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Why is Hex: Blood favor so terrible?
Like, I get that there were probably a few issues in terms of balance during the developing of this perk, but why so many limitations?
16 meters of effectiveness? Hitting the survivoris already enough for them to get FURTHER AWAY to any other non-blocked loop, since in one hit you, at best, get to block two pallets in midwich or the game.
Then there's the cooldown, 40 seconds. That's basically the exhausted timer, but without actually having any good ability that is worthy of the cooldown (And that's because, again, this perk achieves nothing in its current state). You get to use it once in a quick chase, and it still doesn't help in any way.
Then, there's the time it's active. 15 seconds. That's just too little time if the survivor has a good window next to the blocked pallet (if for some reason they stayed in that loop after beinf hit). Half of the time I'm not even sure if the survivor got to an unblocked pallet, or if Blood favor's timer already ran out by the time I catched up to the damaged survivor.
And, finally, it's a hex perk. You know, the kind of perk that can be snatched away from your kit at any point in the match. I feel bad for Blood favor at this point, it's like the team behind this perk's design was beating a dead horse.
Give this poor perk a break and a buff, please. The potential behind the blocking of pallets could've made this perk mark the difference in a match's outcome, but this perk just has all of its potential thrown out a fifth floor's window and into the street for every car to crush it to pieces.
"I knoe, we should make a perk that blocks pallets!"
"I like it, I like it... But we should add some limiting conditions it more balanced, since it is a strong ability."
"Alright, that sounds fair. What do you have in mind?"
"Let's just add so many that the ability is rendered completely useless, and equiping the perk be a complete waste of a slot."
"..."
Comments
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Blood Favor in a sense actually synergizes with the killer it was made with: Blight. Blood Favor may be underwhelming in the long run due to its limitations, namely the aforementioned long cooldown and the fact it's a hex perk, but its 16 meters is a lot better when compared to something like Cruel Limits which is nigh-pointless since it can activate even if you are not nearby. Not to mention it can usually net you a free down so long as they don't figure out you have it.
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I feel it should just apply to the target you hit, rather than apply to pallets in range.
When you hit a survivor, they can't drop a pallet anymore for some period of time. Then you can keep the cooldown as it's actually not trash anymore.
It would also counter dead hard for distance to some extent.
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If anything it definitely should not be a hex because something so weak should not be a hex. A hex should be strong because it could go away in seconds lol So like just make it strong. It wont last
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Too many safe decisions which make the Perk even weaker. Pallets are a fundamental aspect of the game, so the Devs need to be really careful what they do. Something like Spirit Fury is already not really healthy, but something that prevents Pallets from being dropped can be even more unhealthy.
And because of that, whatever the Devs will do to Blood Favor, it will always be a weak Perk. Blood Favor by design cannot be a strong Perk.
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Windows are a fundamental aspect of the game but Bamboozle exists and is a strong perk. Hex: Blood Favour could be much stronger than it is now and still not be game breaking.
Not only is it weak, it is literally useless.
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I put in a suggestion in feedback on how to fix it. An even easier fix would be:
Target hit by a basic attack CANNOT throw pallets for an amount of time based on Level of the Perk. Level-1 means they cannot throw Pallets for 15 seconds, Level-2 means they cannot throw Pallets for 20 seconds, and Level-3 means they cannot throw pallets for 30 seconds. *Then remove the Hex Perk aspect of it, and say only ONE target can be affected at a time.
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How exactly does it synergize with him, out of all killers? His power makes him able to cover great distances and his rush attack doesn't count as a basic one, so the perk activates even more rarely
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Ah, kind of forgot that detail, making the synergy more niche, but it can still help in that sense. In situations where you may hit a survivor with a basic attack, you can follow this up with a rush and catch up to them more easily since there won't be pallets for them to run to. 16 meters is short but far enough to where a Blight can follow up an attack with a rush. Worst case scenario, you can at least push a survivor into a less favorable position by forcing them to utilize areas without a pallet at their disposal.
I admit to my mistake regardless and acknowledge said synergy is a lot more niche than originally thought, if not extremely situational.
