The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Why do people think Blood Favor is good?
When you hit survivors it blocks pallets in 16 meters and it goes on a cool-down for 40 seconds but it's also a hex perk that stops working after it's destroyed
The things is when you hit a survivor they get a speed boost that can take them far away from any blocked pallets
And for some reason bhvr thought it was a good Idea to give a hex perk a cool-down. What ever happened to Hex perks being High risk High reward?
Here's what it should do:
Any pallets within 28/29/30 meters of the killer are blocked while this hex is active
Comments
-
Most hex perks haven't been high risk/high reward for a long time now. Blood Favor's just another one on that list.
They could literally remove the hex portion of it and it would still be bad.
20 -
It forces the survivor to play correctly. It's kinda ######### funny that a perk like this is in the game. It literally shows the most optimal thing bad survivors should do after a killer's hit them.
5 -
What ever happened to Hex perks being High risk High reward? Exactly what I thought. In this case is something like high risk, low reward lol
2 -
Your suggestion basically amounts to "While this hex is active, pallets don't exist." Way too strong.
But this is a hilariously bad perk that tells bad survivors how to play better. One possible solution would be for it to;
- Not be a hex perk
- Give no indication that pallets are held in place to survivors
It'd still be a less than meta perk, but it'd at least serve the purpose of preventing survivors from effectively being aggressive with nearby pallets. Could have some synergy with STBFL, at least.
2 -
I've found Blood Favor to be very useful against god pallets, especially the double god pallets in The Game, and Midwich maps. Otherwise the best it has going for it is when you knock down a survivor at a pallet and it activates, this ensures that you can pickup the downed survivor without any of their teammates rescuing them with a pallet stun, so that's a nice comfort against an overly altruistic SWF team. Still, Like OP has pointed out, the short distance of the perk, and long cooldown don't really feel worthy of a Hex.
Hexes by their nature in the game should always be High risk, High reward, the risk being that the survivors can destroy it, the reward being that it's Overpowered as hell until they do, but there are very few of them that actually merit this status. Hex Ruin for example is still really powerful even after its change, same goes for Devour Hope and NOED, but for the most part the other Hexes are a bit too weak to meet the "High Reward" criteria of a hex. Blood Favor is just the latest in a line of Hex perks that the devs are too afraid of making as strong as they should be, and probably out of fear of backlash from the survivor side of the community, which is sad because if they just stuck to their guns on the "High Risk, High Reward" creed, then it would make them more balanced and actually worth the perk slot.
6 -
I think as a Hex they should probably just remove the range restriction. So while the Hex is active, if you get a basic attack all pallets on the map are blocked for 15 seconds (or however long it is) with a cooldown. (You can tweak the duration and cooldown for balance as needed). Getting rid of the range restriction and blocking all pallets for a bit after a hit would probably be good enough to warrant being a Hex.
3 -
But it does work. They do it anyway lol. Run it and see, its funny stuff I love it
0 -
Here is my suggestion:
As long as the hex is active, hitting a survivor with a basic attack will cause all pallets in a 18m radius of the survivor to be held in place by the Entity for 15 seconds, 5 seconds after they have been hit.
Basically, you hit them, they use the boost to get away, after the boost ends pallets are blocked. I still think it should be a hex as many would complain about how strong a pallet blocking perk is, but a cooldown is not needed.
1 -
I ran it while doing adept Blight, and gotta say the only time I was like "hey that's kinda nice" was when they were already injured so the pallet block meant I could pick them up under a pallet without stressing.
1 -
The nice thing is that it works with all kinds of damage, not just basic attacks
Someone stept in your trap halfway across the map? All pallets around you get blocked.
Not nearly enough to make this perk good, but it does have some funny moments if your lucky
1 -
Just another trash hex. I'm used two good and four BS perks every release.
1 -
You lure Survivors trough a side where they can't easily escape to another Pallet. I used it and Survivors were in a dead zone because the nearest Pallets were blocked. I got pretty good use out of it.
