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Why is Devour Hope a Hex?
Would it hurt to change the mechanic of Devour Hope to a non Hex perk?
Or a hybrid? Like NOED Devour Hope would only light up a dull totem after the 3th hook. Because now you can instadown someone.
Cleansing all dull Totems still prevents DH and NOED.
Comments
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DH must remain a hex perk, IMO. It'd be too powerful if the Killer could just keep getting stacks without any counterplay.
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Yeah, DH without being a hex perk sounds totally balanced!!
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Cymer said:Why is Devour Hope a Hex Perk, when you could take an Ebony Mori instead?
Would it hurt to change the mechanic of Devour Hope to a non Hex perk?
Or a hybrid? Like NOED Devour Hope would only light up a dull totem after the 3th hook. Because now you can instadown someone.
Cleansing all dull Totems still prevents DH and NOED.
But the second idea is good, a random totem should lit up if 3 tokens are gained, and not since beginning0 -
@DwightsLifeMatters said:
Cymer said:Why is Devour Hope a Hex Perk, when you could take an Ebony Mori instead?
Would it hurt to change the mechanic of Devour Hope to a non Hex perk?
Or a hybrid? Like NOED Devour Hope would only light up a dull totem after the 3th hook. Because now you can instadown someone.
Cleansing all dull Totems still prevents DH and NOED.Non hex? U mental lad?
But the second idea is good, a random totem should lit up if 3 tokens are gained, and not since beginningThe 2nd idea is still bad, would be like a noed without the exit gates being powered.
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Vietfox said:
@DwightsLifeMatters said:
Cymer said:Why is Devour Hope a Hex Perk, when you could take an Ebony Mori instead?
Would it hurt to change the mechanic of Devour Hope to a non Hex perk?
Or a hybrid? Like NOED Devour Hope would only light up a dull totem after the 3th hook. Because now you can instadown someone.
Cleansing all dull Totems still prevents DH and NOED.Non hex? U mental lad?
But the second idea is good, a random totem should lit up if 3 tokens are gained, and not since beginningThe 2nd idea is still bad, would be like a noed without the exit gates being powered.
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@DwightsLifeMatters said:
Vietfox said:@DwightsLifeMatters said:
Cymer said:
Why is Devour Hope a Hex Perk, when you could take an Ebony Mori instead? Would it hurt to change the mechanic of Devour Hope to a non Hex perk?
Or a hybrid? Like NOED Devour Hope would only light up a dull totem after the 3th hook. Because now you can instadown someone.
Cleansing all dull Totems still prevents DH and NOED.
Non hex? U mental lad?
But the second idea is good, a random totem should lit up if 3 tokens are gained, and not since beginning
The 2nd idea is still bad, would be like a noed without the exit gates being powered.
No its not. Otherwise it gets cleansed before even having any benefit from that.
High risk high reward, devs just need to fix the totem placement, not make DH an hybrid perk. Would be quite op otherwise.
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yea, that's definitely gonna work
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Lol, i love Devour Hope, but it'll receive massive nerfs in the same patch if it were ever made non-Hex.
Being able to kill anyone after 5 hooks, after 1 easy 1-hit without hook requirements? Absolute bull.0 -
DH would be OP if it wasn't a hex perk.
Your second idea sounds good because it encourages Survivors to cleanse dull totems (which helps slow the game down), but it can also give the Killer an easy instadown and Ebony Mori.
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It would be broken if it was a normal perk.
In my opinion all hex perks need a rework btw, there must be some kind of benefit if it get cleansed
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Hex: Devour Hope is the strongest killer perk in the game when it works. There is a high risk-reward factor involved in it. It's a hex perk because it needs a counter play.
I would rather discuss instead a rework for Hex: Lullaby for example, which I feel it's too weak to be a hex perk.
Something I would do is that the hex totems should not start the game as a lit totems. I think the totems of Hex: Devour Hope, Hex: The third Seal and Hex: Lullaby should lit on a random dull totem once you got your first tokens instead of starting the trial as lit totems. Hex: Ruin totem could lit when the first of the four survivors gets the first Ruin skill check. That way you avoid the situation of starting the game and getting your hex cleansed in the first 10 seconds.
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I think fixing totem placement is the biggest issue, but I do kinda like the idea of hex totems not "lighting" until at least one token/stack/etc is acquired. If a compromise is needed, they could try having them still be fixed totems (instead of drawing one from the remaining dull totems like NOED does) but appear as dull to the survivors, and have the aura for the killer. Could create some interesting mindgames for killers to defend "truly dull" totems since survivors would be expecting it to be an unactivated hex
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Your second idea is almost correct.
