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Devour hope... a lazy perk?
So i like to call Devour Hope the "lazy perk". All u need are 3 hooks and the game can snowball downhill real quick if not found.
2 hooks haste effect, 3 hooks exposed, 5 hooks mori
I personally hate going against a killer with Devour. It honestly feels like a cheap perk. SOMETIMES it feels like the killer doesn't have to do much.
To be clear I'm actually someone that does not hate No ed. I embrace it as a killer and a survivor, and honestly it adds another level of terror to the end of the match just like blood warden.
I hate Devour
At least with No ed we can have all match to do bones but Devour can spring up early in match and completly destroy a team.
Whats everyone's opinion on Devour? Love it or hate it? Do u use it a lot as killer? Is it too OP? Should it be changed?
Comments
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Hexes are already underpowered..and how is a perk you have to play a specific way to earn it plus risk it being destroyed lazy..? Like..what?
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In my experience, the times it gets cleansed 30 seconds into the game vastly outnumber the times when it gets to 3 stacks, let alone 5. It's too inconsistent for my tastes, but the surprise factor of when it does work makes it quite fun.
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I think its fine, the haste should be an indication for most people to start looking for a totem. And theres also the fact its a totem, so its always super inconsistent.
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I've played... hundred and hundreds of survivor games and I think I've only encountered 5 stack Devour Hope like twice. Very few 3 stacks Devour Hope as well. The Totem usually gets cleansed as soon as the 3 stacks hit.
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If a killer has devour, just rescue the survivor as soon as possible. You see them booking it, you save fast. I think it's an awesome perk. And I'd rather see it in a match than NoED. At least with devour, there's the off chance we run into it before the match ends. And the killer can't just camp and get an easy win.
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Personally, feel like Totems are too easy to find to begin with. Especially when you carry the perk to heal in a closet after taking out a totem. Just my 2cents. In general totems are always the priority for almost everything. Like the Devs say (along with most players) .....Do Bones. 🤷♂️
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No that's NOED.
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Yeah, sure! Having DS, DH, Sprint, BT, Head On, Inner Strength, Soul Guard, Lithe, etc to use MULTIPLE times PER SURVIVOR during the trial PLUS Adrenaline after the gates are opened COMBINED with all the sound issues that make perks like Iron WIll, Quick & Quiet, Urban Evasion totally busted and OP are 100% not the issue.
HOWEVER, another killer TOTEM (that totally dissapears in the 1st 30sec of a trial because it spawns near a gen) perk is THE END OF THE WORLD and needs nerfed!
Where do you people come from? are you for real? do you just want a free gate opening to be present from the start of the game, in order to "have fun" as survivor? (you know, other than the free one you already get via the key).
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Please tell me you're not calling Head On a meta perk?
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So im the one that made the post. I dont use devour as killer so obviously I'm coming from a survivor side opinion. I understand totem perks are inconsistent and can be broken early in match. But im talking about when it isn't found. Its like ok 3 hooks and if you play ur cards right u can win it all. Thats all im saying but great to hear everyone's opinion
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So can at least look at devour as a "different" perk. Theres nothing like it and I guess its good to have a full spectrum of perks.
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"if you play ur cards right u can win"
"if you play ur cards right"
"if"
"IF" / "CAN win"
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I don't see where I wrote the words "meta perks" in my post..si either I didn't write them and you have a reading comprehension issue or I wrote them and can't remember or see the actual words myself. I wonder which is the case.
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they want gates powered and open soon as the match starts.
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Lazy? Not a chance. Do you have any idea how rare it is for someone to pull off a full five stacks of Devour Hope? Devour Hope needs to be up and running almost the entire game for such a thing to happen, and for a hex totem to go unnoticed and uncleansed for that amount of time is incredibly rare.
The last two times I tried to use it, it made me stop using it all together. On one occasion my totem out in the middle of the map for everyone to see, and the other time it spawned right next to a group of survivors. I know this only because it broke within like 20 seconds of the match starting.
Simply put, Devour Hope is a pain in the ass!
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Hex totems are supposed to be strong due to the fact they they can be dead less then 30 seconds into a game.
