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Hex: Huntress' Lullaby Rework
Not many people use this perk given how likely it is for its hex totem to get cleansed before stacks can be accumulated from hooking Survivors. Even then, the effects are negligible until maybe 3 hooks.
Here's an idea:
- No longer a hex perk
- Survivors who linger within your terror / lullaby radius for more than 12/10/8 seconds become Paranoid
- Paranoid Survivors are incapable of focusing on any sounds except your terror / lullaby radius
- Lasts until you injure / down the affected Survivor or they exit your terror / lullaby radius
This may seem like it doesn't do much to help the Killer as the Survivor can still hear their terror radius, however a Survivor who is deaf to all but the terror radius also cannot hear skillcheck warnings, effectively making them instant and more likely for Survivors to miss them and reveal their locations. It also allows killers to use their powers without emitting any audio cues. So things like:
- Hatchet windup
- Bell ringing
- Trap setting
- Hag teleporting
- Killer breathing
- Zapping
- Chainsawing
- Blinking
- Breaking pallets / generators
- Phasewalking
- Ambushing (as Pig)
- Leveling up Evil Within
Will all be silent until the Killer lands their first hit.
Comments
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I actually like this idea, and it would actually synergize with huntress very well, so long as she has the exclution of the perk effecting her humming and not her TR
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its a huge buff but i dont like it the hex meant to be powerful if its not a hex then its needs to be soo weak meaning that it needs alot of nerf
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Can we maybe have them have to be in your TR without being in a chase (similar to Stake Out) to be hit with the penalty? I worry it might be a bit of a problem if you can aquire this penalty a second time in a row in the middle of a chase.0
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While I don't think this would make the perk "meta", it would be a lot more useful than it currently is. However, I can imagine trying to code it to work with Huntress's hum instead of her actual TR would be weird (since perks like M&A and Distressing affect her actual TR and do nothing to her hum, it would seem they would have to make an exception in coding to refer to survivors in her hum radius).TAG said:Can we maybe have them have to be in your TR without being in a chase (similar to Stake Out) to be hit with the penalty? I worry it might be a bit of a problem if you can aquire this penalty a second time in a row in the middle of a chase.0
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This would make my fav skillcheck build actually playable. I like to run Huntress Lullaby with Distressing and Unnerving so the skillcheck is barely heard and it's small. This would do the same thing and because it's directly tied to your TR it doesn't need to be a totem because the effect goes away when you go away, just like Unnerving Presence and Coulrophobia.
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@aarongai said:
Not many people use this perk given how likely it is for its hex totem to get cleansed before stacks can be accumulated from hooking Survivors. Even then, the effects are negligible until maybe 3 hooks.Here's an idea:
- No longer a hex perk
- Survivors who linger within your terror / lullaby radius for more than 12/10/8 seconds become Paranoid
- Paranoid Survivors are incapable of focusing on any sounds except your terror / lullaby radius
- Lasts until you injure / down the affected Survivor or they exit your terror / lullaby radius
This may seem like it doesn't do much to help the Killer as the Survivor can still hear their terror radius, however a Survivor who is deaf to all but the terror radius also cannot hear skillcheck warnings, effectively making them instant and more likely for Survivors to miss them and reveal their locations. It also allows killers to use their powers without emitting any audio cues. So things like:
- Hatchet windup
- Bell ringing
- Trap setting
- Killer breathing
- Zapping
- Chainsawing
- Blinking
Will all be silent until the Killer lands their first hit.
Decent idea, I like it.
Would definitely add a little bit more of a scary factor to the game0 -
Would it affect Michael's Evil Within sound?0
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Easier fix.
Not a Hex totem (like you mentioned)
Gains tokens when a survivor is rescued from the hook and you're far enough away ie: like Devour Hope0