Why is it still a hex perk if it's going to disable itself anyway? Such a waste of a perkslot considering how shortlived most hexes are in this game. Meanwhile survivors get to recycle their own totems ad infinitum.
Agreed. But counterpoint: Should a Hex. A perk designed to be stronger because it can be removed 15 seconds into the match. And has multiple perks to counter it or just looking around to find it. Deactivate when you just play the game and start to win? Especially when said hex now just allows gens to regress at the normal kick rate?
Unbreakable requires the killer to slug which is a more niche scenario than simply being hit. Deadlock is fair and is probably going to see more use after the gen speed nerf.
Especially in the wake of Self-Care's nerf and the Botany buff. As if people didn't already bring strong medkits more often than Self-Care, and as if healing needs to be even faster.
Deadlock denies the other side pressure and does so entirely passively. It requires survivors to finish generators, which is almost guaranteed to happen in-game. Should Deadlock be deactivated after a survivor is killed, as it functions similarly to Ruin? No? Oh, what's that- it's because perks should be rated on a case-by-case basis and not on their similarities to others? Magical.
I want COH nerfed. I want it nuked from low-earth orbit. I don't think this is the right way to go about nerfing it (they'd just re-bless the Totem) nor do I think the comparison works.
Use a whole perk slot to "counter" a perk that you might not even see in a match or if you do might not matter due to medkits or Botany + comms. The "counter" being run away from a favorable position to an area you probably don't have time to go to unless you're a killer with mobility or a teleport, or randomly stumbling upon it while running toward an objective. Or taking precious chase time to do it.
Only for 4 other totems to exist on the map. The math isn't in the killer's favor.
i didnt say that i agreed with this part of the ruin nerf (i don't) but boons and hexes aren't interconnected and nerfs that happen to one shouldnt happen to another just because. perks should be rated on a case by case basis and because boons can simply be rebless id argue COH needs a much harder hit than this. ruin got hit so hard because you cannot relight hexes. you can rebless boons.
@GoodBoyKaru also you know how this forum is, if I didn't make a direct us vs them comparison this wouldn't have gained traction. Just playing by the rules.
id just say to nerf the perk in other ways. like, you know, 150% healing speed but you cannot heal yourself by any means including medkits or something similar. make it very good for healing others but you cannot heal yourself.
no clue if this would be blanaced, but itd be weaker for sure and thats all i care about tbh
I feel like that would just make it less valuable in solo queue and more powerful on comms. The whole appeal of CoH (for me, at least) is that I can plop a totem down for my team and not have to babysit them.
No really, is there even a single hex perk in this game which disables itself after doing its job without a survivor actually breaking it? I don't think there's a single one and now they're going to turn Hex Ruin into such a sad excuse?
Huntress Lullaby might as well be considered automatically disabled. At least it keeps someone occupied for 14 seconds, which is about the only value you'll get out of it most of the time.
CoH is nearly there. Its efficiency for a group is still top notch, and I don't think that its bonus speed should apply to the self heal effect at all, but over all its now more or less ok.
But ONE thing that I would wish for all boons: make the thunderclap semi-directional. Let the killer know in which direction of the map the boon is errected, so that they can either go there and stomp it, or herd survivors away. The global thunderclap with no direction is like a no-information. Or maybe give Shattered Hope this extra effect, if its already out designated anti-boon-perk.
Comments
I've suggested to give it the new noed effect.
Idk how I'd feel about it deactivating after a number if heals though 🤔
I do like that idea... not going to lie
Because despite both being Totem perks Boons and Hexes are not a one for one comparison.
literally said the same thing in my post
its so dumb
And yet both deny the other side pressure. Pretty passively, at that.
Why is it still a hex perk if it's going to disable itself anyway? Such a waste of a perkslot considering how shortlived most hexes are in this game. Meanwhile survivors get to recycle their own totems ad infinitum.
Deadlock and Unbreakable also deny the other side pressure.
CoH being untouched is most interesting part of this update.