Haunted Grounds - Every is exposed for a minute. Can quickly snowball and turn around a lost match for the Killer.
Huntress Lullaby - People start missing skill checks with just 1 token. At 5 it's like you're being bombarded on.
NOED - The bane of Survivor mains
Ruin - If it stays up, survivors have an incredibly tough time doing gens if you pressure them properly.
Third Seal - Useless against SWF but against solos, will be devastating.
Devour Hope is incredibly strong compared to most of these but it also comes with the restriction that you need to be 24+ meters away. If survivors unhook before you get out of that range or if you end up getting looped in that range when the unhooks happen, you end up with no tokens gained from the unhooks. You'll have to give up pressure or certain chases if you want to get stacks and if you want to defend the totems if someone is totem hunting or they see your 3stack Devour Hope.
So it's not simply "3 hooks and snowball". Those 3 hooks have to be done far away from you. And when you get those 3 hooks, the survivors will immediately turn to destroy that totem. This is all assuming they haven't destroyed it already. You will need to lose out on pressuring any gens near the hooked person or else you won't gain your stacks. It's not a lazy perk at all.
Maybe you SHOULD use Devour as a Killer before giving such an opinion on it.
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If it isn't broken within the first 30 seconds, the killer was far enough away to get a stack, along with other variables? It isn't a lazy perk. In fact its probably one the most rewarding ones to use. I love playing against a Devour Hope killer to be completely honest. It ramps up the stakes without feeling like the killer just wins for free now.
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I used it abit while I was lvling up my PH and didnt have alot of perk options yet. Was kinda lucky in that I got it to hit 5 stacks 2 games in a row, but I was also just doing REALLY well both of those games b4 DH kicked in, so really...it was just a nail in the coffin. The survivors I was playing in were actually really nice about it.
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Not meta, but super ######### annoying
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So you bring a map, small game, and/or detectives hunch to try to find and break the bones. It is a weaker perk just because of the way hexes work, and very few maps have great totem spots to begin with.
On top of that, survivors have gen speeds and second chance perks on their side. And DH forces killers to play around it to get the most from it. It requires a lot of work and the main expectation that it will be broken, and so you will work with 3 perks instead of 4.
Sure, you can think it is a lazy perk, but it requires a lot from the killer side, which is, by definition, the opposite of lazy.
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Out of 20 games:
14 games it will be cleansed before usefulness
5 games you'll get to use the one-hit-downs on a single guy, then the survivors scramble for the totem and it gets cleansed
1 game you'll get to mori
It's already barely usable, stop saltposting.
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Man Devour is a easy counter just find 1 totem not like stupid noed which is active after last gen finished:D
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I love using Devour Hope.. Sure, it gets destroyed early on quite often, or not long after hitting 3 stacks.. but when you get to 5, it really pays off. Heck, just getting it to 3 is quite nice because often you can a down on someone trying to take a protection hit, so you're now at 4 stacks (and heck, I've had games where I got to 5 stacks before anyone even knowing I had it because I downed them using powers instead of basic attacks, so first exposed down got mori'd as well.. or games where I had 2 people on hook at the same time that ended up giving me my 3rd and 4th stack at the same time)
It's one of those perks you bring if you're fine with playing the game with only 3 perks, but that really pays off if you can get it to work.
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Brightly lit totem, usually out in the open and near spawned in survivors/gens = OMG LAZY!!!
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I find Devour to be more of a skill perk, as it requires strategy. OP says you need hooks to get things rolling, but actually you need unhooks. This seems a minor distinction, but it makes all the difference! As a result, there’s an array of mental gymnastics required by the killer.
- After hooking, you’ve gotta get away quick, but without being obvious.
- You’ve got to maintain your map pressure, but hold back if a chase takes you too close to the hook.
- You’ve got to keep track of who has and hasn’t been hooked or you’ll accidentally sacrifice people. This mistake prevents an unhook opportunity and reduces the number of survivors who may be willing to give you that all important 5th unhook!
- Depending on your killer, you’ll try to rely on your killer power (Like chainsaws) to get your 4th and 5th downs/hooks to prevent survivors from knowing they’re exposed until it’s too late. This can buy your totem extra time, as they’ll search with fervor once they know. This also helps to prevent hook suicides that deny you those final unhooks.
