Nerf Devour Hope
Devour is an unfun, poorly designed perk which either guarantees a win for killer, or does absolutely nothing. The idea that a perk can either win you a game single-handedly, or be completely useless, is a flawed idea of perk design. There have been many games where devour hope has carried me to victory while in others the perk is completely useless. Such a strong perk should not have so much rng dependence. Whether you are playing killer or survivor, devour seems unfair and unrewarding, as the only prerequisite is not to camp. Such anti camping rewards should be a fundamental part of dbd design philosophy, not as an addendum to bad perk.
Comments
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It sounds like you think devour should just be made basekit.
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That's the whole point of it though, it's supposed to be the biggest gamble perk in the game (and it is).
It's not unfair at all though, you have plenty of time and advance warning before 5 stacks to cleanse the totem as survivor. If it doesn't feel rewarding to you when using it as killer, then just don't use it. It's a one-of-a-kind perk that's definitely not for everyone.
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