0 -
- if you get a hit out in the open BETWEEN tiles, then you’re pretty much guaranteed a free hit when that survivor reaches a tile.
- If the killer happens to get a down AT a pallet before it was thrown down, then teammates CANNOT do a pallet save during the pick up.
0 -
On one hand it can be powerful near the shack or corner loops. But on the other hand its a hex and a good survivor will never run to the closest loop when hit. They'll use their speed boost to get as far as possible to the furthest loop they can reach to extend the chase.
1 -
Am I the only killer who gets survivors downed in pallets? Survivors who crawl into pallets so their buddies can try to slam the pallet in my face? You say this perk is bad but I have gotten lots of free hits on nearby survivors, hit one and go for the other running to the blocked pallet. I have picked up many survivors downed in the pallet without fear right in the other survivors face. I'm not saying this perk is the best ever but I have gotten value from it.
0 -
I agree, adding a cooldown on top of hex makes it worse than Brutal Strength. x)
4 -
Honestly, this perk is worthless af. If the survivor drops it after you hit them, thats a pallet gone. If not? No different outcome.
1 -
So, you suggestion... Is to buff survivors?
You do realise that Hold-W is a problem for a reason, right?
0 -
"way too strong"
Lmao thats the entire point of hex's Strong affect but it can be taken away
- 16 meters is too short
- You can fake the pickup to get survivors waiting for a save to come out
- It only holds uprite pallets survivors can still use windows and dropped pallets
0 -
Everyone can argue how bad this perk is all they want. Personally I AM getting downs I probably would not have gotten because of this perk. Anything that significantly shortens chase times is good in my book.
0 -
If they were willing to get a little convoluted with the descriptor text, I think they could do something more interesting: "Hitting a survivor with a basic attack will block all pallets within 16 meters of the survivor after their speed burst ends. If the attack puts the survivor into the dying state, pallets are immediately blocked within 16 meters."
No cooldown, hexes should be powerful, and even without a cooldown and this change it still wouldn't be powerful, just more usable.
0 -
The only usefulness I find for this perk is when you down someone at a pallet but, in my experience, it's so rare that someone is close enough that picking them up will end with them being saved. I just don't see this being worthy of a Hex perk.
1 -
Totally agree that these are the two main times you get value from it. I think the related question, though, is are those benefits worth it being a Hex? To help answer that question, ask this: If the Blood Favor wasn't a Hex but was just an ability with a cooldown would it be overpowered? If the answer is "No" then it shouldn't be a Hex.
For comparison, look at Devour Hope for example. If Devour Hope weren't a Hex and it was just a permanent ability it would be kind of broken. Every game you'd have unlimited Exposed hits and in the late game unlimited kills. The only reason this isn't overpowered is because it's a Hex so the survivors have the opportunity to destroy it before it gets to the at point.
Or on the flip side, look at Hex: Third Seal. If it wasn't a Hex then you'd be looking at permanent Blindness by the mid-game. Is that actually overpowered? Blindness is a little annoying but it's one of the weaker conditions overall. So I'm a bit skeptical that Hex: Third Seal is actually that good as a Hex (other than maybe fitting a build built around slugging?)
I'm somewhat doubtfull that Blood Favor's benefits are actually Hex worthy, I think it's more like Third Seal above in that it's a decent benefit but even if it was in play the entire game it probably wouldn't be overpowered, it would just be good. Being a Hex that can be eliminated by a lucky cleanse just makes it kind of risky for not enough reward.
Personally I'm inclined to like the idea that they keep it a Hex but buff it by removing the range restriction. So all pallets across the map would be blocked for 15 seconds when you hit with a Basic Attack with an appropriate cooldown (maybe lengthen the cooldown a bit to 80/70/60 seconds if the current version's 60/50/40 cooldown is too short.) I think that effect would be Hex worthy and make its reward worth the risk of it being destroyed.
0 -
The reason it is also a hex is for two reasons:
- pallets are a primary survivor defence. They need to have counter play for that defence periodically being taken away from them.
