Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Reintroduction: The Hag [Rework/tweak discussion]
Many of us know the hag as a rather weak and rarely played killer. Her strength comes from survivors who don't understand her and don't know her power which is pretty much nobody except for new players and solo queue players who get caught and trapped on hook.
I am here to discuss some concepts for making differences in the game that goes against bhvr's consistency/game philosophy. My philosophy is "Balance is not the same as making everything the same, making everything the same is equality, not equity. We should strive for equity."
As a killer whose concept revolves around curses, it would only make sense if Hag's basekit ability also encouraged having hexes within her builds. Because simply trapping hexes is useless in 95% of the time, The Trapper is a better hex protector than hag in the game currently.
BASEKIT CHANGES (version a):
Now the hag not only has the ability to teleport to her traps whenever triggered but also simply being the hag empowers hex totems to be more resistant, all hex totems take longer to cleanse whether or not they are trapped by 30%.
You might think this sounds extreme, and so lets pretend every hag will now run hex totems with Hex: Thrill of the hunt and Thanatophobia. This is assuming that we are counting all those percentages as stacking together rather than add onto each other, which if they did add onto one another, would be a bit more than stacking together.
Totems take 14 seconds to cleanse whether or not they are dull or hex.
Hag's basekit totems will take 18,2 seconds to cleanse.
New totems would take a total of 23,8 seconds to cleanse with Hag's base 30% and Hex: Thrill of the hunt 50% at max stacks.
Let us assume Hag now also has max stacks of Thanatophobia which is 20%, along with max stacks of Hex: Thrill of the hunt. That would mean a total of 90% additional totem cleansing time which would be 26.6 seconds.
BASEKIT CHANGES (version b):
If the Hag places a trap next to a totem, the totem becomes blocked for 5 seconds, the following effect applies whenever Hag is farther than 15 metres from the trapped totem.
If the hag is within 5 metres of a trapped totem, any survivor interacting with the totem gets interrupted.
If a survivor is interacting with a totem and the hag leaves the 15 metres it does not interrupt survivors from the interaction. This is mainly to prevent hard defending totems which would make perks like Hex: Devour hope extremely overpowered by the duo mechanic if the hag comes back and forth all the time but also making the mechanic powerful enough to not be instantly cleansed after leaving the totem.
Those are my concepts for reworking The Hag. What do you think? I'd love to hear more ideas and brainstorming on how to create more equity within the game rather than equality.
Comments
-
The HAG is little played, because most killer players don't like the way its power works.
Its power pushes you rather to think like a spider, to weave your web, to reflect in a given area, it requires reflection, ordinary mortals do not like that.
For this same reason Main Trappers are rare.
Otherwise in your ideas :
Version A : Slightly interesting, but not enough.
Version B : Useless.
0