Hex: Blood Favor should be like this old suggestion

Hex: Blood Favor should be like the perk "Creeping Vines" from this old suggestion


@ColgateAdvancedWhite said:

Design philosophy:
Introduce new perks/killer that are moderately effective at addressing rank 1 killer complaints while being incredibly oppressive to non-rank-1-swf players.

Let's start with the teachable perks:
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Perk 1:
Power hungry (anti-gen-rush)
Whenever a cumulative total time of 25/20/15 seconds is spent on fixing generator by all survivors combined, this perk gains a token. Once this perk reaches 5 tokens, the entity strikes out violently at all generators currently being worked on, causing them to lose 5%/7%/10% progress. Survivors within 4/8/12 meters of these generators have their auras revealed for 5 seconds. Lose all 5 tokens when this triggers. This perk also loses 1 token every 30 seconds.

How this fits the philosophy:
Slows down gen-rush by Rank 1 swf players. They can coordinate among each other to limit the effectiveness of this perk but other players will be wrecked by this.
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Perk 2:
Veil of darkness (anti-flashlight-save)
Whenever you are about to be blinded, this perk triggers to prevent it and then protects you from that source or survivor for 5/10/15 seconds. This perk then goes on cooldown for 20/15/10 seconds. (Yes the cooldown is shorter than the duration, so it has a 5 second window near the end that provides blind-protection from 2 survivors)

How this fits the philosophy:
Protects against flashlight saves from rank 1 swf players. They can overcome this by coordinating between two flashlight holders to follow-up on flashlights. This will wreck other players though.
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Perk 3:
Creeping vines (anti-pallets)
The most recent unused pallet that you walk through will be entangled in vines for 10/20/30 second, preventing survivors from using them. ( Small vines will appear around the base of the pallets. Survivors can still run past them, but the action button to pull it down will not appear )

How this fits the philosophy:
Forces survivors to use the pallets they run through before you do, thus breaking pallet looping. Rank 1 swf players will adapt to this. You can watch the confusion of other players though.
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Killer details:
This killer is a combination of anti-chase and anti-tracking.
Movement speed: 105% (yes, very slow. This killer is anti-chase anyway)
Terror radius: 32 meters (normal)
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Power:
Mounting terror
Hold down the power button to stand still and charge up your power. Every 0.25 seconds you spend charging, your terror radius will grow by 1 meter, to a maximum to 64 meters. You also reveal the auras of all survivors within your terror radius every 0.25 seconds (eats up perks like Distortion quickly). When you release the power button, the survivor whose aura is in your field of view and closest to the center of the screen will be selected as the target. You immediately teleport next to the target while facing them. If there is another survivor within 4 meters of your target, you will be stunned for 2 seconds, otherwise you may immediately attack. This power goes on a 15 second cooldown whenever you end the power, regardless of whether you teleport or not.

This power works on auras revealed by any source (e.g BBQ and chili). If you see them, you can tap and release to insta-teleport. The auras do not need to be in your terror radius.
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How this fits the philosophy:
Survivors have to coordinate and stick together in exactly 2 teams of 2 survivors, or 1 team of all remaining survivors. Otherwise there will be at least 1 survivor who will be bullied by this. If the survivors separate more than 4 meters from each other in a chase, you can immediately tap this power to do a quick teleport-and-attack combo. Rank-1 swf can coordinate to limit this power. Good luck to everyone else though.


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