Is Hex: Blood Favour worthy?
In my opinion, Hex: Blood Favour doesn't seem like a hex worthy perk. It has a relatively small range and just doesn't pull it's weight. I think that instead of it being a hex, it should have a longer cooldown ( perhaps 120/100/80) . Or it remains a hex, but its range is increased to say 32 metres and the cooldown is shortened to 30/20/10 . Either of these would make it a worthy perk. What do you think?
Comments
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Honestly the perk would be fine if it didn't have a cooldown. The cooldown is what kills imo.
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It's pure garbage as a Hex. 16m areawide blocking of pallets, yet when you hit a survivor near a pallet, they pretty much gain that 16m in distance to another pallet that isn't blocked. It should either, as you say, boost it's AoE, or make it a cooldown perk like Surge. Right now, it's close to useless since survivors gain far too much distance to another loop to even be usable in chases.
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I've been using it a lot BC I had nothing else on blight and it's pretty terrible thanks to all its restrictions
a) it's a hex
b) it has a cooldown
c) it has a very limited range
d) basic attacks only
If some of these things were adjusted there might be something to work with but right now it's only useful against survivors who waste their hit boost to throw the pallet. And then it goes on cooldown anyway. And then explodes.
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It's just another of these perks that suffers from the "cooldown" thing. It would be good and useable if it didn't have the cooldown.
They could just test things out and change the values, like removing the cooldown of Blood Favour, Surge, etc.. and see the results, but they don't even try to see a new way to change perks, they just release it and let it gather dust in a corner, just consuming our disk space for nothing and stocking useless lines codes for these perks.
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It's meme worthy. I'll leave it at that.
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Tiny range kills it.
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I'd say remove the cooldown and buff the range to 24 metres. It does need to be a hex perk though; it would not be very fun to go against otherwise.
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No. It doesn't deserves to be a perk. It's too weak.
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All the hate in here! It gets the job done in many scenarios for me. I can't take it off my builds with how much value I've gotten from closing off strong loops or bamboozled pallet campers.
My only gripe like everyone else is the cooldown and the range.
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A perk for survivors to prevent palette conflicts.
(google translate)
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I feel like everything Blood Favor does is done better by Spirit Fury, but I'm the type that likes my pallets to be destroyed and not preserved for late into the match.
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Also, that rank 20 Meg who usually throws down a pallet after getting hit can't do it now since the pallet is blocked, and that's worse for the Killer.
It literally makes the Survivors life easier since People can't just waste pallets anymore, which the Killer doesn't want. They want to get rid of them quickly.
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I've been thinking about this for a while now and honestly, if Blood Favor also blocked pallets that are dropped, that alone would already make it worthy of a hex perk. Hell, you might not even have to change any other aspect of the perk as long as it did that. I understand why the devs put so many restrictions on this perk. It was meant to deny survivors of the strongest defense tool they have against the killer, and there would be no way to balance that without it being a hex perk. As it is now though, it has too many restrictions for not nearly enough reward, and the real nail in the coffin is that it indirectly helps survivors by saving the pallets for them later. Unless you're playing Nurse or Pyramid Head, it is far better to get rid of pallets whenever possible.
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If it blocked all pallets (dropped or not) and windows on the map for maybe a reduced duration and reduced cooldown it would be pretty cool. Kinda insane too but it is a hex after all
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It should just increase the radius to 24 m, leave the cooldown but remove the hex factor from it so it gets a buff but it's not overpowered and has a more long lasting effect in the game while actually being useful with a bigger radius
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Wouldn't even be good as a non-hex perk. Literally makes survivors play in a more optimal way against you. It's so garbage.
Now if it also blocked windows for the duration it might not be useless with STBFL.
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Yeah I think they should add that it effects downed pallets and windows with a 24m range and test it out. It's not hard to get 24m away and the cool down should balance it.
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Nah, both changes won't cut it. The problem with H:BF is its concept. When you hit a survivor, you're giving them a sprint burst that will cover much more than 16 or even 32 meters before you catch up unless you're a high mobility killer. They need to either change the trigger or the effect for it to be useful.
On a personal note H:BF seems to have been made intentionally bad to justify H:U strong support perk on the same killer package.
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How would you rework Hex: Blood Favour if not by my method then?
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Not worth it. The survivor is making a mistake if they're trying to play a pallet within 16m of being hit. You'll only get value from bad survivor play.
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No concrete idea to be honest. H:BF is a new concept as a hex that facilitate chases instead of just applying effects (exposed/haste/blind) like other hex perks. The only other perk that dared to do something similar is H:Retribution but it's quite inconsistent due to the trigger being out of the killer's control. Some points that I have in mind are:
1-It's a hex perk, it's meant to be powerful so the first suggestion would be no CD to keep the parallelism with other hex perks.
2- Hex perks are by the current implementation polarizing. They need to offer a high impact that justify possibly losing the perk in later stages of the game. This is an issue with hexes as a whole. For H:BF to be usable, its effect would have to be comparable to H:NOED or H:DH 3+ stacks. Full effect from the beginning of the game could be quite broken, so maybe add stacks for each activation of the perk, increasing the effect radius.
3- Other possibility would be keep the effect and CD but the blockage would follow the survivor for the 15 seconds duration and only affect that one survivor (like windows only blocking the survivor that used it 3 times but allowing others to use it).
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It might have been coconut or tericho who suggested this. Make it so the effect follows the survivor that is hit. That way no matter how much distance they gain they can't drop a pallet.
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