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Idea for Hex: Blood Favor Changes

Hello Reader! I’m just another DBD player who spends too much time thinking about this game. Here are my opinions on the perk Hex: Blood Favor.

           The perk in its current iteration feels too situational to use. Firstly, the perk only blocks Pallets within a 16 meter range from use for 15 secs. While this can be useful at shorter Pallet loops that have no nearby loops to chain into, any Pallet near a window can be looped around until the 15 sec duration runs out or a Survivor can use the speed burst from being hit to simply run to the next unaffected loop. Combine that with 40 sec cooldown after those 15 secs, and you have a perk with an already minimal effect that isn’t available consistently. To top it all off, since Blood Favor is also a Hex perk, it can be cleansed by Survivors and removed for the rest of the trial. The following proposed changes seek to add some potency and consistency to Hex: Blood Favor. Note: not all of the proposed changes need to be added together but are listed as possible options.

1.    The speed burst provided to Survivors when injured by a Basic Attack is reduced

a.     For example: When damaging a Survivor with a Basic Attack, the Survivor will not receive the On-Hit Sprint if the perk is off cooldown

                                                   i.    Note: This particular change would keep every other aspect of the perk as is

2.    While the Hex: Blood Favor remains active, the Successful Hit Cooldown of Basic Attacks are reduced

a.     For example: A 20% Successful Hit Cooldown on Basic Attacks

3.    The Pallets blocked by Hex: Blood Favor remain blocked until the Hex Totem is cleansed.

4.    If a dropped Pallet is blocked by Hex: Blood Favor, that Pallet cannot be vaulted over while affected.

5.    The range and duration in which Pallets are affected should be increased

a.     For example: Pallets within 24 meters are blocked for 30 secs

The first and second changes seek to reduce the distance made by Survivors when hit by a Basic Attack. The first change utilizes that Plague’s mechanic of not providing an On-Hit Sprint to Survivors injured by complete infection and pastes it onto Basic Attacks. The second change is a static, half-powered Save the Best for Last.

The third change has the potential to be the most game changing. If Survivors don’t utilize their Pallets before getting hit, they lose that resource for the rest of the trial unless they search for and cleanse the Hex Totem. It would be similar to Hex: Devour Hope, in that the Killer has to work towards earning a devastating effect and the Hex can be powered by taking advantage of a weaker Survivor to damage the whole team.

The fourth and fifth changes seek to increase the consistency of the perk. The fourth change would make it so that if you hit a Survivor through a Pallet Drop, you can still get some value out of the perk, especially if the Pallet is a Safe Pallet. The fifth change is a simple option that just increases the number of and duration that Pallets are affected.

But what do you think? Are these ideas good or trash? 

Comments

  • Bran
    Bran Member Posts: 2,096
    1. unfair
    2. debatable
    3. no.
    4. good
    5. good
    6. (bonus) make it into a normal perk similar to bamboozle.
  • Kees_T
    Kees_T Member Posts: 811

    There's only 2 fair and balanced options:

    • Keep it as hex perk but remove the cooldown
    • Remove as a hex perk but keep the cooldown.


  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    I still don't understand the reasoning for making it a Hex AND having a long cooldown. It should be one or the other and imo, I would rather it not be a Hex.

  • Looky_Here_93
    Looky_Here_93 Member Posts: 23

    I noticed that you responded negatively to the first three proposed changes, which are undoubtedly the stronger suggestions, but responded more positively to the last two options. If you don’t mind me asking, what makes you think these options are unfair or not good? I would love to hear your opinion!

  • Looky_Here_93
    Looky_Here_93 Member Posts: 23

    I honestly don’t know if that would be enough though. While I definitely agree that making the perk not a Hex or simply removing the cooldown would help make the perk stronger, I still think that its effect is what holds it back the most at the moment. Holding down all Pallets within 16 meters for 15 secs isn’t very useful in most situations, in my opinion. Survivor’s would simply run to unaffected loops with the On-Hit Sprint or would loop a window until the 15 secs elapses. The major problem here is that unlike Bamboozle, which doesn’t give the Survivor a speed boost to an unaffected loop when used, Blood Favor requires a Basic Attack. Plus, I’m afraid that if Blood Favor was made an effective perk that isn’t a Hex, than a lot of Killers would simply run it alongside Bamboozle to completely shut down all the main options for Survivors. I think the actually effect of Blood Favor needs a buff to justify the Hex nature of the perk, rather than just removing the cooldown. Do you agree or disagree with this?

