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Hex devour hope needs a small buff
Devour hope is a lovely perk if the totem doesn't get found and destroyed wihin your first 3 hooks. The fact is it takes too long to become useful and with hex's not being so hidden I think it needs a slight buff
Comments
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Remember that idea they mentioned long ago about hex totems not lighting up until the perk is activated (so like when someone gets a ruin skillcheck, then ruin lights up), that would be awesome.
That would fix so many issues with hexes. If Devour Hope didn't light up until 3 tokens, there would be more use to it. It could still be taken out before then by totem hunting survivors but at least there would be a chance it gets at least some use.1 -
@Jake_Parks_prince said:
Devour hope is a lovely perk if the totem doesn't get found and destroyed wihin your first 3 hooks. The fact is it takes too long to become useful and with hex's not being so hidden I think it needs a slight buffIts not a problem with devour hope, its a problem with hex perks in general.
unfortunately the devs refused to fix the actual hex mechanic and gave us haunted grounds instead which is no help at all
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Master said:
@Jake_Parks_prince said:
Devour hope is a lovely perk if the totem doesn't get found and destroyed wihin your first 3 hooks. The fact is it takes too long to become useful and with hex's not being so hidden I think it needs a slight buffIts not a problem with devour hope, its a problem with hex perks in general.
unfortunately the devs refused to fix the actual hex mechanic and gave us haunted grounds instead which is no help at all
The russian roulette build.
It makes it somewhat more dangerous to go after my devour hope, ruin, toth, and huntress lullaby.
Makes hex builds a bit more interesting.
Still, doesn't mean I want totems to stay how they are, though. They could be harder to find, or break.0 -
@Jake_Parks_prince said:
Devour hope is a lovely perk if the totem doesn't get found and destroyed wihin your first 3 hooks. The fact is it takes too long to become useful and with hex's not being so hidden I think it needs a slight buffIts not the problem of the hex totem itself, its a problem of hexes in general. They promised us some kind of hex rework a few months ago and its getting ridiculous. Hexes other than Haunted ground, I personally have them off limits because they stick out like a sore thumb, their placement on the map is predictable, and they take no effort to remove, and most killers don't have ways of instantly defending a totem.
The problem is, you could in theory make some really elaborate builds with hexes, assuming survivors have 3 brain cells and can't find the totem. But at the moment if you wanna run hexes, you gotta run a russian roulette style set up with thrill of the hunt protection or risk going through the match with 3 perks the whole game. And we still have issues with thrill of the hunt bugging out and NOT TELLING ME THAT SOMEONE IS ON MY HEX BECAUSE IM TOO FAR AWAY!
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The only issue with Hexes is that they can spawn either out in the open or next to generators. Fix that, and Hex perks will be a lot better.
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You think the perk that lets you mori everybody and down people with 1 hit needs a buff?
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You could easily change it to not lighting up till it's activated so Ruin stays dull until someone gets a skill check. To make it even better it should only light up for those who've been affected by it that way someone out and about not doing gens doesn't see it.
For DH it should stay dull until you actually get a token but staying dull until 3 is broke asf.
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