https://dbd.game/4rHHkF5
Hex: Huntress Lullaby Rework
Hex: Huntress Lullaby is a rarely used Perk for a reason. It is really weak in its current form. This rework aims to make it useful from the get-go and punish Survivors for ignoring its effects.
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Hex: Huntress Lullaby
The following effects apply while healing or repairing:
- Skill Checks do not emit a warning sound.
- Great Skill Checks cannot be performed.
Each time a Survivor is hooked, Hex: Huntress Lullaby grows in power, gaining 1 Token up to a maximum of 5 Tokens.
For each Token Survivors receive an additional 1/2/3% regression penalty when missing a Skill Check while healing or repairing.
The Hex effects persist as long as the related Hex Totem is standing.
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- Previously Hex: Huntress Lullaby would often get cleansed before it had any meaningful effect. Now the Skill Check warning is disabled from the beginning of the Trial. Additionally Great Skill Checks are disabled as a cherry on top.
- The longer the Survivors take to cleanse the totem, the stronger Hex: Huntress Lullaby gets. This way they have time to adapt before the Perks effects take off.
- At 5 Tokens Hex: Huntress Lullaby is at a combined 25% penalty for failed Skill Checks. This might seem like a lot. But Hex Perks should be strong, just look at Devour Hope.
- This would open up a lot of synnergies with other Perks, such as Overcharge, Opression, Caulrophibia, Unnerving Presence or Merciless Storm to name a few.
- Removing the ability to do Great Skill Checks serves as a direct counter to Perks like Hyperfocus and Med-Kit addons that rely on Great Skill Checks.
There are currently 219 Perks available in Dead by Daylight, sadly only a handful are commonly used. Patch 6.1.0 was a huge step in the right direction and I hope there is more to come. Take this as my contribution on that front.
: )
Comments
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Removing Greats should happen from the start and get them if one works on a Gen for X progress (seconds)
It could take over as the passive
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25% is way too high, the regression itself is actually fine, although the removing of greats is a nice touch. I almost think it would be better to give it multiple effects one for each stack.
Example:
0 stacks. Eliminates great skill checks and 6% regression penalty kicks in.
1 stack. Dull totem lights up and No progression bonus for succeeding skill checks.
2 stacks. Skill check success zone reduces in size by %, and Skill check rotation speed increases by %
3 stacks. 7 second aura read on failed skill check of person who failed skill check
4 stacks. Failed skill checks loud noise notification becomes audible for everyone, when skill check is failed killer gains 5% movement speed for X seconds
5 stacks. No audible warning for skill checks.
Ive left some numbers blank and the order could be played with but you get the idea.
While this perk is not very useful against high skill and experienced players, it is a bonafide noob stomper, and a plague for people with bad reflexes, and can be pretty rough on console players in general.
Personally while not a noob by any stretch, I am on console, and have poor reflexes, and as it is once this thing hits 5 stacks I can't touch gens till its gone. Thats without even taking into account doctor and other stuff that makes skill checks more difficult.
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0-stack version does not sound good to me. The perk should not have any effect or it should be lit up. Not both. Having hex working without being hex is... Not hex. Combine stacks 0 and 1 into single stack (choose whichever you want). Then it's good idea. Lullaby indeed needs buff as it is almost useless at current state
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I get where your coming from but based on the strength of hex perks in general, as in all of them are pretty weak, I think that them not lighting up until the killer gets 1 down/hook/effect, actually might be a good solution to a couple problems.
First off the biggest problem with hex perks is them getting cleansed right away and getting no value for them, so it not lighting up right away helps with that.
Eliminating great skill checks at 0 stacks is something I would actually give as a blanket to all hex perks that would have lit up at match start (so it wouldnt apply to the new knight perk, NOED, plaything or pentimento). This would give all hex perks a fairly non oppresive bit of slowdown that cant be countered in the early game that would affect higher MMR survivors more than new players, it would also serve as an immediate notice that a hex perk will be in play and make it so survivors know to remeber where totems are for when the actual hex kicks in.
The extra failed skill check regression probably should get rolled into the 1 stack effect though.
My hex rework idea is a work in progress Im hoping to post soon.
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