A Hag Buff Idea

So, Hag is one of the two least changed killers in DbD, alongside Myers. She got some smaller changes last year, but I'd really like her to get more.
• First, most people want to make her a 4,6 killer to make her chase better even without the traps. My opinion is slightly different: keep her as a 4,4 killer, but give her a 10% or even a 15% Haste boost for a short time after she teleports to a trap. This could solve the "S tech" that keeps popping up and make her better overall.
• Another thing that is a bit annoying, is the teleport range. Even after her more recent buffs, the range add-ons are still needed, especially on big maps. My solution to this is increasing the teleport range to 54 meters.
• Also, the fact that traps don't give you a Loud Noise Notification when they get wiped away, but do when they get triggered, is odd. So, I would like to see these swapped, so the Loud Noise Notification triggers when a trap is wiped away, not triggered.
• The next thing is to make it just a bit harder to proxy-camp by making it so traps cannot be set up in a 8 meter radius of a hooked survivor.
• The next issue are most of her add-ons:
Waterlogged Shoe (Buff):
• Increase the movement speed bonus to 10% resulting in 120% movement speed.
Scarred Hand (Bonus effect):
• Now it also sets your trap count to 12.
Grandma's Heart (Rework):
• Teleporting to a tripped trap grants you the following effects for 7 seconds:
- The attack cooldown after a sucessful hit is decreased by 10%.
- The attack cooldown after obstructed or missed hits is decreased by 40%.
Disfigured Ear (Rework):
• Any survivor that comes within a 10 m range of a trap will become Oblivious. This effect will not announce itself in any way and will linger for 3 seconds after leaving the 10 meter radius.
• Hitting a survivor after teleporting to a tripped trap makes them Deafened for 30 seconds.
Bloodied Mud (Rework):
• Whenever you hit a survivor right after teleporting to a tripped trap, gain a token.
• If you have more than 15 tokens before the gates are powered, the following effect triggers:
- If a survivor trips a trap in a 16 meter range of the Exit Gates, the gate loses 25% of progress.
Dried Cicada (Rework):
• After teleporting to a tripped trap, all survivors in a 16 meter radius will scream and reveal their location.
Cracked Turtle Egg (Rework):
• For 6 seconds after teleporting to a trap, your lunge is increased by 35%.
Swamp Orchid Necklet (Rework):
• If a survivor sets off a trap in a 12 meter radius of you, it will stay up even after the Mud Phantasm dissolves.
Half Eggshell, Powdered Eggshell, Dragonfly Wings, Cypress Necklet, Rope Necklet (Buffs)
• All of these add-ons will recieve the former effect of an add-on one tier above them.
Bog Water (Change):
• Increases the traps trigger range by 20%.
Comments
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As a Hag main her main issues right now are slight and easily addressed.
- A triggered trap that is immediately teleported to should result in a guaranteed hit unless the killer makes a mistake. BHVR removed the ability to remove traps with the flashlight which did absolutely nothing for her. Skilled survivors have been able to use mechanics that have been in the game since launch to trigger traps and get well out of range before the killer can do anything. Triggering known traps should not be a zero risk scenario.
- Removing traps with the new (While very silly and ultimately pointless) whipping mechanic should provide the killer with an alert or at the very least a sound effect indicating that the action has occurred.
- Hag should get some sort of haste after teleporting if they don't immediately receive a hit on a survivor. One of Hags biggest struggles is that a failed strike after teleport results in very detrimental situation where a lengthy chase ensues just to get to the point where you can attempt to strike the survivor again.
These changes should all be basekit without the need for any addons.
There is a very good video done by some of the best Hag players in the game which does a much better job explaining some of the Hags current issues as well as ways in which they can be addressed. You can watch it here:
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Ok, I watched the video, and I agree with what was said in it.
But, from your response, it seems as though you didn't read the original post, since the points I've gone through are the same as in the video (although the video presents few other issues which I didn't really think about).
This might be me being unable to read between the lines, ofc.
