Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Can we buff a perk we all forgot about? Hex: Blood Favor.
Yeah I know, you might go google that perk right now because it is so forgotten. Let's remember it and maybe give it a buff like maybe no cooldown? Or maybe it shouldn't be a Hex? 16 meters after a hit is useless on its own anyway, so I don't know.
Not asking for these exact buffs. But just buffs! Thank you for your attention.
Comments
-
I'd say a good half of Hex perks are so bad that nobody would run them even if they weren't totem based. People talk about ruin, Devour Hope, and NOED, but stuff like Blood Favor, Thrill of the Hunt, Third Seal, Crowd Control, and Lullaby are basically non-contenders.
I do agree that Blood Favor is the worst of the lot, though. A trivial bonus on a hit with a super short duration and a super long cooldown? Pointless. It's extra funny in that it forces survivors to use their speed boost to go find a different tile to loop around, which is the actual thing they ought to do if you caught them in the first place! It's a killer hex perk that helps train survivors to play the game better!
0 -
I think crowd control is underrated honestly, if it lasts it’s a lot better than bamboozle.
0 -
It blocks the window, but it also block the killer from using that window. Once survivors know it's in effect, they'll use the vault to get a head start to the next tile. Bamboozle goes off of the killer's use, letting them bait the survivor into continuing the loop before realizing their escape has been cut off.
1 -
As you said, one of the problems with the perk is that it is both a hex and has a very long cooldown for a pretty weak effect. It even helps survivors by preventing them from dropping the pallet on you after you hit them, which leads to the pallet not being wasted.
Second is as you also mention 16 meters is honestly completely useless, if we do the math of the distance a survivor gains after being hit, feel free to correct me if any of the numbers are incorrect I got them all from the Dead by Daylight wiki.
3 seconds of weapon swipe animation after a hit, I have no idea about the movement speed of the killer during the animation it's pretty slow so for simplicities sake I am assuming the killer barely moves, 2 seconds of on-hit sprint burst for 150% movement speed. During these three seconds the survivor gains a distance of 16 meters, if they just are able to just go straight, before you can begin chasing again.
And comparing this distance to Hex: Blood Favours range it doesn't look good for our perk at all.
On top of this we can look at how long the effect lasts, 15 seconds on Hex: Blood Favour, and how long before the killer catches? Assuming 115% killer, the movement speed difference of 0.6 m/s would mean it takes 20 seconds to gain 20 meters of distance on the survivor.
Like above, the duration of the perk isn't even long enough for you to catch up on a straight line.
Once again, if something is wrong anywhere, please correct me.
The only time the perk would see any value is if the survivor decided to not leave the area with the speed boost from getting hit.
And how to change it? I really have no idea, just thought it would be fun to try and put the math behind why the perk might need some changing.
1 -
Glad this is starting some discussions. Been playing a lot of Blight recently and I really want to see use out of that perk as it seems really fun. But it's only good against bad survivors I bet.
0 -
One thing I think might help would be to make the cooldown the exact length that a pallet is blocked (16 seconds)
That way, there could always be a constant pallet blocked somewhere on the map if you get hits. I know it's not much, it could use an additoinal buff too.
0 -
The biggest issue hands down is that it's a Hex totem and the effect isn't nearly strong enough to warrant that.
Ruin, NOED, Devour are all very strong but inconsistent because of the nature of Hexes and can be turned off.
Why would i use a perk that can 1.Be turned off (pretty consistently too because of the bad totem and survivor spawns) 2. even if it does last, it's affect is okay at best.
Inconsistent and mediocre is not a good combination.
0 -
Idk if it's supposed to do this but I always find that It disappears when I pick someone up making it unable to prevent pallet saves
0 -
To make it hex worthy, it should be 32 metres.
0 -
And even with that I would think thats op without proper testing ofc. I just think the cooldown and the fact that its a hex is a overkill.
I'm pretty sure the devs were trying to be safe rather then sorry. But if it was that I don't think they would just leave this perk in the abyss. Tbf i'd prefer them to focus on getting them fixes in but this would be a nice thing to do.
0