DH should not be lightened up until you gain 2 stacks (increased movement speed on tier III ) then it would be in much better place with still enough counterplay. Pity that most survivors will call such chnage OP even when it would benefit them giving killer perk that supports non-camping playstyle. Right now it't pretty much useless against good survivors or even mediocre ones with current totems spawns right next to gens.
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Lol listen to all the survivors.... "NO!!!How can we instantly nullify it if it's not a hex!?"
hex perks suck at the moment. NOED and dh would likely be overpowered if they were normal perks, but as hexes, they are almost useless against good survivors.
Hexes need to be gone completely and their perks need to be rebalance to be useful at higher ranks.
or totems need a revamp.
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@Attackfrog said:
Lol listen to all the survivors.... "NO!!!How can we instantly nullify it if it's not a hex!?"hex perks suck at the moment. NOED and dh would likely be overpowered if they were normal perks, but as hexes, they are almost useless against good survivors.
Hexes need to be gone completely and their perks need to be rebalance to be useful at higher ranks.
or totems need a revamp.
while i agree, to be fair, Haunted Ground can put those same survivors on some pretty easy hooks early in the game, even if its just yet another layer of luck you need.
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@Ryuhi said:
@Attackfrog said:
Lol listen to all the survivors.... "NO!!!How can we instantly nullify it if it's not a hex!?"hex perks suck at the moment. NOED and dh would likely be overpowered if they were normal perks, but as hexes, they are almost useless against good survivors.
Hexes need to be gone completely and their perks need to be rebalance to be useful at higher ranks.
or totems need a revamp.
while i agree, to be fair, Haunted Ground can put those same survivors on some pretty easy hooks early in the game, even if its just yet another layer of luck you need.
Yeah, that's a good point. NOED works well for me with an end game doc strategy, but I don't use it at higher ranks on anyone else since there are some other really good perks.
I also hate to take up a perk slot with something to play off a survivor's ability to pop my totems. It just seems like I am solving a problem that shouldn't exist in the first place. I just wish they would rework totems.
For NOED though, it could be a perk that activates its charges once gates are open, but only give you one or two insta-downs/charges before it gets "used up". When it comes in handy, that is usually all I need anyway. I can't remember a time when I got any more than two insta-downs with it before it was either a 4k, it got cleansed or everyone left.
Just one example...I am sure they could come up with something for DH too...
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Devour Hope is fine as is. It is meant to be high risk / high reward. A hybrid version would be overpowered since survivors couldn't realistically cleanse all 5 totems before the killer got 3 tokens. That is what makes NOED fair. Survivors are in control of whether or not NOED goes online. They choose when to finish the last gen. Devour Hope isn't the same. They don't really control when the killer would get 3 tokens.
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No way for survivors to know they're dooming themselves by getting each other off the hook, and the way to counter it would be to just leave people on the hook, and by then it's too late anyway.
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Thank you for all the comments so far.
Hybrid with some tweaks seams to be the most liked and reasonable so far.
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor? With Ebony Mori you only need 4 hook at max to Mori everyone. If you play efficiency you only need 3 hooks and the last one can be sacrificed on the hook. With no counterplay I mind you.0 -
@Cymer said:
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor?Because DH also provides a 1-hit bonus at 3 Tokens, reducing all chases by 1 Health state, excluding Deep Wound chases.
Which is especially powerful on ambush Killers like Wraith & Spirit.0 -
@Boss said:
@Cymer said:
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor?Because DH also provides a 1-hit bonus at 3 Tokens, reducing all chases by 1 Health state, excluding Deep Wound chases.
Which is especially powerful on ambush Killers like Wraith & Spirit.So lit the totem at 2 tokens. Thank you for your input!
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@Cymer said:
@Boss said:
@Cymer said:
VS the op faction, how is hooking and run away 5 times is more op than hooking once and then Mori a survivor?Because DH also provides a 1-hit bonus at 3 Tokens, reducing all chases by 1 Health state, excluding Deep Wound chases.
Which is especially powerful on ambush Killers like Wraith & Spirit.So lit the totem at 2 tokens. Thank you for your input!
Lit the totem one token away from the instadown? Sure mate. /sarcasm
Edited to clarify i was being sarcastic*
Post edited by Vietfox on1 -
Devour Hope is waaay too strong to not be a hex perk.
Sadly, being a hex perk means its awfully unreliable.1 -
Since when eboni mori lets you 1 hit down people and kill people you didn't even hook?
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Yea because after the 3rd hook you should get a perm Insta down
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