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Onryo and Hex: Devour Hope
I would like to start off by saying that I have had people run this perk with this killer, and constantly get 4k games if the final survivor doesn't escape through hatch.
The perk Hex: Devour Hope for anybody that doesn't know, generates tokens when you are 24 meters away from a hooked survivor and they are rescued. Once you gain 2 tokens, you gain a haste status effect of 3/4/5% depending on the rarity of the perk. Once you get 3 tokens, all survivors suffer from the Exposed status effect, which allows you to instantly put a survivor into the dying state with one m1 hit. Once you hit 5 tokens, you are able to immediately kill any survivor, regardless of how many times they have been hooked.
The Onryo's ability for anyone that doesn't know, allows her to teleport to any TV on the map regardless of the distance between her and the selected TV.
So essentially, killer mains playing as The Onryo equip Hex: Devour Hope, hook a survivor and teleport to the furthest TV from the hooked survivor, immediately being out of the 24 meter range and getting tokens towards Hex: Devour Hope very quickly. This is an issue because unless the totem spawns on top of a survivor and the killer isn't running Hex: Undying, giving the totem a "second life" then it makes survivor games extremely unplayable.
So I have two recommendations for fixing this issue. Firstly, either disable the ability to teleport immediately after hooking a survivor, or limit the teleporting ability to a certain range for The Onryo. Or secondly, increase the amount of tokens required for the mori effect on Devour Hope, or increase the distance required to gain a token. A combination of these fixes should make games of survivor more playable, resulting in less players refusing to play the game in general.
Comments
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Nah. Devour hope is good on her but that doesn’t mean we need to nerf her. All you need to do is find her totem and none of this even matters.
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As stated above "unless the totem spawns on top of a survivor and the killer isn't running Hex: Undying, giving the totem a "second life" then it makes survivor games extremely unplayable." So before anyone says something about "Aw, just cleanse the totem," read the full post.
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This isn't unique to Onryo...? Like I can't say I like facing a killer with Devour Hope... I have issues with that perk's design, but there's several other killers who can also get themselves out of that 24m bubble instantly and a handful more that can do it incredibly quickly.
Freddy, Nurse with range add ons, Demo, and Mint Rag Hag can all teleport away. Blight, Billy, Wraith, and Spirit aren't instant but they'll 100% be able to get outside the 24m before an unhook happens.
I don't see the problem?
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I did read the post. I just don't agree with it. Devour Hope being good on a killer doesn't automatically make it overpowered and it most certainly does not make the game unplayable for the survivors. The perk has plenty of counterplay regardless of who you're going against.
There are also several other killers who can get out of the 24m range extremely quickly. It's not like this is unique to Sadako.
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Cleanse the Totem? Hex Totems aren't hard to find. Either learn the Totem spots or listen for the fire-y sound
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So essentially, killer mains playing as The Onryo equip Hex: Devour Hope, hook a survivor and teleport to the furthest TV from the hooked survivor, immediately being out of the 24 meter range and getting tokens towards Hex: Devour Hope very quickly.
Nurse, Blight, and Demo can all do this as well.
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A killer perk synergizing well with a killer's power and survivors doing nothing to counter it? I've never seen that before
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