If Ruin doesn't have tokens then Huntress lullaby also shouldn't
I love the idea behind Huntress lullaby... but in most games you lose the Hex before the perk hits its full effect (and before that, its effect is negligible). Devour Hope has a a token system because insta-downing and morying survivors has the most powerful effect there can be. Making skillchecks more difficult is more on par with the effect that Ruin is providing. And if Ruin doesn't have a token system, and is on full effect since the start, i don't see why Huntress lullaby shoudn't get the same treatment.
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The thing is that for beginners this would effectively bring back old ruin while experienced players wouldn't even bother looking for the totem. I don't think overly punishing new players is a good idea.
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Just leave Huntress Lullaby alone, I still get PTSD flashbacks whenever impossible skill-check Doctor is brought up. Thank god Almo got into a game with one that relentlessly bullied him and right after Huntress Lullaby got beat into the dirt.
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It has never been easier to deal with totems than now: between boons and perks that allows to look for totems. I'd even say that the introduction of boons made hexes overall weaker, and made the survivors learn how to deal with it more efficiently. And the real problem with old ruin was that it was overused (80% of the matches if i recall). Not sure that Huntress lullaby would be used as much even if buffed.
No, i won't leave that perk alone cause it is wasted potential.
Post edited by Faulds on0 -
I think it should still have tokens but it should get to full power sooner and shouldn't activate on a totem until it has at least 1 token.
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- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
These were the reasons BHVR listed for the ruin change. Almost all of them could be applied to your proposed buff for huntress' lullaby.
The first point is the most important though. New players already struggle with skill checks and this perk would make it even worse with no warning sound and increased regression + info for the killer. Seasoned players wouldn't even have to bother with this.
Newer players also don't know totem spawns, meaning that getting rid off the hex is another problem for them but not for experienced players that know totem locations.
Your buff wouldn't make the perk viable in higher level play and of course it wouldn't see more play there, but it would make the game a lot worse for beginners and I think that isn't a healthy change.
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New players get trashed by anything anyway. That is not a good way to make a perk balanced. Having played against old ruin. The Ruin change didn't only change new players gameplay. So pretending that this was the only reason, and the valid reason for this change, is false. I don't care what the devs say. Having to find one totem every game before doing gens was annoying for everyone... that is the real reason it was a healthy change. NOED has exactly the same problem, even worse, and they still didn't change it. Lastly, learning to do skillchecks under Huntress lullaby looks way easier to learn than doing old ruin skillchecks. They are not at the same level of difficulty. Ruin made more skillchecks proc... all you need to do to counter Huntress lullaby is to pay more attention to your screen. I don't think it is at old ruin skillchecks level of difficulty at all.
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This. I have no idea why Lullaby is how it is now. Forget the fact that ruin does not need tokens, it also is just a much stronger effect and is just active with no tokens. Lullaby needs tokens for a weaker effect. Compare it to devour as well, again tokens but devour has an effect you actually want.
In short I agree, just make the effect at full 5 stacks. Even then its worse than ruin for sure but maybe it can sneak its way into a build or two maybe.
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I think Lullaby should have one token. After you hook someone, it activates, and all skillchecks are silent until the totem is cleansed.
I am sympathetic to the idea that new players would struggle to figure out what's going on if it just was already active at the start, but if it has a defined activation requirement like this, it'll be easier to connect the thread of "I saw the Cursed thing pop up and then skillchecks were made silent, so those two things must be related", and then they can go hunt down the totem. Which, y'know, will be harder since they're new, but... that's true of all hexes, not just Lullaby.
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To be honest. I would even be fine with a three stacks requirement, if the devs want the perk to be a bit delayed. But i think five is just too much.
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This is literally why it needs to be buffed. You only activate it at full power when you're already winning by a lot. It should activate a bit sooner.
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