A way to balance Hex: Blood favor without removing its cool down or increasing its range

I'm sure everyone is aware that this perk is well... just awful. It doesn't work with how chases currently go which is get hit and use the speed boost to get to a far away loop and you will easily get out side of the 16 meters of blocked pallets this perk affects.

So why not just adjust it's cool down to make it more standard, useful, and slightly shorter. simple changes and keep in mind that as the perk currently is at tier 3 it actually has a 55 second cool down which is borderline useless for its effect.

changes:

  • cool down is reduced to 15 seconds
  • the time pallets remain blocked is increased to 25 seconds.

This makes the perk have a more reasonable total cool down of 40 seconds and blocks pallets to a more usable time limit. this fixes the 2 main problems with this perk which is how often it can be activated for its near useless affect and the short duration it is activated.


Here is what the perk description would look like:

A Hex that gains the favour of The Entity  when blood is spilt.

When a Survivor is hit with a Basic Attack, all Pallets within a radius of 16 metres of your location are held in place by The Entity for 15/20/25 seconds and cannot be pulled down by Survivors.

Hex: Blood Favour has a cool-down of 25/20/15 seconds

Comments

  • I'm sorry but... Did just get baited?

  • @ZtarShot said:

    I'm sorry but... Did just get baited?

    i was true to the title, shortened is not removed

    Also this perk completely sucks right now and the counter is still to just run out of its range.

    this just makes it so they can't go back to the area its affecting as soon and you can maybe use the extended activation time to get a down depending on the situation.

    this is a hex perk with a cool down it should at least be usable preferably strong and currently neither is the case.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623202#Comment_1623202

    i was true to the title, shortened is not removed

    Also this perk completely sucks right now and the counter is still to just run out of its range.

    this just makes it so they can't go back to the area its affecting as soon and you can maybe use the extended activation time to get a down depending on the situation.

    this is a hex perk with a cool down it should at least be usable preferably strong and currently neither is the case.

    Sorry, I guess I just read it as without removing any cooldown. That's on me.