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Scourge Hook: No One Escapes Death

Remedicist
Remedicist Member Posts: 1,096
edited July 2022 in Feedback and Suggestions

At the start of the trial, 4 random hooks are changed into Scourge Hooks.

The auras of Scourge Hooks are revealed to you in white.

When a survivor is hooked on a Scourge Hook for the first time before the exit gates are powered, the following effects apply:

When the exit gates are powered, the survivor's aura will be revealed for 5 seconds and the survivor will suffer from the exposed status effect for 40/50/60 seconds.


I feel this change would keep the theme of an endgame perk while also having to be earned by hooking the survivor at least once on a Scourge Hook. It also removes the problem of current NOED not warning survivors when it is first activates, but also shows the aura of the survivor so that the killer could potentially get value out of the perk by knowing where to go.

Post edited by Rizzo on

Comments

  • Dunkinspunkin
    Dunkinspunkin Member Posts: 191

    Um ok

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Scourge Hook: No one escapes death

    Whenever a survivor is hooked on a Scourge Hook, the killer gains 5% haste for 25/30/35 seconds.


    No exposed, no endgame.

  • lauraa
    lauraa Member Posts: 3,195

    noed could be a hex that when blessed/cleansed, will transfer to a dull totem except when the gates are powered.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Yeah i was being conservative. Should be fine at 1 minute. Honestly this plus play with your food or something is probably too much.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821


    it changes theme of the perk.

    the theme of NOED is that its suppose to be comeback perk for killer.

    I.e your suppose get rewarded(empowered) as the killer for losing the objective.

    since killers will inevitably lose all 5 generators in some games, the perk in practice can activate every game. It can also not activate, but if it does not activate, it just means your so outstanding as killer that you won the game with 3 perks.

    you can argue that rewards for killing losing give too much reward, however keep in mind that that there are other perks that reward the killer for losing all 5 generators(e.g coup the grace, fire up, rancor, bitter mumur, cruel limits etc.) and they are not used very much. so lower rewarding just makes the perk garbage for comeback mechanic. bad version of blood warden?

    NOED is not suppose to be earned, it is suppose given. I think if your going weaken the perk, its probably better to make it easier to counter. for example current noed is like old undying where you need cleanse all 5 dull totems, similar to how old undying bounced to all 4 totems. maybe instead needing to cleanse all 5 totems, you only 3-4 dull totems. so Noed only activates if more then 2 or more dull totems are left standing.

    so now survivor can more realistically counter the perk by preventing the perk from activating.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821
    edited July 2022

    yeah i am responding to you because it changes the perk theme. NOED is suppose to be end game and I responding to OP post for the rest of the post that his perk gives bad rewards in end game.

    I do like your perk idea, I think it should be new scourage hook perk.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Yeah i agree it changes the theme. Still kinda thematic imo with the haste and no one escapes themes but it would be different from how it is now for sure.

  • Remedicist
    Remedicist Member Posts: 1,096

    I think this would be a good new Scourge Hook perk. I'd rather keep NOED specifically an endgame perk and have the haste Scourge Hook be a new perk; However, I agree that your idea still fits the theme of no one escaping death as well.

    NOED in its current state is given, yes, but I think that should change. A killer being rewarded with an effectively strong, powerful effect that affects every single survivor just for losing is not very fair. You could argue that it gives the killer a second chance, but I don't think that is a fun or fair gameplay mechanic to have in the game. On the survivor side, finishing all your objectives just to be punished for doing so with a one-hit down that had no incoming warning is not fun or fair.

    This is why I think NOED should work like NWO and Remember Me: being rewarded with an endgame effect for doing your objective in the early and mid game. Yes, I know there are other perks like NOED that give the killer a power boost when losing an objective such as Deadlock, Rancor, and Coup de Grace as you had named some yourself. However, as I stated before, I think NOED has too much of a powerful effect for a comeback perk compared to the other comeback perks that simply give you a slight boost. This is why I'd rather change it to a rewarded endgame perk.

    However, this is just my opinion. I also really like your idea of making the current NOED more easy to counter by doing 3-4 bones instead of all 5. This would give reason to do some bones here and there throughout the match without feeling like you are throwing the game for focusing on all 5 totems like in the current state of NOED. All in all, your idea is awesome too!

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821

    i agree with sentiment that granting instant downs and haste together is powerful effect but the effect needs to be powerful for killer to consider using it. considering that other perks are not really used that much, it means those perk do not live up to their reward. 60 seconds of exposed is just make your choice and make your choice is not scourge hook perk and it works all game.

    I'd say noed is good hex perk because it does not follow normal hex perks. It has old undying effect build into it. you have to cleanse all 5 totems to prevent its activation. its large reason to why the other hex perks are not very good. they have too little lifespan in most cases. the only hex perk that was used was hex:ruin and that's because with hex:ruin, it had lose-lose type effect build into it which was that you have cleanse ruin to prevent its value, but by looking for the totem, you are wasting time not doing generators so ruin is "regressing" for free by survivors looking for the totem. that is why hex:ruin was good. now ruin is bad because rewards aren't there. Its sort of the same idea with noed.

    hex perk in general aren't very good unless they provide lose-lose effect for the survivor. the survivor have to feel the need to cleanse and the effect of the totem active needs to make them want to cleanse it. old ruin and pre-weaken ruin was exactly that and NOED is exactly that. Hex:Undying reinforces that lose-lose dynamic for the survivor assuming the hex is actually worth using in the first place.

  • Gladonos
    Gladonos Member Posts: 392

    I actually like this allot.