Why Is blood favour even a hex ?
Blood favour is a perk that turns the tables by either making pallet saves impossible when you down a survivor or making a survivor think quickly and be subject to a more difficult way of looping . It barely helps however, as it's long cooldown and unessacary hex conditions make it worse. Why wasn't it buffed ?
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It being a Hex actually should probably stay, because it has to let Blight use Undying to protect something for the Adept.
However, it literally has no uses outside of that.
If they removed the cooldown, buffed the range extensively (to like 32 meters), increased the duration and also blocked dropped pallets, I could see it being definitely worth the Hex part. It still only applies to basic attacks, but it's more rewarding in that situation.
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I feel like the amount of Hex perks is getting ridiculous and there are a few that really shouldn't be Hex perks or it should be more difficult for survivors to find them. I mean anyone who has been playing this game for a few hundred hours (maybe even less depending on your memory) should already know the most common totem locations. Therefore, making it pretty easy to find Hex totems.
Kinda would be nice to have general add ons or something that would allow killers to hide totems for a specific time frame or make it so the Hex totems look like regular totems. I don't know... I just feel like the whole Hex thing needs a rework, especially on certain maps where it seems like the Hexs always spawn in the exact same locations every time.
EDITED: Yes there are some maps where it is really hard to find totems at all, and there is the occasional issue where you cannot even access the totem to cleanse it. But these seem to be less common
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Yes, makes no sense. Either remove the cooldown and increase duration or remove hex and let it be like Bamboozle. I prefer the latter.
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If they could conceal one , they'd just cleanse it in counter of NOED. Maybe hiding a hex altogether?
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My opinion on this is the perk itself is already not so hot and good survivors don't even need to find the totem they will just ignore it and make distance after a hit, adding the hex to it though offers a slow down because you would be surprised how many people that are really bad at this game and can barely loop or anything and theyre somehow in high ranks, those players that already have a ton of trouble surviving will more than likely take the time to find that totem so they feel at ease when in reality the best play is to make as much distance as possible to the next loop. I feel this is more of a beginner perk for killers that teaches survivors the importance of making distance
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Yea that could work. Or maybe even make Hex's be linked to other items within the maps that regularly show up on each specific map. I don't know. I just feel it is too easy to cleanse Hex's and find them right now. Or make it so the locations of Totems are more randomized and not the exact same.
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Spirit also has Haunted Grounds which is another defensive totem perk , so does Deathslinger with Retribution, yet neither of them have another hex to defend with their perks
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Blood Favour biggest downfall is how useless it is in a chase. After hitting a survivor, the haste effect they gain is enough to outrun the radius of the perk. They can easily reach the safety of another tile. IMO, it needs to stack increasing the radius by 4 or 8 meters after every activation.
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How I would change it (it also gives counter play for Survivors)
- cooldown removed
- instead of 15 seconds it blocks pallets for 20 seconds
- after a hit it blocks pallets in a radius of 16-40m
This means pallets in a radius of 16m or less are not blocked. After a hit survs can choose if they waste their hit speed and stay at the same loop or they can run away and hope that the killer wont reach them before they are out of the 40m radius. In each scenario the killer benefits from it but the surv has still a choice + counterplay
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The difference between those two and Undying is that their main effects are still drawn from the perk itself, not from protecting others. You can use them as their own perks and still get benefits from it.
Haunted Grounds can literally win you the game from them cleansing the totem.
Retribution isn't very good on its own, but it still gives undeniably decent tracking and some okay stealth ability.
Undying has aura reading for a few seconds only on dull totems, and that's all.
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All 3 perks dont have a threatning enough effect alone for survivors to actively go out and cleanse. Blood Favor has no reason to be a Hex, or have that long of a cooldown. It needs one of its restrictions removed
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Blood Favor needs to not be a Hex, period.
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No idea. It's hilariously useless. It has zero value unless a survivor makes a super terrible play and makes zero distance after a hit.
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I wouldn't call Haunted Grounds or Retribution defensive hex totems. They are trap totems since they give you value for being cleansed. They also don't require another totem to be ran to be effective although Retribution can combo pretty well with Haunted Grounds since the aura reading effect triggers on any hex cleansed.
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don't forget how people can literally just spawn on totems
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Exactly!! I would say 85% of the time I spawn right next to a totem 😕
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Defensive, Trap totems, what ever you want to call them, but I said their effects alone are not worth the time to cleanse, a smart survivor wont cleanse a totem until they realize that something more threatning like Devour or Ruin is in play.
Thing is were getting off topic, and the reason why these 2 perks got brought up in the first place is because they dont have any synergy with the rest of Spirit or Deathslingers teachables. So why is Blight an exception? Blood Favor either needs to no longer be a totem or remove the cool down
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It should either be a Hex with no cooldown or a normal perk with a cooldown. No in between. Also buff its range.
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