Blood favor is so bad.
I tried to give it the benefit of the doubt, I really did, but its just not good. I kinda like it on deathslinger, but thats it.
I like the concept, its the first hex perk that actually helps in a chase (maybe NOED and Devour do too, but not in such a unique way). The problem is that it is just so absolutely underwhelming.
So lets see whats wrong with the perk
- Does not activate on hits with secondary power (WHY!)
- Has a ridiculously small reach of 16m, half the average terror radius. Survivors can just hold W and cover 20 meters in the time you recover (thats why STBFL makes it kind of okay)
- it lasts only 15 seconds, too little to get much value out from in closed structures like the badham homes and lerys.
- It is a hex, which I dont usually consider to be a problem, but goddamn this perk is just not worthy of being one
And its most important problem:
- IT
- HAS
- A
- COOLDOWN
- WHYYYYYYYYYYYYY
- JUST WHYYYYYYY
Cant you guys find creative ways of balancing perks instead of just slapping cooldown on everything? Its getting pretty tiresome. The perk is already pretty underwhelming, the cooldown just kills, no, MURDERS it.
I just hope it gets buffed in the future.
Comments
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It's The best survivor perk, it literally encourages them to play better and hold W after getting hit, instead of staying at a loop.
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Let me get this straight. Blood favor is a hex perk that has a cooldown and only works on basic attacks and has a small radius and is only active for a small duration and prevents survivor from wasting pallets.
What.. The.. F...
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+1 to all of that. At the very least it should apply Exshausted but the way it works you hit a survivor and he runs to the next pallet. Plus it is not hard to loop a killer for 16 seconds before using the same pallet. The only situation it is good at is when you barely make the hit before the survivor would drop the pallet. So you don't have the pallet stun. But the pallet that would normally be wasted will stay active. This perk does more harm then good and is not very thought throu.
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I think all it needs is more range. 24-meters would make it viable. Also, it would be cool if it got one last proc based on totem location when the totem got cleansed
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It goes against logic as well. If you're hit by a killer, you sprint burst away to another loop. You do that regardless of if you know the pallets nearby are gonna be blocked. It may seem like a powerful effect, but it really isn't.
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It should also require you to build up 5 tokens via hooks to activate.
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Blood Favor is underwhelming as a Hex, that’s for sure. It’s not completely useless, I have gotten a handful of hits out of it, but it’s nowhere near as good as a Hex should be. Even when it works it’s only giving an extra hit and it works maybe once or twice a match if you’re lucky. Compare that to Ruin or Haunted Grounds or NOED or even Devour Hope which all potentially give either really good gen slow down or Exposed hits and it’s easy to see that “maybe get an extra hit or two” is pretty weak in comparison.
It could definitely use a buff. Possibly
- Keep it having a cooldown but make the effect mapwide so all pallets on the map are blocked for 15-20 seconds when it triggers. That would significantly increase the chance that you can get some benefit from the blocked pallets before the effect ends; or
- Change it to be that the entity destroys one undropped pallet in range when it triggers; or
- Make it curse the hit survivor to be unable to vault for the duration
Basically give it a pallet or vault related effect that is powerful enough that survivors will want to spend time destroying its totem. Any effect on par with getting say 1-3 Exposed hits is reasonable. So for instance if it blocks pallets long enough to get about 4 extra hits per match then that would be roughly comparable to 2 downs.
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The perk is #########! Been saying that since the PTB! Why slap a cool down on a hex perk? Doesn't that defeat the purpose of a hex perk?
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Judging by the recent changes to perks from the past few chapters, I’m gonna guess like those listed perks, they are erring on the side of caution with Blood Favour, and are monitoring its performance closely.
I’m gonna guess it’ll be reviewed by next mid chapter.
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And warn all the survivors they're hexed by it as soon as a pallet enters anybody's fov.
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Personally I really like Blood Favour.
BUT....
Here’s what I would LOVE for it to be changed to:
Allows the killer to break and remove standing pallets. It would still need to have a cool down. Possibly longer than its existing cool down. But it would definitely increase Blood Favour’s threat level, and get survivors more urgently searching for the Hex Totem knowing the killer can instantly break god pallets on god loops before survivors can milk several laps out of it.
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It literally helps survivors who throw pallets too late. Deathslinger with STBFL is the only killer it's good on, but by the time you get enough STBFL stacks, Blood Favor has probably already been destroyed. The scenario is simply too niche.
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I still stand by that post.
Mom just saying that I believe the devs are being careful, and conservative on their decision of how Blood Favour currently operates.
There are maps, and certain zones in some maps where Blood Favour is brilliant. But like Bamboozle (and to a much much lesser degree), Blood Favour can serve no purpose in some areas.
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Idea:
Remove the basic attack requierement.
Increase the range to 24 meters.
Increase the duration to 16 seconds.
It's cooldown is it's duration.
Boom, bad perk kind of fixed.
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It's not completelly useless. If you find multiple people hitting one most likely makes the others sitting ducks. Also owkayish at at The Game where the 16 m reaches the other floor.
Overal i agree though it is kinda meh. I can understand why they were carefull with it though giving free hits is always dangerous.
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But bamboozle is a perk without a CD AND an additional boost. Blood favour is a hex with a CD.
So i'm pretty sure it'll get a massive buff soon.
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You can’t Bamboozle a vault 16m ahead of you before reaching it.
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They could add another function to the perk: Survivors don't get the speedboost from being damaged.
In this way, the survivor won't be able to run away from most loops and will make it worth for being a Hex with a cooldown.
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Another perk showing devs don't know their own game too well...
"Oh I just got hit by the pallet with this hex in game? Not a problem, I would run away regardless and we will save this pallet for later! PROFITS"
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A little math to really emphasize how bad the perk is...
When a survivor is hit, their speed is increased to 6 m/s for 2 seconds, meaning they can cover 12 meters. That leaves a minimum 4 meters of "effective" range, taking into account the fact that survivors may not be running in a straight line.
Let's say survivors only managed to get 8 meters away from their initial hit area, meaning they wasted a third of the on-hit burst. They will still need to cover another 8 meters, which is twice the minimum effective range. Now, survivors run at 4 m/s by default, so to cover 8 meters they will need to run for 2 seconds, which is about the same (if not exactly the same) as the hit cooldown for killers.
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You all say that, but ive gotten multiple hits because everyone wants to stun the killer with a pallet, and anyone waiting by the pallet for the stun will quickly meet their demise
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Blood Favor sucks but im not sure I even want it to be good
Looping and pallets are 90% of gameplay so taking away elements of the chase will only make survivor and killer more one-dimensional
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I think all those hex perks is broken don't understand it blocks survivors from gens but yet they can still escape without getting the totems
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