http://dbd.game/killswitch
Everyone's hating on Devour Hope
And saying it's weak, chances are you won't get to use it, blah blah. And in the same breath will ask for key nerfs because keys are OP. Devour Hope + Undying = trash yada yada. Keys OP cheat me out of a game I could have won yada yada.
Here's what you guys don't realize.
Keys =/= Moris. Keys=Devour Hope
Keys occupy the same level of power and usability as Devour Hope. Most of the time it is useless. But sometimes it works and it is glorious. BHVR has confirmed that keys are not as ridiculously OP as most people here like to believe, based on gameplay statistics, and we all know DH is great when it works but most of the time it doesn't.
Both do the same thing for each side, at roughly the same powerlevel and usability. But as always for some people DH = trash but Keys = OP
Comments
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I’m actually one of those people. I’m not giving up 2 perk slots for 2 totems that can do absolutely nothing for me. I’ve used totem perks too much to know how much of a waste it is. I only used ruin undying that provides value straight away.
Even post nerf using ruin undying it’s still dead before my corrupt intervention runs out sometimes. Ruin standalone? Dead in under a minute very often.
I will run it with a Lerys offering, Hawkins offering, or a Midwich offering and that’s probably about it.
Now onto keys, yes they are very OP. Have an extra way to win the game with 3 gens done aka 80 seconds or less? And then get free bond or wallhacks on the killer at the same time?
Not sure why you are comparing them though.
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Do bones.
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No, Keys aren't comparable to Devour Hope.
- Survivor item slots aren't really comparable to Perks anyway. They're generally considered less valuable, as even at red ranks Survivors can walk into trials with empty hands and still do fine. Alternatively, Survivors can be handed a Key at total random via a Chest, without investment prior to the match starting.
- A Key with Blood Amber equipped will always give value even if you never find the Hatch. A cleansed Devour will no longer give any value for the rest of the match, and if it got cleansed before you reached 3 tokens that value is effectively 0.
- Devour Hope requires Killers to get at least five hooks across the duration of the match and requires them to avoid defending them whenever Survivors go for a rescue, which I think we can all agree is a bigger burden than the Survivor's conditions of needing (5 - # of dead survivors) Generators repaired.
- Devour Hope gives adequate warning to the Survivor team that it's coming, as the 3-hook bonus might as well shoot a spotlight into the sky with DO BONES emblazoned on the clouds above. Killers only have the item in Survivor lobbies as a warning that the Key might be used, and even then their only real recourse is just to be insanely paranoid and play as sweaty as possible, or play kinda nastily and tunnel the hell out of whoever has the Key.
- It doesn't matter how much you memorise Totem locations as a Killer main, that won't really change Devour's chances of being discovered and cleansed. This is NOT the case for Keys, which will become much better if you know where the Hatch can spawn. This multiplies further with SWF comms, which we should acknowledge and account for.
- Even when Devour goes off, it's only considered a "win condition" in a proverbial sense. The Killer still needs to find each and every individual Survivor before Devour is cleansed and down them as normal. Using a Key allows Survivors to escape immediately upon finding the open hatch.
- Come on, don't cite statistics just because they're convenient. Nobody's argument against Keys has been "they're a massively dominant strategy that always lets Survivors win", just like that was nobody's argument against Object, or Dying Light, or etc. Just because the "WIN" button on the arcade machine sometimes isn't there doesn't make its existence good game design.
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Keys comparable to....no...That's not only incorrect it's outright ridiculous.
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Nice comment. Thoroughly explains and covers everything trying to compare the two. Devour/undying is definitely not as strong as keys purely speaking for the win condition being kills/escapes.
I agree with OP's statement of keys =/= old moris though. That said, I do want the keys nerfed with haste.
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Keys are not even slightly comparable to Devour Hope. One is an item that is extremely strong, requires very little thought, gets paired with an offerring to make it even more ridiculous, has zero realistic counterplay, and is only meh when it's on a solo with an absolute trash set of teammates. The other is an extremely unreliable perk taking up an extremely valuable perk slot that has perfectly reasonable counterplay and consequences, the primary utility of which is actually it's instadowns and not it's Mori ability (because it almost never reaches that point).
If keys could only ever be looted whilst running all 4 plundering perks, I might agree. Might. But they're not, they don't require any sacrifice on the survivors part and offer a giant advantage that only increases the better the killer plays/the more people you are chatting with.
And definitely don't try to use the stats the Devs claim to have, they tried to use them to not rework OoO then immediately announced an OoO rework.
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Personally I have no issues with keys. I have an issue with them being able to be purchase through the bloodweb.
To me, being able to retrieve a key instead of simply bringing one sounds more balanced not to mention more interesting from the survivor side.
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Used it 3 times and last 2 games I got 5 stacks as GF. Suits my playstyle perfectly. Its such a gamble perk though.
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Looks like i'm one step closer to win my bet about people crying to nerf Devour.
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This explains perfectly
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Keep faith, believe in the survivor mentality. 🙏
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I am a survivor main and even I will be P!ssed if they nerf devour hope.
YOU HAVE TO CLEASNE TWO TOTEMS.....
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So... Devour OP, pls nerf?
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A single key can save the entire remaining Survivor team. If there is more than one key in play, that requires multiple Survivors that must be wiped out in order to neutralize the threat. Keys can be transferred to another Survivor without taking a special perk to do it. Devour can be wiped out without taking a special perk to do it. Keys can only be outright removed by taking a perk that will specifically remove it from play. Keys do not take a perk slot, and allow the Survivor to run a full build without sacrificing their build to bring it. Devour requires a perk slot, so if the Killer wants to use Devour, their build must specifically include and support it. If Survivors wish to protect a key or use it after the original carrier dies, they need to go pick it up. Killers can only extend the life of Devour once with Undying, and must user a perk slot to do it, which further eats into the available perks for passive or active abilities to help them take on the Survivor team. As mentioned previously, Survivors do not have this issue with Keys, and may freely use all of their normal perks while still getting the full benefits and protections while also bringing a Key and using it to its full potential.
Also, Devour requires the Killer to do fairly well. Keys do not. 3 Survivors with 4 gens done is still winnable for the Killer depending on the circumstance. 2 Survivors with 3 gens done is very winnable, but Keys turn that into a "win" scenario for the Survivors. Similar to old Mori, Keys cut the late game short or, potentially, completely out. Moris did the same thing. I have no issue with Moris being nerfed, though I might have been fine with a different nerf as well (such as "All Survivors must be hooked once to activate"). Moris currently offer a tactical advantage when certain circumstances are presented (hook dead zones, avoiding DS, etc), instead of cutting out the late game entirely. Keys do not do this. They simply cut out the late game unless the Killer goes ballistic to mitigate the use of the item. Depending on the Killer and the specifics of the current match, mitigating the power of a Key in play may be nearly impossible.
It's simply not a good comparison, unless you wish to use said comparison to say that Keys are basically Survivors version of Devour with almost NONE of the cons that Devour has for Killers. You could argue that it comes with the downside of being tunneled, but Devour has that same downside insofar as Survivors targeting bones as soon as they know it's in play. The difference, however, is Devour is much easier to remove from play while Keys have many ways for Survivors to keep in play.
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It's a perk for memes, even with Undying.
You run it because you want to roll the dice for a small chance at some fun. You don't seriously run DH/Undying if you actually care about winning, it's a noob trap.
Totem spawns are too terrible for it to be taken seriously. Undying was the bandaid for the bad totem spawns and now that's gutted.
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