The Hag Rebalance Proposal
I've been playing the hag a bit recently, as well as facing a few hags as survivor, and i feel the killer is really pidgeonholded into going for trigens and camping still, while not having enough general utility to hold it's own on more varied playstiles. For this, i've brainstormed a few simple changes, many that have been suggested already, and compiled them in a single list:
For starters, the buffs:
- The hag should be a 4.6 killer. Being 4.4 really impacts her versatility, and frankly, overall fun factor. It also forces her into a less dynamic, more static playstile.
- The hag should have full range for her traps. Again, the current range really makes her focus on a single area and pushes her towards 3gens.
- The hag's traps shouldn't disappear when ran by. The volatile nature of the web is part of what dissentivizes people from spreading the traps around, and pushes them to clump them together. There is an option to remove the traps as is, but having someone dedicated to just running past every trap and dismantling a web is way beyond that.
Now, the nerfs:
- The hag should not be able to place traps less than 12 meters away from eachother. Mostly meant to stop hags from spamming traps around generators and making sure the generators are impossible to untrap.
- The hag should not be able to place traps within 8 meters away from generators. As well, an attempt to decentivize directly trapping gens and protecting them indefinitely.
Honestly, I'm not sure if i 100% hit the mark with these ideas, but i'd like to hear what people have to say on them. Are most of these interesting? Do they seem like healthy changes for the killer?
Comments
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I agree Hag needs changes. For the buffs, I support the first and second, but I'm unsure about the last one. The counter for helping a teammate essentially means running through the trap. If disarming the trap is the only way to remove it, Hag would need significant nerfs, like a maximum of five traps or a cooldown between traps, which I'm not in favor of.
As for the nerfs, I don't like them. Protecting generators is the killer's objective, and Hag isn't particularly strong in chases. Even at 4.6 speed, she can't effectively chase; her power is entirely about protecting areas. If she can't protect generators, she'll be nearly useless. There are counters, like crawling or disarming.
Regarding traps being too close, I don't see it as an issue currently. When hit, you get a sprint burst, so she can't double-hit unless you step on another trap after the sprint, which is a valid strategy for a trap-based killer. Adding rules feels awkward.
As for hooks, it might be reasonable to nerf by removing traps near them upon hooking and preventing new traps nearby. Other killers have power limitations around hooked survivors. If buffing her chase potential, the nerf should focus on hooks to discourage camping.
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I would like to see those changes:
→ Hag can now teleport to chosen trap (iri add on basekit) has 20s cooldown
→ Increase range of teleport to 96m
→ Traps cannot be wiped, but crouching or slow-walking over make them not triggering
→ Increase her base movement speed to 4.6
→ Traps cannot be placed 12m around hook and traps within 24m of hooked survivors will dissolve after 15s (this mainly prevents basement Hagging with putting too many traps down the hook as well) Second option is that crouching over trap would grant survivor 100 % movespeed when crouching as an alternative option if setting around hooks should be untouched.
→ When Hag sets trap, she gets 7.5 % haste (there should be add on for additional 5 %) to make it more reliable as Trapper currently
Idea for iri add on:
→ Hag can no longer teleport to traps, phantasms will automatically damage survivor but capacity of Hag's traps will be reduced by 40 %
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