Hubris is Punishes the Wrong Thing
Current Hubris
- Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed status effect for 10/15/20 seconds.
Hubris has a cooldown of 20 seconds.
Why It's Punishing the Wrong Thing
- Hubris punishes what should be considered a good play for the Survivor by making it so that it's easier for Killers (especially certain oppressive ones) to be able to down a Survivor that does the correct thing in stunning them in a number of situations.
- Hubris also works well with perks like Enduring and Spirit Fury, which makes the combination of them far too powerful and unfair to play against.
This Should have been Hubris
- Whenever a Survivor misses a stun within 4 meters of your location, that Survivor suffers from the Exposed status effect for 10/15/20 seconds.
- This effect is also applied if a Survivor blinds you before you are able to be stunned while carrying a Survivor.
Hubris has a cooldown of 20 seconds and this effect prematurely deactivates if the affected Survivor stuns you.
Why This is Better
- This punishes what should be considered the wrong plays by the Survivors by making it so that pre-dropping, missing a Head On attack and missing a flashlight save will negatively impact them.
- This incentivizes more interactive gameplay by making Survivors have to save their resources until they are absolutely sure they will hit the Killer, or by making Survivors try to play around all other resources around them to get rid of the status effect before they are downed.
- This also doesn't combine with Enduring and Spirit Fury since it doesn't activate upon being stunned, thus preventing its activation and making it deactivate if it was already active.
- Basically it makes Survivors have to play better in order to not get downed by the big scary.
Please make this a thing, developers. I know you mean well with a lot of these perks, but this one really shouldn't punish what should be considered good play.
Comments
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Firstly I think it's Okey how it is because it is a perk it takes up a slot that could hold something much more deadly and oppressive and isn't punishing you for doing the right play it changes up how you need to face the killer the moment you know there is hubris in play you pre drop and take less loops.
Secondly I don't think it's unfair when you combine hubris spirit fury and enduring. It's 3 out of 4 slots dedicated to this so at max one slowdown perk or sura perk and that should be strong. You dedicated your build to one part of the game in that case the interaction with pallets and then it should be strong cause you neglect the other parts of the game and that's where the survivor can capitalise on
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the perk is bad...
you can hold w after a pallet stun and the exposed will expire before the killer can catch up to you...
if you really cant live for 20 seconds after a stun then just predrop the pallet
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I mean, the thing about Hubris is that a 4 man team only needs to stun the killer once to know its there. So, best case scenario its 4 solo queues so you get 4 procs of the perk. Worst case scenario its a 4 man SWF, and the person who stuns the killer calls it out, so it only procs once, and never gets used again. (I guess worstEST case scenerio would be a group of solo baby survivors who pre drop pallets consistently but I dont think thatd be too much of a problem then lol).
Now, you know what IS a broken perk? No where to hide. You basically get 50 meters of aura reading for the simple act of kicking a gen.
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I probably shouldn't say this too much, but how many situations are there where you can't gain 20 seconds of time after pallet stun?
It's not that they are incompatible with enduring or spirit fury, it's just that without them they are useless.
Also, after mid-game when you know Enduring is there, you can avoid it by pre-killing the pallet without stun. I consider it a good play.
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congratulation, you just made the perk useless at single functionality perk synergy that the perk is good for. The killer relying on the survivor playing bad to get value out of the perk is dumb design.
a single instant down automatically tells entire team that you have enduring spirit fury hubris on non-instant down killer. the 3 totem perks that have exposed activate expose on the entire team. If no one is saved from the hook, its unlikely to be make your choice. Nobody runs dragon grip. Hubris is somewhat auto-given just based off other possible perks having narrow trigger conditions.
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You just buffed the Hubris/Spirit fury build though?
Right now, you can counter the entire build by predropping.
With your change, you'd create a lose lose situation, if you Stun, you get a free hit, if you don't, you get exposed.
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predrop or shift-w, spirit fury/enduring has always been countered by the same thing anyways
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