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I added some points but ended up removing them for brevity sake when I was posting the video anyways. Long story short increased range of teleportation only really works in the beginning of the match and becomes detrimental as the game goes on as you can get pulled away from your control zone. Increased activation range of traps is actually a negative for hag as it makes it difficult to both get hits after teleporting (survivors are further away from center when triggering) and makes it difficult to effectively shut down loops as you'll get triggers from sub-optimal positions.
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The bigger teleport range makes it harder for you to get pulled out of your control zone, if you aren't reckless. So I don't really get how increased teleport range can be detrimental.
I agree with you on the trigger range, however. It being too big can be an issue.
As far as the trigger range add-ons are concerned, I wanted to have one from both versions so there is more variety + pairing them together is not good anyway.
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Edit:
• Added some more changes to her basekit.
• Made a full add-on pass for her.
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I don’t think hags problem is her strength. She is quite strong and has little counterplay most of the time. My main reason why I don‘t like playing her is that I have to constantly set up traps all around the map, which I consider unfun. All she really needs is changes to make her playstile more fun.
I‘m glad you didn‘t go with the 4.6 m/s buff. It would be very boring like with trickster. I don‘t think she needs that either way. Her power is strong enough to make up for it. I never had the problem of s-tech and found it quite easy to hit people, so I don‘t think it’s needed.
Range increase sounds good.
I don‘t really get what you want to archive with getting a loud noise notification. It wouldn’t really matter.
The better thing against camping would be that the traps get removed/burn in a certain radius to the hook. With your suggestion the traps from before would still stay there.
Your addon suggestions are fine. I like the scream addon. I have one addon idea, her traps respawn once after a certain time after they got activated. This would be strong and keep your trap network alive a little longer.
A quality of life buff I would like to get is faster setting up speed of traps. I hate it being stuck in animations that take relatively long.
I also kinda feel like light burn should return for hags traps. That way there wouldn‘t be a basekit counter and they‘d require a flashlight or have to run into traps. I think removing light burn was what did hurt hag the most.
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Firstly, thank you for commenting.
The main thing with Hag, is that she is a noobstomper, above all else.
Casuals or people who don't face her often (a.k.a. most of the playerbase) will struggle. People who know what to do against her (run into the trap and hold S as soon as the Mud Phantasm pops up, 9 times out of 10 Hag cannot hit you and has to chase you normally) will have a field day with her, however. Trap counterplay should be wiping them away, not triggering them and holding S. That's mainly why I included a speed boost. But yeah, just making her 4,6 would just make her more generic without really helping her.
As for the camping prevention, that is what I would like to actually happen. I may have worded that poorly, but traps near hooks would get wiped away when someone is on them.
The setting speed is coded in a way where it can't be lower than 1 second, because of Hag bending over and standing up being separate parts of the animation unaffected by add-ons. It could use some reductions though.
And finally, I disagree on Lightburn. Yes, it did hurt her, but counterplay to a killer shouldn't be locked behind an item you may or may not bring. Wiping them away is fine. Especially with my version of her, she would get incredibly annoying without a base-kit option to destroy traps.
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I like it myself not sure the TP range is REALLY needed as I often find myself maintaining my web in my off time and usually am in range as a result... however I don't see a reason why not. You're in control on where you're placing your traps, so if you're putting them FAR afield and get pulled away because of it, that is kinda on you I feel.
The speed boost is fine on TP, it feels like you should expect her to be speedy when running out of a trap. Alternatively a longer lunge might work nicely. I often find that Coup solves a lot of my Hag problems.... and Unrelenting funnily enough.
I would personally like trap notifications to be improved in general. I wouldn't be too against having the noise notification just removed completely so you can see it easier and instead: -
- You always hear thebmud phantasm spawn crack directionally regardless of distance (an appropriate drop off to give a sense of distance, but it's always audible).
- Wiping away a trap gives its own sound in the same way, and the trap is highlighted yellow for 5 seconds after it's wiped away.
Post edited by UndeddJester on1 -
Thanks for commenting!
I agree with the notifications, a change like this would clear up a lot of issues.
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Disagree with the first change. She needs 4.6. Range req should just be removed too.
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I feel like making her 4,6 would only be a mild buff that makes it so you just play her without really using her traps.
I don't have an issue with her being reliant on her power IF it's strong enough.
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