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Unpopular Opinion: it makes sense why Blood Favour is a Hex, and it’s a GOOD thing that it is a Hex.
Now that I’ve started to get some valid use out of Blood Favour, whereby I can say chases were successfully ended because a pallet was blocked, here are some thoughts on the perk, and WHY it’s good that it’s a Hex.
It’s been said a lot that because of it’s cool down, it’s too weak to be a Hex. I beg to differ. From the survivor perspective if this perk were NOT a hex, so if they’re having to deal with their primary form of defence being blocked up to every 40 seconds all match long, i’d predict it would result in a huge increase in survivor DC’s, especially if it were paired with Spirit Fury & Bamboozle. Having it as a Hex gives the survivors hope that they can get rid of the ability.
Which brings me to one of the other great things about this perk, and why it’s best pairing it with Undying: Loads of wasted time. If Blood Favour were a standard perk, you would not get the benefit of a little extra stall occurring in the game. In the case of it being paired with Undying, then a LOT of extra stall in the survivors attempts to desperately rid the match of Blood Favour so that chases aren’t so dangerous. The killer gets the benefit of survivors wasting time finding Hexes, yet will still (mostly) get significant use out of Blood Favour for most of the trial.
Comments
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The issue isnt the hex status..its the range..16 meters is too short because a sprint burst will easily carry a survivor out of range..and having a cd means the effect should be worth it since it's also a hex..but currently its niche at best..that's what your not grasping
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bait?
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I wouldn’t be opposed to the range being increased.
That said I have successfully ended chases due to survivors going for a tile with a blocked pallet.
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No. A personal observation.
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the problem with this perk is, that you will get 0 value out of it vs good survivors. it only works well vs pallet camping megs... and for that you shouldnt need a perk.
the only play i can imagine would be in combination with stbfl.
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yeah, but the cooldown?
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I mean you kinda stated why it shouldn’t be a hex if it requires another hex to get use it’s a bad hex period
The main issue isn’t even it being hex it’s the fact it’s a hex and a Cooldown perk which should never happen totems are suppose to be high risk high reward the Cooldown removes the reward before you can get much use a lot of the times so as you said you have to waste a slot on another hex that can be broken
And to add salt to the wound it’s only within 16m but the survivors are 20m...
I’ll say it’s not the worse perk ever it’s just badly designed in some ways giving a good chance to get no use
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I don't like being a Hex but I don't care either, the problem is the range (the survivor can literally just run to another loop with another pallet) and the cooldown.
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You're mostly on quite a low timer, since finding another survivor would probably take about 15-20 seconds, and it's cooling down as you're hooking someone, so I'd say you're looking at 5-10 second cool down at most (level 3 perk, ofc)
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If it wasn't a Hex, then Deathslinger, Blight and whatever other killer benefits from the hild-W playstyle would be insanely strong with it on certain maps.
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The only reason it has a cool-down on top of it being a hex is because the effect is unhealthy for the game. Blocking pallets should never be a thing, and will still never be a thing due to this perk having 3 restrictions on top of it.
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I understand why its a hex my issue with it is its massive cool down of effectively 55 seconds. It also can be countered too easily by using the speed boost from getting hit to get to another pallet outside 16 meters and if you hit them in the open and a pallet is nearby you just made it go on cool down when the survivor wasn't going to that pallet.
all i really want from this perk is its cool down to be reduced to something like 20 seconds that way you can activate it every chase at least once. Its a hex it should be stronger than it is currently.
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A perks success against bad players is almost a given no matter how bad the perk, against a good survivor 99 times out of 100 this perk will absolutely not help secure the down in a chase and against a survivor thats better than that might as well just have an empty perk slot for all the perk affects them
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Maybe..but I'd say 20/24 meters would be decently effective
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Blood Favour with 8 stacks of Save Best for Last is insane, is almost a guaranteed down.
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But you're just teaching bad survivors who already don't understand they can gain big distance off a hit to start using it to go to safer tiles preserving pallets in certain zones of the map then when your hex goes mid match all the pallets are up still because you didn't eradicate any safe zones
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If you get hit and you're still within 16 meters of the killer, you're either terrible, on a terrible map, or are next to the most amazing chain of loops in the game.
Maybe if pallets in an 8 meter radius around the survivor (that is, it follows them) were blocked rather than it being where the hit occurred, it could have a little more value.
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Then it would go on cooldown much more often by sealing pallets that aren't even close. Meaning it'll be up less often when you actually need it.
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It would be better as a standard perk and not a Hex since it has a cooldown AND can be taken away.
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Better than it doing basically nothing a lot of the time
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Everybody seems to be looking at it from hitting the survivor at one tile, and they run to the next tile to avoid this being an issue.
Nobody seems to be considering it’s effect when you hit a survivor BEFORE they reach tiles. That’s how I’ve ended up with downs at loops that I otherwise probably wouldn’t have gotten so quickly.
