Most Immediately Dangerous Hex Perk?

Zeidoktor
Zeidoktor Member Posts: 2,091

What do you consider to be the most immediately dangerous Hex perk to go against?

By that I mean what Hex, once you know it's there, will you most likely drop everything to hunt down?

Reason I ask is I'm working on a trap totem build for Skull Merchant. I've got Haunted Ground, Retribution, and Undying, but to tie it together I need something to make Survivors want to go after totems even if they suspect/know it's a trap.

I imagine Devour Hope is the big one. The downside is it needs ramp up time before survivors know it's a threat. I'm after something usable right out the gate.

I used Face the Darkness but I don't think it poses the immediate threat I want.

Last time I tried this build I used Blood Favor. That went well thanks to lucky double Haunted procs.

Is Blood Favor a good choice or is there another Hex worth considering?

Thank you in advance.

Comments

  • Pulsar
    Pulsar Member Posts: 23,147

    If you want to lock down totems for 45 minutes using her power, Devour is the way to go.

  • solarjin1
    solarjin1 Member Posts: 2,390


    Yeah probably should just focus on devour. If u really gonna protect the hexs and not the gens than add thrill of the hunt. it will be impossible for them to take down your drones and cleanse before u get there as thrill make it take forever. Just copy the hex demo build and you're be golden.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    Devour is best value overall, but if you have the patience and luck Pentimento can be strong, but that isn't remotely an instant threat.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    In this specific case I don't want to do that. I have a separate totem defense build of Devour/Thrill for that sort of thing.

    I have a Devour/Thrill/Iron Grasp/Flex Perk build for that. Iron Grasp is to allow hooking away from the totems/drones

    Yeah. Penti has the downside of requiring totems be broken first. If Survivors realize the totems are traps they can just ignore them. For this build I want Survivors to seek out totems. For that I need something they'll want to go after no matter what. It's sounding like Devour is the way to go. It lacks the immediacy I want, which means it'll hurt my early game, but once it's going Survivors are going to seek it, so I may be better off aiming for the mid-to-late game.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    Most hexes don't have immediate affects anymore. The last big one was Ruin in the old days. You could run thrill or I think Hex Plaything

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    Ruin goes away on its own and Survivors are as likely to power through it as hunt it down. May be worth a test run or two though.

    Plaything wouldn't work here since they're won't be enough totems to go around. Thrill is definitely good on Skull Merchant in particular.

  • WorthlessBeing
    WorthlessBeing Member Posts: 378

    What about Face the Darkness from the Knight? Relatively easy to activate and gives you good info on survivors if you defend it

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,188

    Devour. The moment it hits 3 tokens everything grinds to a screeching halt and survivors will desperately look for the totem.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Devour Hope first and Blood Favor second. I know it definitely is annoying to face and I will try to find it.

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    I did get some value out of Blood Favor when I tried it (I hadn't used it much before then).

    Devour Hope is increasingly looking like the choice. I'll give it a go and see how consistently I can get 3 stacks worth this build. Worst case, on thinking about it, is redundancy with Haunted Ground, but that's a small price to pay if it works, and there's always the chance of HG either going off before the 3 stack or after Devour is cleansed.

  • MimiDBD
    MimiDBD Member Posts: 302

    Pentimento, Undying, Devour, and HG/BF is the only hex build I run. I every once in a while try the Plaything/Pentimento combo but it's a toss up. I'm a big fan of BF and Devour hexes but most are not worth a look.

    I have played more than a few hex builds with SM and they never make it through the totems. Devour ends the game quickly once 3rd token hits. I don't do it anymore though because as an M1 gamer I expect a bit of a challenge and SM hex build don't hit the spot. Feels cheap asf but perhaps that's the solo survivor in me talking.

  • HugTheHag
    HugTheHag Member Posts: 3,139

    I usually try and track down Ruin even now that it's been butchered, because it's still very annoying once you get into the thick of things. Unless the team is working on one gen at a time, which is not optimal, a couple gens always regress a lot once you get to the routine of one surv on hook, one in chase, one going for unhook and only one on gens.

    Devour is the big one, but you usually don't see it immediately.

    My big one is Blood Favor. Removing pallets as a looping option is a guaranteed quick down, so I'll definitely drop my gen to look for it as soon as I know it's in play.

  • Krazzik
    Krazzik Member Posts: 2,473

    Devour Hope. The second it flashes up at (hopefully) 3 stacks, everyone should drop whatever they're doing and look for it. You -need- to cleanse it quickly because they're already getting a 4th stack soon since they just got a hook, and god forbid they were hiding it until 4 or 5 stacks.