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Can “Hex: Devour Hope” have a hidden feature?
So what talking about is that at the start trial can the totem be hidden until one or two tokens during the a trial. Because I rarely get any use out of this perk in any of my trials so I’m wondering if it can get some sort of change?
Thanks!
Comments
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I doubt that. It would make it way stronger, I understand it might be annoying when Survivors cleanse it , but that is part of the gamble. The perk can also entirely end the game too.
Post edited by Emeal on0 -
Devour Hope is fine being able to be cleansed from the start since it's super high reward and can singlehandedly win you the game. If anything, Huntress Lullaby should get the feature you described.
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Devour hope is most "high risk, high reward" perk in the game.
If you want to lower risk, then you have to lower reward too.
You could make it work as NOED based on tokens, it reveals when you reach 3 tokens, but Mori part gets removed (3 is maximum).
I prefer current version.
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The problem is more how Hex perks works than a Devour Hope one, starting with totem placement around the map that makes almost impossible for survivors to not find it even if they are not searching for it.
Either include Hex: Undying in your build to try to extend the life of the totem or limit your hex use to killers that are able to defend it to an extend like Trapper. And let's hope BHVR decide to rework the Hex mechanic one day.
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or just making so the HEX totem doesnt spawn untill it reaches 1 STACK.
losing your devour for free due to poor totem placements is pretty sad + even worst knowing that devour does nothing untill the third stack.
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I am agaisnt this, as I am fine with Hex: Devour Hope being a gamble perk and being high risk/high reward. Although if I wanted to buff it slightly, I would make it invisible or be deactivate at thr start until the first hook rescue is maded and the killer gets a token. Just a small Buff to make it better at being anonymous until the first token is achieved.
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Considering it's only 5 hooks to start executing people outright... I'd say no, this would be massively unfair vs. Survivors, and antithetical to the purpose of Devour Hope.
If you're running Devour Hope, you're committing to a play style where you as Killer are defending your totem. The fact your totem has this game changing power means you're forcing slowdown on survivors to keep them off gens in order to find your totem.
A totem has no progress store, it must be done in 1 go, and if you push survivors off it they have to come back and try to do it again. It's value is not actually the debuffs and associated execution, it's value is the time it buys you from survivors trying to find it and do it, instead of hiding doing gens.
You have perks to pick from that can extend that time and/or help keep that pressure up. Hex: Undying, Hex: Thrill of the Hunt, Hex: Face the Darkness all makes removing your Devour Hope harder and easier to defend. Hex: Haunted Ground helps to grant you pressure when survivors try to cleanse your totems.
Regardless of what you're doing, your primary goal with Devour Hope is not to get to mori tier. It's to ensure slowdown and reduce survivors hiding from you by forcing the totem quest upon them.
Now, are Hexes and totems in general too weak? Do Hexes need to be harder find/cleanse? Do we need buffs to totems to make them relevant without hexes, like some kind of passive benefit? Do we introduce a new mnni game to totems where survivors need to perform a ritual first to reveal if its a Hexed totem before they can cleanse it? Should the Killer carry their Hexes and choose a totem to apply it to when they actually want to start using it?
Hex builds tend to be quite oppressive on new/less skilled players... but on experienced and skilled players where they can distract Killers for 45 seconds for a single down, tend to find them pretty quick and destory them before they can do anything... so it's hard to say.
Post edited by UndeddJester on0