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What's your opinion on Devour Hope?
I don't know where I stand on Devour hope mainly because it's rare but it's also very annoying. It comes completely unexpected and it puts a pause on the entire game having survivors scrambling in order to find it. When it up it seems like an automatic win for the killer if they happen to get lucky with totem spawns. But that's my opinion on it. What about yours?
( I'm not saying for it to be nerfed)
Comments
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I think it's fine as long as they leave Dead Hard alone. If you nerf Dead Hard, then I think Devour should be nerfed. It's more fair than NoED though.
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High risk, high reward.
If your using it, it's the main perk of your build and is usually taken with other perks (Undying). So now you have 2/4 of your perks taken for this. It has potential but that is like saying you can potentially win the lottery.
Competent survivors destroy this perk to the point of it being obsolete. It's gotten a small buff from Undying change, but it is essentially in the same spot where it was. High risk, High reward. Very punishable.
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Best totem design to exist.
High risk, high reward as it should be.
Promotes healthy gameplay.
Undying's best friend.
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It's a fine perk.
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For me it's fine
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I feel Devour Hope is what all hex perks should be. High risk. High reward. It doesn't start out powerful and it can be countered. The killer needs to get several hooks before it even takes effect. It also does not give a notification at the start of the match. If survivors know it's on the field before the killer even hooked someone they will never get 3 stacks because they will drop what they are doing to cleanse it. If survivors die to Devour Hope it's because they didn't look for totems or the killer was lucky they didn't stumble upon it..
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Devour Hope's fine. All of its current issues are problems with the Totems system in general.
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Well, it is a hex, so it can only be that great. Better pray to RNGesus.
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It's perfectly fine as is. It helps discourage camping and has a lot of counters: detective's hunch, it being a hex perk, etc.
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A good example of a healthy perk imo
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devour hope rarley works for me, but when it does its the best. like moxie said, high risk, high reward. i love how op it is and it makes the game fun for KILLER. now on the survivor side, YES its annoying and toxic, but it rarley works because usually by 2 hooks they have found and broken the totem. think about hex: ruin, for my games, it usually gets broken within the first 5 mins. so most of time it doesnt work because the survivors have usually found it and broken it. so if devour hope doesnt get broken and you get 5 tokens, its the survivors fault for not finding the totem.
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Not great IMO, but better than most of the other hex perks out there.
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I usually use it just for the insta downs... and try to only kill people on the last hook (because I get more points that way)
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Its a noob trap with people trying to rely on it with the now useless Hex:undying.
But by itself its pretty much the baseline power level for where all token stacking hexes should be:
If they reach 5 stacks you should almost always win as its nearly impossible for stacking totems to survive long enough to reach max stacks.
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Best perk in the game. At least my favorite. For both sides
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Perfect balance
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I like it a lot, both as killer and survivor.
As a killer, it gives me a very powerful reward for defending my totems well and not camping survivors. I could be having a match not going incredibly great, and then once I get that third totem it evens the playing field a bit.
As a survivor, I love that moment of instant panic that comes with Devour Hope being revealed to everyone. It's one of the few things in the game that makes me feel genuinely scared, which in a horror themed game, I am all for.
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I think it is fine. I mean you have to do some work for it to work and even then you can lose it depending on the luck.
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the perfect Hex.
the definition of high risk, high reward.
i wish more Hexes were like this one, i really do.
sadly, most alternatives (that arent traps) arent even near its level.
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Fun perk and it has the most powerful hex effect, if you can get it to work before it is cleansed.
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I've seen moderate success with it as a killer, but as has been said you either need to pair it with another hex perk to cover it(Undying or maybe Haunted Ground) and it can come in clutch because not many people expect it. As a survivor when I see it pop up things do get tense, and I like that in a match.
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Devour Soap is one of the best Hex perks out there, especially when paired with either Undying or Thrill of the Hunt, though Thrill was behaving weirdly for me the last time I tried to use it.
I started my Blight gameplay with Devour and Thrill, and holy balls, was it effective.
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or just keep making risky saves. If a killer build is focused around devour, the value lost from letting a surv hang for a bit would be totally worth killing devour stacks. If you've managed to get 3 gens done before they have 3 stacks youve done your job
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Devour Hope is amazing. Balanced, powerful, and atmospheric. When that third token hits and everyone goes "Oh fu...." and the gameplay changes? Amazing.
It also combos well with other perks, like Undying, which is fun because combos make the game fun. Or Haunted Ground/Retribution, which are meaningless if there aren't hexes worth cleansing.
Devour Hope is so much fun, so good for the game, it's one of those "Yeah, they got it right" perks.
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Fun? Yes. Useless? Also yes. 9 out of 10 games it gets destroyed before you can get to 5 stacks. Mostly destroyed as soon as game starts.
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I am not a fan of Devour Hope. Sure, the perk is fun for the killer when it works, but that's usually at the expense of solo queue survivors.
I know what it feels like to play against Devour Hope with solo queue teammates. So as a courtesy, I don't use the perk when I play killer (most of the time anyway).
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It's first choice on any of my M1 killer builds. I don't get many Moris out of it, but most games it gives me a bunch of instadowns before being cleansed.
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How is it toxic?
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