Hex: Blood Favour
How do you feel about this perk? Do you think it is fine as it is? Or does it need a little bit of buff, so that high reward justifies high risk? Or maybe it shouldn't even be a Hex in the first place?
Hex: Blood Favour 52 votes
Comments
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Perfectly balanced, as all things should be
It is a meta, are u ok?
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Effect is fine, but it shouldn't be a Hex (Hexes don't live long and the effect isn't so OP)
Smart survivors will use the speed boost from being hit to go to a new loop, so the blocked pallet will almost never do anything.
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Effect is fine, but it shouldn't be a Hex (Hexes don't live long and the effect isn't so OP)
I haven't played with this perk yet but to my understanding, 16 meters is a pretty short range. After getting hit, the survivor will just use their speed buff to get away from that range to the next loop.
I would suggest either increasing that range or just making it a regular perk, not a hex.
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Effect is fine, but it shouldn't be a Hex (Hexes don't live long and the effect isn't so OP)
I cannot fathom how this perk is Meta, blocking pallets after getting a hit only encourages the survivor to play smart and use that speed boost to make distance. This perk only seems good for preventing pallet saves, in which case Infectious Fright does better since it doesn't have a CD to worry about and it isn't a hex.
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It shouldn't have an additional cooldown for 60/50/40 seconds and should be able to activate once 15 seconds of the effect have passed
I feel that being a hex AND having that cooldown is a bit too much. It would be fine if either its hex status or its cooldown were removed. In this sense I'd rather the perk stayed as a hex and the cooldown was removed, but I would be ok with the other way around, too.
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I have a better idea (your option down in the comments)
Cleansing this Hex will make a fake Generator spawn somewhere where a Generator could've spawned.
It will act as a Generator in every way: Makes noise, grants repairing Survivors Objective BP, Killers can apply Overcharge on it, and every other way possible.
BUT once it's completely repaired, it is taken away by the Entity with a cool animation of it being clawed into a black hole by Entity legs, and the Generator count doesn't go down by 1.
The Killer can't discern which Generator is the fake one, BUT...
The Killer can see Generator Auras by default, so they could figure it out by seeing where a new Aura appeared.
They can also know when it has spawned, due to the Perk lighting up once the associated Hex Totem has been cleansed. (It starts grayed-out, lights up once the Hex Totem is cleansed, grays out again once that Generator is repaired or once all Generators are repaired.)
Oh yeah, this fake Generator is also just blocked by the Entity once they're finished with repairs but didn't repair the fake one.
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Effect is fine, but it shouldn't be a Hex (Hexes don't live long and the effect isn't so OP)
The perk is just really bad. I didn't see a good option for my recommendation. Even making it a non hex perk it would still be mediocre.
Non hex and make it block pallets outside of your TR would be a bit more useful and worth considering.
The fact someone thought this was not only good, but good enough to warrant being a hex is highly concerning.
This will only seem strong against new players that have no idea what they're doing but garbage against actual good players. This is the complete opposite of the design perks should have.
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I have a better idea (your option down in the comments)
I would increase the range to 24m and reduce the cooldown to 30 seconds. That way it would perfectly line up with Zanshin Tactics, and it'd be nice for that perk to have some good synergy. You could make some good plays with that combo. I could imagine killers chasing near the shack waiting to swing until the see the shack pallet light up, for example.
Plus, I think it's just kind of weak as is, so I think it could use a buff.
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