http://dbd.game/killswitch
What Do You Think About The Perk "Hope"?
- Hope is a Universal Perk which increases the movement speed of the Survivor by 5/6/7% upon the Exit Gates being powered. This affect being based on the "Exit Gates being powered" means its effect starts regardless if all 5 Generators are finished.
- Hope use to be on a 2-minute timer but Patch 6.1.0's Perk Rework buffed the perk by removing the timer and making its effect permanent once the activation condition is met.
Hope, in my opinion, was already a strong perk, and was made even stronger after Patch 6.1.0's Perk Rework. And I think this perk's effect is entirely balanced by the fact that you can be killed before even getting value from the perk, similar to that of Adrenaline, and I honestly prefer the risk/reward that Hope provides more than that of Adrenaline.
What are your thoughts on the perk "Hope"? Do you enjoy the perk? Do you think it should be buffed, nerfed, or is it fine as it is?
Comments
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enjoyable perk especially on indoor maps where you can cut corners easily
basically uncatchable by a 110 speed
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It's fine. As you said, it's a perk that could end up just giving you a wasted slot if you don't get to endgame. I don't run it for that reason. It'd be wasted on me.
5 -
It can be helpful, pair it with Resilience and some Exhaustion perk and most Killers will not catch you in the endgame unless you run yourself into a complete deadzone.
And even when not in chase, it works well as a support perk since it lets you open gates quicker and reach teammates to help bodyblock faster.
Adrenaline provides one instance of value, but Hope provides consistent value where applicable, which is why I love it significantly more.
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Solid balance perk. They should really consider putting a cap on haste and healing speed on the survivor side tho.
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It's a win-more perk. It's fun when it works, but it rarely makes an actual difference either way.
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I have no concerns over "Hope" whatsoever. It's a reward for surviving to that point and the speed is strong, yet not overpowered.
I like it.
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A toy.
At the point that hope active, the game is almost over.
2 -
It is a very good perk, however I almost never use it because I don't like to use endgame perks in my survivor builds, the same reason why I almost never use Adrenaline, I don't like the sense of having one less perk until the endgame which maybe I won't reach because I will die before a lot of times, specially in soloQ.
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While they match MAY almost be over, it does not deprive it of value.
Let me paint you a scenario that happened recently; Huntress on Lery's, teammates were unhooking in front of the Killer constantly and never gave the Killer time to leave, 1 Generators as left, the only 2 Survivors remaining are me and my friend, both of us are on death hook.
The Generator has 97% progress, I loop them for a good bit, almost for the full duration of the Generator but I find myself in a rough position since Im at the corner of the map and the Huntress has her hatchet pulled with two straight hallways (no doorways to hide), the final Generator is completed, I am forced to make a decision, so I run into the open, and since I am provided Haste buff, I can round the corner without being hit by the hatchet, just barely escaping death.
I escaped that match entirely because of Hope and my friend's willingness to not give up.
Yes this is one scenario, in fact, probably the best possible scenario for Hope, but I can think of hundreds of situations where I barely escape because of Hope. It's not "a toy", nor it is it unnecessary for being at the endgame, it can completely change the outcome of the match which is why I believe it is really strong and even underrated.
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Pretty much useless in SoloQ and can be really nicely utlized in SWF especially during EGC rescues..
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Healing speeds were just nerfed. You think they need to be nerfed again?
6 -
Fun perk that is balanced because you will only get it in the end game and only if you get there alive.
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I think its a completely fine perk. Its a gambling perk, whether you get to end-game or not. The reward for the perk should be strong, since you waited all match to activate it and it wasn't guaranteed. Majority of the match, you'd be running around with 3 perks or less. There are healthy pros and cons to the perk.
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I would cap healing speed at 150%. Also they should've put a cap on the gen regression a long time ago ( we would've neve got the old over charge/COB combo)
you can see it as a nerf but i just think we need to start capping things that could get out of control. Same with haste speed
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It's a very balanced perk. Very strong effect but only activates during endgame. 7% extra speed can really save you from some situations where you should've been downed or injured, etc.
0