Agreed. But counterpoint: Should a Hex. A perk designed to be stronger because it can be removed 15 seconds into the match. And has multiple perks to counter it or just looking around to find it. Deactivate when you just play the game and start to win? Especially when said hex now just allows gens to regress at the normal kick rate?
Unbreakable requires the killer to slug which is a more niche scenario than simply being hit. Deadlock is fair and is probably going to see more use after the gen speed nerf.
Especially in the wake of Self-Care's nerf and the Botany buff. As if people didn't already bring strong medkits more often than Self-Care, and as if healing needs to be even faster.
Deadlock denies the other side pressure and does so entirely passively. It requires survivors to finish generators, which is almost guaranteed to happen in-game. Should Deadlock be deactivated after a survivor is killed, as it functions similarly to Ruin? No? Oh, what's that- it's because perks should be rated on a case-by-case basis and not on their similarities to others? Magical.
I want COH nerfed. I want it nuked from low-earth orbit. I don't think this is the right way to go about nerfing it (they'd just re-bless the Totem) nor do I think the comparison works.
Use a whole perk slot to "counter" a perk that you might not even see in a match or if you do might not matter due to medkits or Botany + comms. The "counter" being run away from a favorable position to an area you probably don't have time to go to unless you're a killer with mobility or a teleport, or randomly stumbling upon it while running toward an objective. Or taking precious chase time to do it.
Only for 4 other totems to exist on the map. The math isn't in the killer's favor.
i didnt say that i agreed with this part of the ruin nerf (i don't) but boons and hexes aren't interconnected and nerfs that happen to one shouldnt happen to another just because. perks should be rated on a case by case basis and because boons can simply be rebless id argue COH needs a much harder hit than this. ruin got hit so hard because you cannot relight hexes. you can rebless boons.
(they'd just re-bless the Totem)
1) Better they have to spend time re-blessing it than the killer kicking it.
2) Or we can disable it entirely. Make it token based.
And I don't have anything to say about Deadlock honestly.
@GoodBoyKaru also you know how this forum is, if I didn't make a direct us vs them comparison this wouldn't have gained traction. Just playing by the rules.
id just say to nerf the perk in other ways. like, you know, 150% healing speed but you cannot heal yourself by any means including medkits or something similar. make it very good for healing others but you cannot heal yourself.
no clue if this would be blanaced, but itd be weaker for sure and thats all i care about tbh
tragically i do </3 it definitely gained traction though
sorry if i came across as overly sarcastic/mean. it's not been a good day.
I feel like that would just make it less valuable in solo queue and more powerful on comms. The whole appeal of CoH (for me, at least) is that I can plop a totem down for my team and not have to babysit them.
and np, I was that way in the haddonfield thread a few days ago lmfao
oh definitely thats why i like to run it but goddamn does it need to be deleted (and solo buffed, bhvr please)
No really, is there even a single hex perk in this game which disables itself after doing its job without a survivor actually breaking it? I don't think there's a single one and now they're going to turn Hex Ruin into such a sad excuse?
Huntress Lullaby might as well be considered automatically disabled. At least it keeps someone occupied for 14 seconds, which is about the only value you'll get out of it most of the time.
Why do killers even need to run a perk to break boons when it should be basekit??
Not that interesting, it just had a big nerf and saw a decline in usage from its original numbers. I’m not that surprised it’s unchanged.
idk why anyone would stop using it tbh. it's still really, really good.
Killers should definitely be able to see it within a certain range like survivors can see noed
CoH is nearly there. Its efficiency for a group is still top notch, and I don't think that its bonus speed should apply to the self heal effect at all, but over all its now more or less ok.
But ONE thing that I would wish for all boons: make the thunderclap semi-directional. Let the killer know in which direction of the map the boon is errected, so that they can either go there and stomp it, or herd survivors away. The global thunderclap with no direction is like a no-information. Or maybe give Shattered Hope this extra effect, if its already out designated anti-boon-perk.