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Hex: Devour Hope and the protection it offers unwise survivors
"Oh no! I'm being chased by the killer! Quick, I'd better run toward the hooked survivor! That way I can loop the killer around the hook and call them a camper if they don't let me go free / unhook the survivor for free..." - Solo Survivor(s) 2016-2021
As the killer with Hex: Devour Hope, I have two choices:
- Commit to the chase and not gain a stack of Hex: Devour Hope if they are unhooked while I'm too close, or
- Walk away to let them unhook for free so that I may gain a stack, only to have them question my motive for doing so and realize I have Hex: Devour Hope hidden somewhere before I get my third stack.
Fix:
- Hex: Devour Hope will not deactivate because of hook proximity if in a chase.
Comments
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THE HEX CAN BE CLEANSED!!
THAT IS THE HIGH-RISK HIGH-REWARD!
THAT IS THE COUNTERPLAY!
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Really? you are getting a free hook and you are complaining? If the survivor cant save the hooked one, you have two(up to four) not doing gens.
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Devour Hope is a great perk, it's a high risk, high reward as you rightly said but not purely because the Hex can be cleansed but because there's counterplay in that the survivors can make saves whilst in the killers TR not to trigger DH...which I will do if I can't find the totem to prevent gaining stacks.
Making the perk activate in the TR whilst in a chase will make the perk way too strong imo with limited counterplay, only breaking the totem. The perk is already incredibly strong and I think it's in a great place right now, it rewards the killer for doing well in the match whilst discouraging camping and all the while whilst offering counterplay to it.
If you're committing to chasing the survivor and you are unable to push them away from the hook - then you're still in an excellent position, as you have 2 people for definite off gens and most likely a 3rd who's coming in for the save on the hooked person.
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Let me break down the situation in a different way. If you choose to chase the survivor to the hook, one of these three things could happen:
- You down them and now have 2 simultaneous hooks. If that pressure doesn't win you the game outright, it will certainly stall all generators to a halt and will be potentially 2 devour stacks already.
- You trade them off the hook or interrupt an unsafe hook rescue, which is still an overall good thing for you. You don't get a stack right now, but you have a stack you could claim later.
- You screw up monumentally and somehow allow both Survivors to get away despite them performing a hook rescue in front of your face. This is a terrible outcome, but it'll only really happen if you get horribly outplayed.
I like those odds, and I really don't see the problem with Devour in that situation.
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I don't mind surivors who play smart. I don't mind the survivors intentionally countering Devour Hope by making rescues with the killer close by.
I simply don't like when survivors make dumb choices and get rewarded for it. My problem is when the survivors don't know I have Devour Hope (and they're just being clueless survivors who rush the unhook despite being chased, hope the killer targets the person they unhook, and hope that person has Decisive Strike), and I either have to forego stacks of Devour Hope or tip them off early that I have it.
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I think Devour Hope encourages Killers to not camp hooks and gets rewarded for it with Exposed and Moris. That's a fair trade to me.
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