It only has to be effective a few times to save the killer a lot of chase time, and start getting survivors wasting time finding the hex.
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16 meters isn't far enough to make it good though I can hold w and just use that speed boost to go twice the distance to a safe safe meanwhile youve preserved that one for later once the hex is gone
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Also think of it like this , the killer is penalized for staying withing 12 meters of a hook which is considered camping in the game , so you're only getting 4 meters outside of what the game considers campings distance instead of a more wide spread effect, I would almost say cruel limits is even better
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It has too many downsides to be a hex.
Honestly, I wish it was like this:
When a survivor is hit, after 5 seconds pallets within 16 meters of the survivor are held in place by The Entity for 15 seconds.
As a hex, it doesn't deserve a cooldown and making the perk activate a bit after getting a hit would make just holding W not as effective.
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What I like about blood favor is that its when a survivor get hit. Any hit. None of that basic attack nonsense. At least thats how its written and supposed to work.
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It being a non hex with a 40/50/60 Cooldown would be good
It being a hex perk with no Cooldown would be good
The fact that it's a hex with a Cooldown is just weird. Unless your really lucky it's going to be removed after 1-3 uses and that doesn't even guarantee those uses will be useful.
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Your argument has failed to convince me. You maybe able to fool yourself into believing it's a good perk but it doesn't look like you'll convince many others. But if you like it in it's current state then keep using it.
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Best way to test that is pinky finger
If it activates on a direct bottle hit...
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Even if the devs are worried about making it too strong, I think a no brainer buff would be pushing the range out to 24m and reducing the cooldown to 30s. That way it would exactly line up with Zanshin Tactics, so a killer running both would know exactly which pallets are in range to be blocked when going for a swing.
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I wouldn't mind it but we will see
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I don't think that would work with Clown's bottles, because they don't cause damage. But it should work with Feral Frenzy and possibly survivor becoming wounded by a bear trap.
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Yeah man. Because they don't know how blood favor works. Now i give you an example. What wouldve happened when the survivor would just use his sprintburst to leave the area and search another tile?
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The effect of the perk is weak enough that they could not only make it a normal perk, but they could remove the cooldown and it would still be a weak perk.
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Why does every perk need to be for rank 1 players? Hint: they don’t
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If you catch them out in the open, then they’re using their sprint to reach a tile, and not realising the pallet there is blocked till it’s too late.
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Agree and disagree, I agree it should be a hex due to the effect's nature, but there's not a chance I'll ever run it or think it's good in current state, maybe on Clown with STBFL/Brutal. Range is small enough you can just W key to next tile, cooldown is unnecessary and at minimum should be cut down. Pretty much half the reasons I don't run Surge - it should be a hex, but it needs at minimum a cooldown reduction if it is a hex
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At what rank are you playing if i may ASK?
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Was rank 3 (shy of a pip for rank 2). I’m usually back to rank 4 to 1 after every reset.
Blight set me all the way back to rank 10 with a LOT of miserable matches. (A lot).
But the persistence has been worth it. I’m getting him now, and the perks make sense.
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Okay, then i just don't understand how you get value out of that perk. xD
I tried to synergize it with STBFL and undying, but most times it either blocked nothing relevant or i wouldve got the down anyway.
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It’s those hits you manage to get BETWEEN tiles that makes it worthwhile, the kind of hits Blight usually gets. It significantly shortens chases when the survivor reaches a tile only for them to find it’s not safe. They can’t loop it, and dashing towards another tile is mostly lose/lose for them.
Having just 2 or 3 chases shortened by Blood Favour, that otherwise would have been extended (or potentially abandoned) is already quite valuable. Couple that with the time survivors then spend trying to find the hex so it can no longer block their primary form of defence during chases, and the perk both SAVES time and STALLS time.
Well, this is my perspective on it anyway.
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The perk is bad. Why? Because the range and duration is too short. If you hit a survivor in the range of a pallet, they just injury sprint through it and to the next pallet, that did not got blocked. If they double the numbers, maybe it would be a good perk.
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See my above comment. I’ve personally been getting downs because of Blood Favour
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Exactly. The devs have put thought into this perk, making sure situations where survivors are 100% defenceless are minimised.
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That's incorrect because blood favor has a cs..24 meters still isnt that great..if a window is being bamboozled then you can throw the pallet and stbfl takes time to stack..all while blood favor can explode at any time..your example is a non issue
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No it doesn’t.
It should.
But it doesn’t.
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Blood favor isn't good. Good survivors won't keep looping a pallet they got hit on.
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Guess you skipped the part in this thread where I said multiple times that Blood Favour shines when you get those hits in BETWEEN tiles.
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That's too specific, and the range is not big enough.
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It’s not that specific at all. Killers like Blight and Clown usually achieve their hits between tiles.
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Pretty sure Blights hits dont trigger blood favor.
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