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No hex perk deserves being a hex perk. Most are ridiculously weak.
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could not agree more
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lol how is spirit fury not healthy? gotta break 2 pallets to use it once. then after the first use they just throw them down early so you cant use it again.
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I mean there's ruin, and devour, and even lullaby on killers like doctor
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It is weak because: survivors leave the area of effect during the hit-speed. The cooldown of this perk is massive and it even prevents survivors from dropping pallets when they would get hit at the same time meaning no pallet is wasted.
Effect now: currently it blocks all pallets within a 16m radius after a hit for 15 seconds with a 40 secs cooldown.
My rework: It blocks all pallets in a radius of 16m - 32m after a hit for 15 seconds with 20-30 secs cooldown.
The survivor can now either: use the speed after the hit as normal but that surv will then run into tho pallet block zone (16m - 32m)
The survivor can try to run past the 32m radius to use pallets which is risky because chance is high that killer catch up and hit again.
The survivor can not use the speed given by the hit and actually stay inside the 16m to use the pallets there.
With this rework + the cooldown being reduced to 20-30 seconds this perk would actually become decent and make survivors not use their hit speed boost and if they still do they enter the blocked-pallet-ring.
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If you think it's literally useless I'm not sure you've actually used it. The trouble isn't that the effect isn't useful; it's that it's a moderately useful effect that comes with the high risk of being a hex perk, so the value isn't there. It's comparable to a perk like Huntress Lullaby in that you can get decent use out of it in certain builds, but it's usually not useful enough to be worth the risk.
I don't think "this perk could be much stronger without breaking the game" is a great metric for balance either. You could say that about like 90% of the perks in the game.
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You don´t need to name the ridiculously weak perks. I already know them.
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TTS can also absolutely wreck solo queue and it's okay against SWF too. If that weren't a hex I'd run it all the time.
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**Check's Tsulan's ridiculously weak Hex perks**
But... this is just a list of every Hex perk.
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Devs are a bit too cautious with perks. There's a LOT of perks that could be buffed that wouldn't break the game.
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Because they are all weak.
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True that
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I was only using that very specific metric because the person I was quoting directly said that because pallets were fundamental to the game the perk would always have to be weak.
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Gotcha. I see where you're coming from, but I would tend to agree with that person's point - many maps have playable windows, but there are also some others (e.g. Hawkins, Gideon) that have very few playable windows. If you make BF too strong at denying pallets it becomes a death sentence every time it procs on those maps. It'd be pretty rough if you could dominate teams with just a map offering and Blood Favour, even if it wouldn't be OP on most maps.
With that said, I definitely think it could (and should) be buffed without causing balance issues. I've been wanting for them to bump it up to a 24m range and 30s cooldown so it could synergize well with Zanshin Tactics and give that perk a niche reason to exist too.
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While this is correct, Bamboozle was a band-aid introduced for really strong Windows which existed back in the Day when the Perk came first out (and Windows were more problematic, because there is no way for the Killer to remove a window permanently). Blood Favor does not have this purpose.
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Fair enough. But now we need a band aid for the new god pallet Game map
cryPepe
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I think a bigger problem here then is trying to have consistent quantity and quality of pallets between maps. But I guess it's hard to so whilst keeping each map looking and feeling unique
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Maybe if the entity blocked the pallet so that the survivor couldn’t go pasted it, it would be stronger without being too crazy (in line with Bamboozle). Or maybe give mangled effect to those that pass pallets in addition to not being able to drop pallets.
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I like this actually. I guess it makes almost all pallets unsafe and it also is finally a reason to not break pallets
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Yeah I don't envy the map designers - that'd be a hard nut to crack. I suppose I don't care too much what the pallets are like provided the maps stay balanced, but it sure does add variability to perks like Bamboozle, Any Means Necessary, and Blood Favor.
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If I were to buff Blood favor I would
- remove basic attack requirement
- increase range from 16 to 48 meters
- increase time a pallet is blocked from 15 to 20/25/30 seconds
- remove the cooldown
- show auras of blocked pallets
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