sympathetic to the idea that maybe CoH must necessarily break that tradition, but I also think it's fair for any dev team to hesitate before implementing that kind of exception.
Even still, that doesn't fix anything else about the rest of the perks. Boons being unlimited means individual boon perks can only be so good without being busted. I would rather they just change the system in general and then readjust each of the 4 perks to be balanced with those changes, rather than having to make special exceptions to the rules for COH.
Boons being able to be infinitely relit is a concept that should, instead, be capitalised on. Instead of limiting the usefulness of boons, and making them completely redundant like most survivor perks, why not put a timer on them? Since CoH is the complaint here, let's say the boon deactivates after 45 - 60 seconds and will need to be reactivated.
It should be active long enough for a single heal after just being activated, but not long enough for it to be a problem. This means the killer won't have to snuff it, it creates a scenario where at least one person has to do something other than gens, and it's still strong enough to be a better pick than self-care.
As a former dev stated "boons are a secondary objective"
Because a game should be fun for both sides. When one side is the victim being hunted and slashed, it should be that they are able to heal if they wanted to.
Not doing the primary objective and spending a lot of time to setup a way to heal is actually a huge buff for killers.
I can't believe killers don't see that.
I also can't believe BHVR nerfed it like 3 or 4 times.
DBD is not supposed to be fun. A 4K simulator.
Yeah, well, that dev missed a few things:
I am going to be as tactful as I can here....
When you see who has a major role in making balance and game decisions and you watch their own gameplay footage. It will probably make a lot more sense as to why these inexplicable choices are made
Not doing the primary objective and spending a lot of time to setup a way to heal is actually a huge buff for killers.
I don't know if you are either a troll or just unable to see the Killer side, but see my above post about how Survivors can do 2 objectives at the same time, and Killers can't.
It's in no way a Killer buff to anyone looking at the game mechanics.
You are forgetting killer perks are very oppressive. When you have a HEX perk, you are literally in more than one place because you are slowing down all of the survivors. When Ruin is active, it won't cleanse on its own. Without any effort on the killer, somebody is forced to find a very difficult to locate totem - slowing them down. I've seen Ruin or Devour Hope go until all the way to the end. CoH doesn't win games.
BS.
Coh wins games all the time.
You also fail to remember that 1 Survivor can cleanse Ruin while 3 Survivors work on gens. Again; Survivors can do 'secondary objectives' without STOPPING their primary objective. Survivors can do gens AND Boon a totem. Survivors can do gens AND break Ruin.
Killers CANNOT. Killer's can't defend totems AND patrol gens. Killers can't snuff CoH AND chase Survivors. Hell, Killer's cant's chase Survivors and pressure gens, even.
Sure, Survivors get 'slowed down' by having 1 or 2 Boon/Hex hunt. But Killers get outright STOPPED when they have to Boon hunt.
Killers are not half as oppressive as you like to pretend.
The only time Circle of Healing is better than Self-Care, speed-wise, is if Circle of Healing is within 2 seconds walk of the aura and a generator, lol. It's a horrible perk now. If you are more than 3 seconds away from the Circle of Healing aura, you're better off using Self Care.