http://dbd.game/killswitch
Devour Hope devours fun - kill effect too much.
I had a match recently where devour hope made the entire experience just unfun. I know this perk can be avoided by finding the totem, but I've noticed many survivors neglect totems and the killers often have a major advantage because of them. I try to focus on totems early in the match but finding them is often not that easy even with small game and a map. So much time is put towards finding the totems and by the time I find half of them either half my team is dead or hardly no generators are done. Besides all that, the perk itself feels very unfair. Moris were changed recently to require 2 hook so use against survivors. Devour hope is still the same and in my match I had been hooked only once and when I was downed the 2nd time I was killed because of devour hope. This felt completely unfair to me and I am worried that with the changes to moris there are going to be a lot of devour hope killers and its going to make me not want to play as much again. The mori change was a very good thing because it was the biggest deterrence from the game for me when they only required 1 hook. Devour hope I feel should be the same. The killers should not be able to kill you when its active. And does it even matter how many times you've been hooked when devour hope reaches 5 tokens? If they can kill you just for downing you regardless of hook numbers then that just all the more makes me not want to play against that. I really hope thats not how it works.
I know devour hope is conditional and can be stopped by finding the totem but the power it gives the killer is still too much. The instant downs and ability to kill you is extremely unfun to play against. I do hope changes are made to it. I feel like killers have way too much power with certain builds in this game and it often makes for a completely unfun experience. Anyway this is just my thoughts on it and wanted to share it here in the feedback forum.
Comments
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Devour hope is one of the best balanced perks in the game.
If after 5 hooks (that the killer cannot camp) survivors still haven’t done the totem, that’s on them.
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I completely disagree. Ultimate power perks ruin the game for survivors. In the case of devour hope, I may be doing everything I can to avoid the killer and do objectives but if I'm teamed up with incompetent players I am going to suffer because of that. That is not fair. I derank and lose rare items because my chances of surviving or getting enough done to pip were dramatically lowered because I was having to carry the weight of the team in many situations.
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Devour Hope is completely fine.
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No, it isn't. It allows the killer to instant down and kill you. I can hardly have a decent match without playing totem finder builds because the hex perks for killers are insanely overpowered. I would like to play other perks than small game and other items than a map every single game without the worry of the killer using devour hope to get a sudden major power boost.
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Seriously? Whine... whine.... and more whine. If only I had some cheese. Now you guys got an issue with DH too?
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"the hex perks for killers are insanely overpowered." Quick! I need to grab my Third Seal, Retribution, Huntress's Lullaby, and Thrill Of The Hunt for and EZ win! No, most hex perks are garbage.
As for devour, why hasn't it been cleansed? Totems are bad because they're so easy to find. You said it yourself that you use totem finding builds, so why are you struggling? If the killer manages to actually get to five tokens, they have earned that mori. You get a warning when the killer has it once they get to three tokens, so don't save the guy and instead go find it.
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Out of your last 100 games (though judging by this post you likely haven’t played that many) have you actually had a killer get to 5 stacks and mori a survivor?
I literally cannot remember the last time I’ve died to a devour mori. The second you get the notification of devour hope after the third unhook, every survivor stops what they are doing and goes to get the totem.
seriously though, how many times out of last 100 matches?
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I am a massive fan of Devour Hope I think the perk is incredibly well balanced! It not only requires the killer to be doing well in the match, it also promotes healthy gameplay from both sides.
Survivors can completely nullify the perk by doing the totems and the killer is only using 3 perks effectively until the point where Devour Hope activates - when 3 unhooks, when the killer is out of range, have happened. I actually can't think of a fairer perk than this.
Should survivors have to be hooked twice before being Devoured? No I don't believe so, because the killer is using a risky hex perk to get to this point and if the survivors are unable to find the totem after they've been notified that the killer has Devour then that's really on them.