- It then means Blood Favour also becomes a stall perk. You only need to have survivors downed a small number of times due to not being able to use a pallet they normally would before they’ll start wasting time with “We need to get rid of that”
0 -
Remove the hex part or remove the Cooldown.
0 -
New perks aren't meant to be useful.
0 -
Yeah the perk can use a decent buff or change, some pretty decent suggestions are here. I think the original one is a little too strong though, as you're pretty much saying "hope a good window in nearby or go down". I understand hex perks are supposed to be strong but that's a bit too much.
Easy fixes are increasing the range and the duration, maybe also reducing the cooldown or removing hex status on top.
Post edited by MrPenguin on1 -
They do have a counter play most of the time, though - run away after you get hit. In the time it takes the killer to recover from being stunned the survivor can run farther than the 16 meter range of the perk. Even if you're out in the open if you simply hold W and run straight to a different area the perk will have no effect on you as a survivor. Also it has a cooldown, so it's not even impacting every hit, only one hit per 40 seconds.
Again, I'm not saying the perk is literally useless, the effect is ok. I just don't think it's Hex worthy as it stands, blocking a pallet is nice but between its very limited range and its cooldown it's just not good enough as a Hex that can also be destroyed.
1 -
I don't really know, why killers want the nearby pallets to be blocked. If survivor waste the pallet after you hit him/her, then it's basically for your own favor.
1 -
Exactly. So if a hit occurs at between tiles, the survivor has no choice but to keep running. Looping the closest tile is suicide. However their odds aren’t much better attempting to run to a further tile either. They’re probably still going to have the killer catch up and hit them before they can reach a pallet or vault.
0 -
I just tried it for the first time. It seems very situational, its not consistent enough to be a good perk imo. It either blocks off pallets you don’t need or its on cooldown.
0 -
Not only that, but sometimes survivors still bring down the pallet and it will still activate, meaning you can't use it for a situation that it might be useful in later.
1 -
But that only happens if they happen to be in range of a pallet within 16 meters when they are running in the open. And when a survivor gets hit the killer is stunned for 3 seconds during which time the survivor gets to sprint at 6 m/s so holding W gets 18 meter distance. Then the killer has to chase them again, and on foot at 115% speed they catch up at 0.6 m/s so making up the 18 meter difference takes up to 30 seconds (though in practice it's a bit less since the survivor won't be running in a straight line the entire time.) Even if you assume it takes 1/2 that time, say 15 seconds, the survivor at 4 m/s can get up to 60 meters away from where that basic attack hit took place, nowhere near where the pallets are dropped. For context maps are only 90-100 meters across, so 60 meters is enough to get more than halfway across the map before the killer can attack again in a flat footchase.
Of course Blight himself has the advantage of Lethal Rush maybe being able to catch up faster. Using Lethal Rush he can move 9.2 m/s so catches up in about 3.5 seconds. But even then, 3.5 seconds is enough time to run an additional 14 meters on top of the 18 meters they already ran so Blight is probably getting his Lethal Rush hit up to 32 meters away from where the initial hit took place.
Therefore, based on the numbers, the survivor normally just needs to run away after a hit to avoid the repercussions of Blood Favor if they're hit between tiles. And even with Lethal Rush they'll have enough distance to reach a different pallet or vault. The only reason they would get caught by the blocked pallet is if they didn't realize it was blocked and tried to loop it or hung around waiting for the killer to recover while they clicked their flashlight or whatever else they might do.
However, if you removed the range restriction, the ability is definitely more dangerous since all of the above is working under the assumption that only pallets within 16 meters are blocked. Remove that restriction and suddenly Blood Favor becomes on par with the Exposed condition Hexes like Haunted Ground and NOED, something that if it's not dealt with right away could cost multiple hits or downs. (Note that they're still just basic hits so not quite as dangerous individually as Exposed hits, but it would have more opportunities to work so would make up for the difference that way.)
2 -
Interesting idea...
0