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HEX: Devour Hope REWORK Idea
A perk that deserves Rework?
HEX: Devour Hope can be STRONG, and useless at the same time.
For the simple fact that all HEX are not difficult to find during the game, (rare cases lasting more than 1 minute), it is precisely because of this that Devour Hope ends up being useless, since it already starts lit up like every HEX on the map, since to really use it you need 3 stacks to have the "noed" personified, and 5 to have the memento mori on the same perk, which ends up being almost impossible to achieve, because if you get to 3 coins, Survivors automatically already knows where this totem was and will withdraw it immediately, or even take it off at the beginning of the game (because Devour is light up on starts game).
The idea of reworking this perk would be to light it on the map as soon as it reaches 3 stacks, or at least two, so either the survivors clear all totens, or in the course of the match finds a Totem Light up.
making Perk more useful and not losing it like all HEX in 10s starting, because HEX:Devour Hope, needs the entire match to be used, is not use on start match like others HEX.
Comments
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Devour Hope is an extremely strong perk and with that strength you take the risk of losing it when the totem is destroyed.
The only thing which needs to really change is the spawn locations of totems.
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