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Why is Devour Hope a Hex?

Cymer
Cymer Member Posts: 946
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.

Comments

  • Vietfox
    Vietfox Member Posts: 3,823

    Yeah, DH without being a hex perk sounds totally balanced!!

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649
    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 
  • Vietfox
    Vietfox Member Posts: 3,823

    @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.

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649
    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.

  • Vietfox
    Vietfox Member Posts: 3,823

    @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.

  • HellDescent
    HellDescent Member Posts: 4,883

    yea, that's definitely gonna work

  • Boss
    Boss Member Posts: 13,616

    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.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited December 2018

    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.

  • Master
    Master Member Posts: 10,200
    edited December 2018

    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

  • Ryuhi
    Ryuhi Member Posts: 3,895

    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 :D

  • Kebek
    Kebek Member Posts: 3,676

    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.

  • Boss
    Boss Member Posts: 13,616

    @Kebek said:
    Your second idea is almost correct.

    DH should not be lightened up until you gain 2 stacks

    Too bad that it would still light up when DH doesn't have anything yet, cause that bonus is akin to nothingness.

  • Attackfrog
    Attackfrog Member Posts: 1,134

    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.

  • Ryuhi
    Ryuhi Member Posts: 3,895

    @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. :)

  • Poweas
    Poweas Member Posts: 5,873

    @Orion said:
    DH must remain a hex perk, IMO. It'd be too powerful if the Killer could just keep getting stacks without any counterplay.

    This^

  • NMCKE
    NMCKE Member Posts: 8,243
    Vietfox said:

    Yeah, DH without being a hex perk sounds totally balanced!!

    I play survivor everyday, can't wait to be mori'd! :)
  • Attackfrog
    Attackfrog Member Posts: 1,134

    @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...

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    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.

  • DexyIV
    DexyIV Member, Alpha Surveyor Posts: 515

    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.

  • Cymer
    Cymer Member Posts: 946
    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.
  • Boss
    Boss Member Posts: 13,616
    edited December 2018

    @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.

  • Cymer
    Cymer Member Posts: 946

    @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!

  • Vietfox
    Vietfox Member Posts: 3,823
    edited December 2018

    @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 on
  • se05239
    se05239 Member Posts: 3,919

    Devour Hope is waaay too strong to not be a hex perk.
    Sadly, being a hex perk means its awfully unreliable.

  • BigBubs
    BigBubs Member Posts: 1,131

    Since when eboni mori lets you 1 hit down people and kill people you didn't even hook?

  • Peanits
    Peanits Dev Posts: 7,555
    Because it would be insanely OP to have a perk that permanently gives you double damage and moris just for showing up. I think that says more about how powerful moris are than how weak devour hope is.
  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    Yea because after the 3rd hook you should get a perm Insta down