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Hex: Hintress Lullaby buff idea

I just had a thought pop into my head a few minutes ago while playing a game as killer. I hit a survivor at some point in the game because I'm so good. It was a jake with his classic ups delivery jacket. I noticed when I hit this Jake for the first time after 3 gens were completed with what's basically a giant, rusty metal-skull alloy mallet with sharp protruding rebarb fangs attatched that he didn't make a sound.

This immediately reminded me of 3 things,

1. The fact that Calm Spirit got a buff

2. The fact I haven't seen a doctor playing on ps4 in almost 2 weeks, and

3. The importance sound plays in playing killer role.

A killer's ability to interpret sounds and where they are coming from is usually the difference between a good killer and a bad killer. If you aren't checking around the right gen when you hear the slight cranking that betrays the survivors progress of gens, or listening for directional footsteps and the possible sound of a slight vault, jump through a window, etc, etc. You will have a very hard time playing killer, especially the likes of nurse and the spirit.

That being said, sound is a very important factor of playing survivor well as well. Aside from the obvious necessity of hearing the heartbeat sound when a killer is breathing down your neck, many killers have specific ways of playing with sound, whether there to provide warning of a particular killer who behaves under a different level of threay, or  to deceive you toward a false sense of security. 

Every killer has distinct sounds and discernable effects to provide hints toward how to behave in the given situation. If you hear a chainsaw in the distance, you know you'd better be prepared to leave gens earlier than normal and have your track shoes on. If you hear the pop of a hag trap, you know you better watch where you step and have an idea what area to avoid. Sound keeps you aware of stealth killers such as Michael, Pig, Freddy, Spirit, and Wraith without add ons. And perhaps the most hindered by sound, ironically, is Huntress.

She already has a slow speed, has unreliable hatchets in most levels, and has to inconvienince herself in order to refill hatchets. But having sich a giant giveaway of her pressence with absolutely no way of masking it hurts her greatly. 

If by this point you wonder why I said ot was ironic, it's because Huntress has one of the only sound reduction perks in the game. Currently, not including terror radius perks, no perk other than Huntress lullaby allows you to reduce sound notifications as a killer.
However, tbh, this perk pretty much sucks, and does almost nothing for her, at least in particular.

First of all, it's  a hex perk. Hex perks are notorious for a reason. They can be very powerful (Meta defining, even) and are meant in the most base of tactics as a way to slow down gen progress. The effectiveness of this tactic, however, hinges soley on the necessity to clean this hex at some point before gens are all finished. After all, if they can just ignore the hex, whats the point to go actively search for it before you know you have a safe escape?

Well, as it stands, this hex is probably the most pointless hex to break currently, for a few reasons. First of all, the power of this hex is contingent on you getting plenty of hooks as soon as possible. Lets face it, if you got enough hooks by the time this perk is at full power for it to make any major sway on gen progress, you basicslly already won the game before it was relevant. On top of that, there are many who claim that as strong as it supposedly is to have no warning for skill checks, it still has no effect on survivors who've dealt with it long enough (honestly I have no idea how, I've never seen another killer besides myself even attempt to run it, let alone succesfully)

So all in all, it isn't that strong of a hex, let alone perk, and I think the remedy to this has been very obvious fdok the start. So obvious, in fact, that it may just have been an idea they skipped over for fear of OP at the time. But aince then, the understanding of totems and their importance in the game has become more understood over time. 

So time for the 

TLDR;

I think Hex: huntress lullaby needs to be buffed to effect ALL sound cues. Understand, by this i do not mean that it should lower/reduce the terror radius (although that would be an interesting addition as well, but perhaps too powerful to implement fairly) It SHOULD, however, effect the music of approaching killers, such as the erie music that lets you know the killer is within 36 meters, that slowly transitions into more tense music, and eventually chase music as the killer approaches you from behind! 

I think that in itself is a very powerful buff, and implementing that alone would be strong. But having character specific benefits are also a must for this buff, imo. As I said, I believe the huntress's lullaby should be included in this. I also think the spirit's sound in haunting, Freddy's lullaby, hillbillies chainsaw (Silent Billy!), Leatherfaces chainsaw (This could make him popular again), hags trap pop's, the screams of other survivors shocked by the doctor (as well as his shock sound) Wraiths woosh (his bell has add ons already), nurses blinks, pigs screech(leave the blade swipe/whiff sound though), clown's fat ass, and trappers trap setting. Now all the killers recieve at least some benefit from it, and it's a worthy hex perk!

Please let me know your guy's thoughts, let me know of it interests you, if you think it needs a buff at all, etc. Thanks for reading

Comments

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600
    edited September 2018

    The Hex itself is actually quite good (especially on some of my Doc builds -insert evil cackle here- ), I wouldn't touch it.

    I'd rather they do a pass on the Hex spawns first before we go around changing hexes.

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    The Hex itself is actually quite good (especially on some of my Doc builds -insert evil cackle here- ), I wouldn't touch it.

    I'd rather they do a pass on the Hex spawns first before we go around changing hexes.