When playing survivor I love matches when Devour Hope is in play, they're always a lot of fun and I've actually never seen any other survivor complain either at the end of the match. As a killer, my totem is usually destroyed at 3 totems, so it rarely pays off for me.
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Really? What is "a fun match" to you?
I'm a survivor main but Devour hope is probably my favourite perk in the game. In my opinion, unfun builds are something that make gens regress back to zero time after time after time and once again. Something like Ruin + Undying + Tinkerer + Discordance on Freddy.
Devour hope is strong but also risky and definitely doesn't come for free. Totems are often in very obvious places and can be cleansed fast. Killers need to be far from the survivor getting unhooked or they don't get stacks.
I don't really face Devour hope often and when I do, it's usually either cleansed early or maybe one survivor get's mori'd. DH is pure terror in a good way and makes games fun for me.
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I have 940 hours played in DBD. I don't consider myself that good at the game and I don't want to make my experience with it more stressful than fun. I honestly don't know how many times I died to a devour hope death. I know its happened enough to make me not like it. This is a feedback forum also by the way and I am giving feedback on something I think needs a little adjusting in the game. No need to get worked up about someone's opinion on the game. Also if you think about it, in time a lot more killers are going to be running DH because in a way it sort of brings back the previous mori given after 5 tokens (a hook gives a token right?) you can kill survivors. So basically its just adding 1 extra hook needed to get the old mori back. Totems are not always easy to find. Sometimes they are but I've had matches where I was trying to find them and only found 1 or 2.
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Devour is one of the most balanced and fair hex perks that's actually viable if you know, it stays alive, whilst things like thrill or lullaby are not OP, but have little to no value in most matches if not combined with other perks.
Devour promotes healthy game play: no camping for atleast 3 hooks, and makes you target someone else, a good combo with bbq.
It's High Risk High reward, of course it's like that, hex perks can be literally useless if they have a map, so I either dodge like map lobbies or change it to like pop/thrill.
Honestly if people start complaining about DH over things like ds/ub, or maybe even r/u, I'm lost.
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Don't get me wrong. I think DH for the most part is fine. The only thing that really bothers me with it is the ability to kill survivors. Now I don't know everything about it. Is that part conditional also such as they have to be hooked at least once or does it matter how many times you've been hoked? It just feels like the hex gives killers a big advantage. I think the instant down along with the ability to kill you is too much. Maybe keep the instant down and remove the kill part? Or maybe make the kill part ability last for a minute after the totem becomes active so the entire team can't be downed and killed because we missed the hex totem. Just some ideas on it but ultimately its up to the devs. I'll try to be more active in finding the totems because if it stays the same then thats the only hope you have with it. :)
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Devour hopes requires you to have 5 unhooks while being away from the hook, so sometimes you might need more then 5 hooks, maybe 6 hooks, which means that you already gotten quite a few hooks in the game and probably even have someone dead hook. Stop trying to compare DH to a mori, mori was useable after just one hook and now only two, DH is only useable after getting 5 unhooks. The perk is fine and I believe you have no one to blame but you and your team for not being able to find and cleanse the totem.
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KateMain, do you play as killer? Have you ever tried Devour Hope yourself? Seriously, it's so risky (doesn't combine well with Undying and the hex needs to survive quite long before you get any real value out of it) that it must be strong as well or it's just a wasted perk slot.
There can be times when the whole team is destroyed by devour hope mori. Other times, the hex is cleansed right away and the killer plays with 3 perks. That's completely balanced. I think you only consider those times when DH actually gave you hard time and don't pay much attention to those games, when you check killer's perks in the end game lobby, find out they had Devour Hope but didn't notice it whole game (because it got destroyed or killer was too close and didn't get tokens).
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The only time I see Devour Hope work to its full potential is on a map where it's difficult to find totems. In my experience that's been Lery's, Midwich, Sometimes Haddonfield, Gideon, and Hawkins. Even with the poorly re-designed version of Autohaven and MacMillian they're still not hard to find.
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