http://dbd.game/killswitch
Hex: Haunted Ground should make you cursed.
When Haunted Ground gets cleansed, you become exposed because of it, so during that time you should be cursed as well, similar to how when NOED or Devour procs you become cursed. It's Haunted Ground that's causing it, after all.
Yes, this is a post because I want to pick myself up with Soul Guard when my team breaks totems when no Ruin is present. >:(
Comments
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Well, totem isn't "alive" anymore and curse in dbd technically works when an "alive" totem causes a debuff.
Same happens with retribution and when it is cleansed. Not sure about dull oblivious thing.
But I understand your pain.
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I feel like a much better, though admittedly more drastic idea would be to make all totem spawns hidden and curse people at the start of the trial if a Hex perk is in play.
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Well i do think Soul Guard only activate if a Hex totem is still active. So it makes sense that once Haunted Grounds is cleansed it is considered unactive. ^^ but i see what you mean i basiclly have a similar opinion about Rancor not working when end game collapse begin instead of 5 gens being done.
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Rancor doesn't expose you until 5 gens done/egc. So it had nothing to dehuff you with.
I don't think you want to be exposed with Rancor as soon as the game starts.
Nemesis and Furtive Chase would become quite annoying then.
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I had that Rancor bit happen to me before, EGC started because I closed the Hatch on the last Survivor, then when I hit them I just kind of stood in place, not realizing they weren't downed. Then ended up losing them because they had a key. >.>
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I didn't know that Retribution had the same issue, so I will add Retribution to the list of things that should Curse you.
Side note: I did read on the wiki (just now) that Cursed IS only applied when an Active Hex Perk affects you, so unless they change that part, Haunted Ground won't allow me to get myself back up anytime soon. :(
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it's not the when game starts it's when it's ending ^^ It just should activate if gates are powered or end game collapse starts (either by closing the hatch or by having a survivor escape early with a key)
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Sorry, I misunderstood what you meant in your previous post.
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Makes sense. Even if the totem is cleansed, the survivors are still affected by its curse.
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You want to nerf a semi decent/weak hex so that your already stronger perk can be even stronger? Bruh...
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I wouldn't as it would hurt hexes like Devour Hope and Lullaby which purposely don't curse survivors until they get enough tokens to actually effect them.
While good in theory it dramatically hurts the viability of several hexes while also restricting what types of hexes can be made as devour hope wouldn't be made with this system in place.
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That's actually quite a good thing. Devour Hope is an insanely strong perk and if it's actually properly hidden then barring random luck that's a default win if the survivors only have two minutes warning to look for it, and that's being both generous with the time and assuming no Undying, especially since all this would do is curse people as stated, not reveal the specific Hex.
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You clearly don't play with Devour Hope enough if you think it lasts longer then getting one instant hit in most games or if it even lasts long enough to even get to 3 stacks.
Also most games against devour hope when it goes off quickly turn into an immersion simulator as all the survivors are hiding while trying to find the totem.
Its NOT a meta perk for a reason as it currently stands its too easily broken before it does anything and how games slow down to a crawl once its actually in play.
Edit: This is all before we consider the fact that survivors can play in such a way that prevents token generator like hook bombing with BT or dragging you to the hook when they make bad unhooks.
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I play with Devour Hope a lot, it's actually a main part of my Huntress build funnily enough, and when I play on a map with proper totem spawns, which is what we are talking about here and I cannot stress that enough please actually take that into account, it almost always gets a kill or two, if not the whole team. If we're talking about my Ghostface build with Undying, it's so far a 100% success rate, and my Spirit build (DH/Ruin/TOTH/Undying) remains beaten only by actual genrushers regardless of the totem spawns.
Please, listen to what I actually said. We're not talking about the randomness of Devour Hope with current totem spawns, we're talking about the relative consistency of Devour Hope with good totem spawns.
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