    True, it can be excellent for doctor. But tbh do we need another doc only perk? I love doc as much as the next guy, but I'd like something practical, not spmething tyat simply tortures survivors
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    The totem shouldn't light until the killer gets the 5th token.

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    @Dr_doom_j2 said:
    FrenziedRoach said:

    The Hex itself is actually quite good (especially on some of my Doc builds -insert evil cackle here- ), I wouldn't touch it.

    I'd rather they do a pass on the Hex spawns first before we go around changing hexes.

    True, it can be excellent for doctor. But tbh do we need another doc only perk? I love doc as much as the next guy, but I'd like something practical, not spmething tyat simply tortures survivors

    You understand that this Hex perk affects all skill checks right? That includes Overcharge and Abusive Strike. That alone is why I consider the perk fine.

    The issue is that it's a Hex - and like most decent hexes it's hampered by how easily they are found for most of the game. As I said, I'd rather they do a pass on all hex spawns first.

    Except for Third Seal - that one is just bad. Not enough people run Aura perks to make that one worth it.

  • Grey87
    Grey87 Member Posts: 346

    Easiest fix (for all hex perks) is to have the totems respawn after X minutes , same as with hooks ant traps.

  • Eninya
    Eninya Member Posts: 1,256
    edited September 2018

    @Grey87 said:
    Easiest fix (for all hex perks) is to have the totems respawn after X minutes , same as with hooks ant traps.

    This would continue to force killers to use Ruin, and doesn't solve the issue with Ruin being cleansed almost immediately. Imagine hexes respawn in 3 minutes. That would be useless, but too strong with Devour Hope if it were 1 minute, for example.

    Ruin needs to be baseline to the generator repair mechanic.

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    @Dr_doom_j2 said:
    FrenziedRoach said:

    The Hex itself is actually quite good (especially on some of my Doc builds -insert evil cackle here- ), I wouldn't touch it.

    I'd rather they do a pass on the Hex spawns first before we go around changing hexes.

    True, it can be excellent for doctor. But tbh do we need another doc only perk? I love doc as much as the next guy, but I'd like something practical, not spmething tyat simply tortures survivors

    You understand that this Hex perk affects all skill checks right? That includes Overcharge and Abusive Strike. That alone is why I consider the perk fine.

    The issue is that it's a Hex - and like most decent hexes it's hampered by how easily they are found for most of the game. As I said, I'd rather they do a pass on all hex spawns first.

    Except for Third Seal - that one is just bad. Not enough people run Aura perks to make that one worth it.


    I think we have to very different idead of how and why hexes are what they are. Skill checks aren't a big deal for any killer that isn't the doctor. And as I said, to reap the full benefit of it you have to get practically enough hooks to where you were probably going to win the game anyway.

     That, again, is barring doctor who benefits heavily from any type of skillcheck interference. That is inherint to his character and should go without saying. 

    As for your opinion on hex, the third seal, first of all that is an extremely powerful slugging perk if you are creative with your builds and can defend the totem long enough to play hit and run. It has immediate value, yet is often underestimated until it becomes dangerous. Second, the potential threat of this hex means someone will be dedicated to getting it as soon as possible once they know it's in effect. 
  • redsopine1
    redsopine1 Member Posts: 1,437
    Why not ad well as hindering gens the huntress's becomes more silent or her humming can be heard all over the map making more panic's for unknowing if she's near or other end of the map
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    How am I suppose to know what buff you visualized when that huge wall of text is blocking my view?
    Wait!? You didn't think I was suppose to read it did you!?
    Oh that is just mean......

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    How am I suppose to know what buff you visualized when that huge wall of text is blocking my view?
    Wait!? You didn't think I was suppose to read it did you!?
    Oh that is just mean......


    That's ypur choice, fool. I thought a TLDR would make obvious the fact it was a long read. It's a thread, not a youtube comment.
  • IAmTheRedd
    IAmTheRedd Member Posts: 14

    Survivors are notified about the perk before they're even effected by it, I think that's another major flaw with the perk. A survivor shouldn't be notified until:
    1) Someone has been hooked.. and you know, the perk is ACTUALLY doing something.
    2) Someone has missed a skillcheck, and have been effected by the regression(tbh I feel they shouldn't be notified at all until the Killer has had any tokens, but I could get by being notified on a missed skillcheck).

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    Survivors are notified about the perk before they're even effected by it, I think that's another major flaw with the perk. A survivor shouldn't be notified until:
    1) Someone has been hooked.. and you know, the perk is ACTUALLY doing something.
    2) Someone has missed a skillcheck, and have been effected by the regression(tbh I feel they shouldn't be notified at all until the Killer has had any tokens, but I could get by being notified on a missed skillcheck).


    I agree, I feel like that also annuls the effectiveness of it being a threat long term, when it's structured like a build up perk that gets more dangerous as time goes on. I mean, even with the notification, until at least two or three hooks, most won't have a strong desire to take time off of gens or hook saving to search for it either way. But if the initial thought was to make this perk a threat down the line, why make it obvious as soon as a gen is touched instead of when the threat becomes apparent?

    This is one of those perks from a different vision of the game that was made long before where we are now with perks and balance. It doesn't follow with the current trend of perks and benefits barely any killers besides doctor.