HOW WOULD YOU CHANGE: Hex: Blood Favour?
HOW WOULD YOU CHANGE
is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.
Today's pick: Hex: Blood Favour
Comments
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Make it not a Hex perk. I'd be okay with increasing the cooldown to compensate. I just don't think it needs to both be a Hex perk and have a cooldown.
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Three possible ways. 1. Make it not a hex. 2. Remove the cooldown. Or 3, increase the effective range. My vote would go to 1.
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I definitely don’t think it needs to be a hex. Hexes should be more powerful than normal perks and this isn’t even that good an effect to begin with.
If it does stay a Hex, then take away the range limit. That way at least the killer will have a chance of taking advantage of a pallet being blocked on a different tile when the survivor they hit runs away.
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Remove it as hex increase range to 24 Meters increase duration to 25 seconds but keep the 40 second cooldown
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Full rework,
Hex blood favor: getting stunned by 2 pallets turns a dull totem into a hex totem
while this hex is active dropped pallets within 32 meters of you break automatically after 14/12/10 seconds (must be full 10 seconds not cumulative) multiple instances of this totem make it take 2 seconds less time to automatically break
(doesn't start with a hex totem in the match)
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2 things..1..make abilities work on it, and 2..increase the range so it may actually matter
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I've said this in many threads now, but bump the range up to 24m and reduce the cooldown to 30s so that it'll have good synergy with Zanshin Tactics.
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This perk is a hex. There is no changing that; the devs want something that synergizes with Undying since both are Blight's base perks. Despite this, it's balanced as it it was an ordinary perk.
- Remove the cooldown. It is a hex perk. It does not need a cooldown; just have the duration of the perk be the "cooldown".
- Increase the range to at least 24m.
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Worth pointing out two things:
1) We have precedent of a non-Hex perk being turned into a Hex perk (No One Escapes Death), so it wouldn't be out there to do the reverse.
2) We have at least one Killer with a perk that does little unless you combine it with another Hex perk (Deathslinger with Hex: Retribution).
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Fair points, but IIRC, my reasoning was what one of the devs (McLean) implied during one of his streams.
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not a hex perk, cooldown on 60/55/50 seconds. Increase range to 20
now its actually a viable perk
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Increase the effective range. Everything else is fine.
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Make it a 20m constant range around the killer instead of it being the area that you hit the survivor in. The huge problem with this perk is the speed boost alone invalidates it on top of being a hex with a cooldown.
Why do hex's have cooldowns anyway the point of a hex is that it's so strong it can't not be a hex and survivors can take it out of the game as counterplay
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Keep it exactly as it is but without the basic attack requirement and without it being a hex, make the cooldown it's duration. I honestly believe the effect is mild enough that if left as is, it doesn't have to be a hex, have the basic attack requirement or even a cooldown....if you must give it a cooldown, the cooldown Quick And Quiet has is good enough... I honestly think the cooldown could just be the perk duration and it wouldn't be busted.
-It becomes a direct counter to Power Struggle/FlipFlop/UB combo. Pallet saves become impossible at the cost of one perk slot, similar to lightborn making flashlight saves impossible.
-The perk forces survivors to leave the current tile in a chase, and punishes them hard if they choose to stay, but if they move away from the perk range with their on hit sprint burst, they they counter the perk.
So if you hit someone at shack and they choose to stay at shack, they must play extremely well with the window until the pallet unblocks, or they die.
I do however see the possibility of coming through the window at shack with bamboozle, getting a hit, blocking the pallet and now the survivor has no options at shack. But again, the counter is simply to leave shack for another tile with your on hit sprint burst.
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Tie the area affected to the killer or the survivor hit so it moves with them, possibly tweak the duration to compensate.
Reduce the cooldown or remove the hex status. Having both on one perk is a bit much.
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Its pretty much only good right now if you have a survivor in a corner tile.
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Nobody would use that even if it wasn't a hex and even if it didn't have a cooldown. The perk is just bad and buffing it while keeping its effect to a viable level would make the perk oppressive.
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Keep it a hex, have it so that once a pallet is blocked it remains blocked until the hex is cleansed. Increase the cooldown slightly.
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I don't believe that it would still be bad. If you make it so it will always work on every M1, scenarios will inevitably come up where a Survivor gets screwed over by it.
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Yea, once in a few matches such a scenario would happen LUL idk, imo it's just bad.
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I don't agree? Not if it had no cooldown and no hex status attached to it.
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