So how often does Haunted Grounds work in your opinion?
Generally I see one person get one shot and it's gone. I've never had a killer 1 hook 4 people with Haunted Grounds until just now, and it was brutal. One guy broke the totem immediately as I was walking to another person on a gen with Bond/Prove Thyself because gen rushing seems to be the only way I ever escape, which does not happen often even then unless SWF. Spirit comes out of the boat(we're on the swamp) and one shots me, then the person I was walking to on a gen, then manages to find the other person, and the David who broke the totem is over there in a corner and while I'm trying to recover for him to pick me up, he reveals himself a bit too early and gets in a chase. He didn't get one shot, but there was only one survivor left and it was pretty much over. I got 52 points that game, and all of us were one hooked. Has anyone else had this happen? Has anyone had this happen more often than once? Is this a unicorn game?
Comments
-
Either super lucky positioning for the killer, with every survivor together in one place, which is the worst thing survivors can do in a game, or a domino downing with Infectious fright or maybe Hag during mid-game with all her traps seated.
For every other scenario, Haunted grounds grants only 1 free down, because you were already chasing that guy, otherwise everybody hide (as it's right to do) for the entire minute.
0 -
I stopped running prove thyself because it encourages you to work on the same gen as someone else. You really don't want to do that especially not at the beginning of a match. It's much harder for the killer if all survivors are working on separate gens. While it makes the gen go faster, if the killer comes across you while you're working on it he's now found multiple survivors instead of just one AND he's just stopped both of you from working on a gen. If you got four survivors all working on seperate gens, at least two if not three of those are going to pop if the first person he finds is any good at looping. And of course the scenario you just mentioned will not happen if you're all working separately.
This is why the offering for the killer to have all the survivors start the match separated is the dumbest offering in the game and why nobody ever uses it.
0 -
While I agree, my survivors have...generally not been the best at popping gens alone, especially with both Ruin and Pop on every killer we face, and I generally am the first one found. Thus Prove Thyself with a toolbox, and BNP if I have one. If I get lucky, killer chases someone else and I find someone on a nearby gen and we pop it pretty quickly. If not, well, at least we got more gens done than if I had not run that build.
1 -
Nearly every time I use it even high rank it pops
like a solid 70% of the time for me
0 -
It popping wasn't really my question, it was more of, how often have you had a killer actually get more than one down off of it? Or you as killer.
0 -
That might work against lower ranked killers but if the killer is any good that's a terrible strategy. If he finds you together he'll just slug you all right there and then and the match will be over quickly.
0 -
Can't slug all of us, unless Haunted Grounds pops at a terrible moment like it just did in this what I assume is a unicorn game. Again, my survivors do not do gens, at least not even close to what you see in all those youtube videos. I could run the killer for 10 minutes and probably only have 2 or 3 gens pop. Of course chases don't last 10 minutes for me, but even with a good long chase, maybe ONE will pop. It's why I run Prove Thyself with toolboxes/BNPs if I have them. It's the only way to get the gens done, otherwise it's a hatch game in which usually the killer gets that too.
0 -
Ahhh, Usually only a down, Sometimes none. Very rarely do you get more than 2 downs with it, But that saves so much time compared to having to hit them twice. Also a lot of ppl will hide and get nothing done for 60 seconds so thats pretty nice
0 -
Guess it was just a unicorn game of extremely unfortunate timing then.
0 -
I found hg to be very sporadic, I can usually down one person when it pops, not a really good use of a perk slot.
The only exception is lerys with scratched mirror Myers, by seeing auras it is quite simple to down 3 or more people with it.
Meh perk, unless you are very lucky
0 -
Usually, as soon as the exposed effect pops up, everyone goes hiding until the meter runs out. And if you're on a hook, forget about getting saved until the effect has ended.
0 -
In low/mid-ish ranks simply having the "exposed" effect will stop people from even attempting generators, so the perk has good merit for use.
In upper mid to high ranks the perk does one of two things: A) It gets activated and maybe you get 1-2 downs (rarely more) and isn't too bad. Or it does B) Never gets triggered because somehow in a 1 in 3 chance they (seemingly always) get your Ruin first and never touch the other hexes.
1 -
If your team can't do gens with Ruin on separately, they'll be even worse together.
You'll be triggering ruin checks nonstop and the gen will get ZERO work done.
0 -
I don't think it's a good perk and think people are wasting a slot, far too risky without much payoff.
Imo it should be changed so that the other totem stays lit if the other gets popped. This would give it 2 chances to pop off. THEN it would be decent and worth using.
0 -
60% of the time, it works every time.
I never got 4, but 2 is already a huge success
0 -
It activates practically every match for me.
But my problem with it is that they're in control of when to cleanse it.
They obviously can't know for certain it's HG, but one match you might 1-shot 3 people, in others you might hit none.
0 -
I use it mainly has a diversion from all my other hexes.
(Main Hag red rank)
0 -
Honestly, in very rare situations. Survivors are aware of this perk and will simply hide it out. You can consider yourself lucky if you get 1-2 hooks but most of the time, you wont gain anything.
Playing DBD for 1000 hours now, im pretty sure i never got downed by this Hex even a single time. And i am the complete oposite of a sneaky survivor.
0 -
I've downed a few survivors but tbh like I said it's mainly to distract from the hexes you're protecting.
0 -
There are matches where it doesn't come into play, and others where it procs perfectly and you get so much free pressure for it. Sometimes enough to even force one previously survivor into stage 2
It works more often than not and it's really fun to use on Myers because you can chain the exposed status back to back
2 minutes of exposed status on all survivors can be insane
0 -
I wish that the fake totem aura would be another color tho so you know which one to protect instead of being worried about all of your totems.
0 -
Haunted grounds is a very niche perk. You should maybe get 1 or 2 at best but only if the survivors arent that clever.
0 -
Well alone not so much but I run it with ruin, thrill and devour 😈 or any combination but always more than one!
If gotten 4ks just checking totems! I think it works just fine tbh.
0 -
What I like to do in that situation is reveal myself to the killer so I can get into a chase (since I’m fairly good at looping) while my partner can continue working on the gen.
1 -
While true getting skillchecks more often might be possible, you also do that gen faster. Get 1 or 2 gens done, and their confidence boosts. I'm not even sure it's that they can't hit ruin skillchecks, but moreso that one or two don't even try and start looking for ruin. In general though, we at least get one or two generators done with this method. Without it, usually it's 4 or 5 gens are still up by the time I go down if I'm found, and they end up with a 4k with 4 or 5 gens up.
1 -
Yeah imo if you're gonna go hex might as well go all-in.
0 -
@Mochan I do like to have at least one tracking perk on tbh but your right all in is fun lol
0 -
I was against a killer the other day who pretty much had all totem perks and so I found 2 different lit hex totems but didn't cleanse them yet. Devour hope activates so we are all exposed so I run back to the totem and cleanse it - Haunted Grounds. So we are double exposed, a little while after Haunted Grounds has deactivated someone cleanses DH. No one was downed and all totems where destroyed so no NOED. Pretty good strat if you can pull it off.
But most times it usually goes like this - once was trying to help an injured survivor getting chased by Spirit close to the start of match. They get downed under a pallet so I was gonna try for a pallet save but she knew I was there and started chasing me. I was planning to run her around for a while so the others could heal the downed survivor but as she hits me someone cleanses HG. Then I'm just laying there a couple metres away from other downed survivor like :( Could not have been worse timing lol
0 -
It's funny, you always seem to cleanse Haunted Ground right before someone gets hit, lol.
0