All of this is ON TOP of the fact that you must be lucky for your totem to survive for long. For these reasons, when I get Devour Hope to proc, I feel a sense of accomplishment. I feel as though I’ve earned it!
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You still have to do work to get to go off. Like noed it turns up the heat fast which is a very powerful tool.
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You've never played against a 4man with headon and comms, that ######### HURTS
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I have a feeling you just died to Devour and got a bit salty.
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A HEX perk promoting no camping is lazy , i am out
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Super fun to use though (solo)
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I think we should destroy ebony mori as well as perks like devour, while making DS last all game instead of up to a minute and allowing unbreakable to recharge and swf is also pretty weak and needs a boost since they get destroyed by even rank 15 killers all of the time so maybe remove the killers' ability to see the object user so they don't even know it's presentlet alone can tunnel the poor guy then the game will be fun and balanced and you'll be fighting to get a place in line as killer. survivor queue times will be nanoseconds cause everybody will want to play killer.
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I have.
Jokes on them, tried sending me to Cowshed. Sent themselves to rotten fields.
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I call devour hope: the gen rush killer
If survivors arent focusing much on the Gens and actually care about totems like devour hope, noed and all these perks wont activate.
Devour hope is the balanced Hex totem perk. This is An example what the power level should be of totems.
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No matter what anyone uses, you always will be blamed for it. No matter if its strong or not (which in this case, its weak)
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But it relies on a totem, which can be cleansed at any moment.
If you have a survivor with a rainbow map or small game, you're unlikely to get the full effects of Devour before the cleanse.
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I’m not that bothered with it. Its high risk high reward. 9 times out if 10 its going to be destroyed before it ever activates.
It only becomes problematic on the indoor maps. Thats when it becomes OP. I came across a killer using it on Midwich and that totem was never found and I searched everywhere as best as I could but its not so easy to search when a killer is roaming about instadowning everyone.
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the more I see posts like these, and the responses, the more I realize the vast majority of this community... or at the very least the vocal minority, are incapable of analyzing the game and thinking critically moreso than just looking at a streamer's perks and making blind assumptions about their uses and purpose on their build.
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Have ran DH on a killer for the last few nights trying to get it to tier 5 as tests,... it never gets there LOL
People who complain about these perks have never ran them as killer, they die to them in a match one night then go on a forum spree creating threads about the perk.
L2p
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At least it takes actual effort (unlike NOED/DS etc.) and encourages leaving the hook. ToTH makes it really strong otherwise it can be cleansed at 3 stacks quite often (i.e. once they know you have it).
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what he said! According to survivors 99% of killers camp so they don’t go far enough away to let Devour even get tokens
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That's the problem for most "op" survivor perks. They get implemented to help rank 20-10 solo survivor sustain against killers at that experience level.
But the high level and expert knowledge survivor can use those weapons way more efficiently to the point of bullying the killer. That's also a reason coordinated swf are so annoying since they also get the weaponry meant for solo low levels.
It symbolises the overall feel of the killer survivor dynamic.
Low surv vs low killer = killer wins
High surv vs high killer = surv wins
Of ourse it is not this cut and dry in game but this is the theoretical state comparing stats (not dev stats) on paper.
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calling a hex perk lazy because you probably lost againts it when in reality survivors that dont cleanse totems are the lazy ones
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Not to mention lithe, soul guard, quick and quiet, inner strength and urban
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No that's hook bombing wglf bt people. Thats what's brain dead. I think Sprint burst is fine RN.
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Better you can not say.
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Don't worry this "discussion" was settled yesterday lol- short things no they weren't calling em meta perks.
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Oh ok
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No it is not....you still need to work for it to get 3 stacks. NOED on the other hand is the lazy perk in this game.
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Well all it does is reward killer for good gameplay and punish survivors for bad gameplay have a very high risk reward as totems should have so I don’t think it has an issue you have many perks and items to get rid of it early game if you choose not to and you let it stack higher that is on you
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Hexes are supposed to be amazing. You can get rid of it with 14 seconds of your time
0