  • Trwth
    Trwth Member Posts: 921

    I wouldn't give it too much stuff to the point it's confusing and conflicts with existing perks like STBFL. The core issues with Blood Favor is that it demands much of the Killer for a mundane reward. So, remove the basic attack requirement and cooldown, as being a hex compensates for its strength. Buff its range, possibly to match the Killer's terror radius for extra maneuverability, and duration a bit. Lastly, reveal the auras of blocked pallets so the Killer can zone the Survivor into those pallets. It may not be as strong as, say, Crowd Control, but at least I could see it being more useful outside of meme builds.

  • Bran
    Bran Member Posts: 2,096

    no problem;

    1. i think reducing sprint burst upon basic attack will have unforeseen consequences that will render the perk a lot more powerful than it should be for what it's suppose to do (which is to block pallets from being dropped). or cause more grievances.
    2. this as i said is debatable (disregarding #1). this could work given the perks short radius, allows a better chance for a chase. i was thinking more of the effect it will have with save the best for last. (i like the idea though).
    3. i may absolutely hate pallets, but disallowing survivors to throw them down until blood favor is cleansed will lead to backlash due to undying or thrill of the hunt combos.
    4. the perk is useless without unused pallets, so a buff like this can give more meaning into it, since it can hurt and help the killer depending if its on cooldown or not (referring to breaking pallets or not).
    5. a buff to range and duration opens more possibilities. the killer can avoid being looped from an upcoming loop that the survivor is running to rather than just the one they are currently at. also it'll just allow better chases in general.
    6. (bonus) i think it could be better converted to a regular perk (same feeling toward crowd control). i just feel like some hexes are made just to have more hexes in the game.
  • Looky_Here_93
    Looky_Here_93 Member Posts: 23

    That certainly sounds interesting, but if you remove the Basic Attack requirement, what would trigger the perk? Any damage to the Survivor's Health State, including "special attacks"?

  • Looky_Here_93
    Looky_Here_93 Member Posts: 23

    Ah, I see! Those are some fair points. I think I was trying to come up with powerful effects to give Blood Favor that could be justified with "Well it's a Hex Perk so it needs to be powerful so it has an effect before it's cleansed." But with perks like Undying and Thrill of the Hunt, especially on some of the bigger or indoor maps, dealing with Totems can be a huge pain. There definitely needs to be a lot of care when changing a perk like Blood Favor, since its whole focus is removing one of the go to resources for Survivors. Wouldn't want it to be needlessly oppressive.

  • Trwth
    Trwth Member Posts: 921

    I wrote it like so in a past thread:

    Specify that the condition is damage, not just successful hits. They’ve done it with old Zanshin Tactics, so it’s possible.

  • Ink_Eyes
    Ink_Eyes Member Posts: 561

    The problem with the perk is that once you hit a survivor they can run away outside of the ''hold'' radius (since it's only 16m) to the next loop and the perk becomes useless. Take out the ''hex'' status from the perk and increase the radius (25m) and it should be fine.

  • Looky_Here_93
    Looky_Here_93 Member Posts: 23

    OOOOOOH! That certainly sounds interesting. I actually really like that idea, especially the concept of the Entity breaking dropped Pallets for you. I see you incorporated past Perk mechanics like Spirit Fury (breaking the Pallets) and Zanshin Tactics (the activation/deactivation trigger). Would you happen to have made other Perk/Power change suggestions? I would like to read them if you have.

  • Trwth
    Trwth Member Posts: 921

    I’m flattered :) I am a bit of a nerd for this game

    I made a whole bunch of suggestions that you can check in my past discussions. The one I pulled Blood Favor from is here: https://forum.deadbydaylight.com/en/discussion/241368/making-some-perks-overpowered#latest