Slight Devour Hope Buff
This buff idea will not change distance, number of survivors required to be unhooked, or stats. This buff idea will ONLY change when it activates.
Idea: Devour Hope will begin as a dull totem. Once a survivor has been unhooked while the killer is outside the required area, the hex will activate.
This buff is mainly meant to help keep the hex safe from being broken before the killer even has the chance to use it. Let me know what you all think.
Comments
I dig it.
I think something like this should be implemented.
Considering it works in stages and only becomes more powerful with more stacks/tokens, it should light up depending on how powered it is, so perhaps something like this ->
2 Token it becomes faintly lit.
3 Tokens it becomes dimly lit
4 Tokens it becomes moderately lit
5 Tokens it becomes fully lit.
Perhaps change it to whenever survivor safely unhooks a survivor the killer gains a devour hope token.
Also, I think in general hex perks should be buffed more, hex totems should start as dull totems and only when their trigger happens do they activate revealing their location. Furthermore cleansing the hex totem won't be enough to rid the survivors of any hex. Any active hex on a survivor or token won't be removed when a hex is totem is cleansed. Survivors can remove the hex from each other but not by one self, they should also implement an equipment for this, so one can remove a hex by one self.
To give an example:
Devour Hope - The killer has gotten a number of tokens, the hex totem gets cleansed, the killer keeps the tokens.
Hex: Ruin - When a survivor get a skill check with it triggers and hexes the survivor, where cleansing the hex: ruin totem won't remove the hex from the survivors, only individually cleansing them from each other will.
Obviously, there are some hex totems where this might be a bit too strong, like No One Escapes Death, but rather than empowering the killer it should debuff the survivors individually so they will need to remove the hex totem and cleanse it individually.
I think this would make hex perks much more viable.
I actually made a post here, had to edit it for single typo, and now has to be approved - sigh.
In short, I think it's a good idea, but there should be done several things to improve hex totem play.
Also revise devour hope to be more fitting of how current mechanics are now.
When I first started playing I was suprised that it lit up from the start, I have tried to play Devour hope builds a few times but have never had luck with them, either have to commit to defending the totem and just hope it falls in a 3 gen camp. Totems need a full rework anyway.
you get increases time on cleansing to complete and provides the exposed effect
I don’t know about waiting till 3 tokens or whatever, but it definitly shouldn’t be lit before it even has a single token
Perhaps a fix like in this threads original post: Buff General Hexplay ?
They are risk vs reward for a reason.
You can't just have a hex protected until x is accomplished because then there is almost no risk for the killer to use it.
Again - it's called RISK VS REWARD. You risk having your totem broken for the reward of instantly downing survivors and also possibly killing them aswell, sounds like a pretty high tier reward if I'm honest.
I really don't know what you expect them to do with totem placement. When I play survivor I check places I know totems don't even spawn because it's easy to check.
"Don't spawn them near gens or survivors" Is a common suggestion I hear. Which wouldn't work because then survivors know they don't need to check their immediate area or near generators.
well, no duh dude - it's almost as if it's a perk that guarantees survivors go down in one hit, it shouldn't be easy to obtain, it should be VERY hard.
Except it is, it's one step closer to getting insta-downed.
So even then the changes wouldn't even be good enough and people would still want to make it stronger.
Not every perk has to be a show stopper - lullaby works great with The Doctor but you have to take the risk to have a really powerful build.
Yeah, I feel that Huntress' Lullaby is revealed too early. It should not notify survivors until 1 token is achieved.
Devour Hope worked better before they added the Survivor hand holding to it. When it used to not give a message about the Exposed state, people actually had to pay attention to what was going on in the game. Now though, any possibly Killer surprise is negated by that ridiculous notification.
Dumbing down the game in this fashion is good for low ranks, definitely a worthwhile addition to Rank 15 and under, but above Rank 15 these notifications should not be given out. By then, players should have an idea of what's going on and should be able to adapt. Spoonfeeding this information and the ridiculous hand holding that goes along with it is foolish in a competitive MP game like Dead by Daylight.
That being said, totems shouldn't be lit up like a Christmas Tree at all. They should all be in a "dull" state so that Survivors have another objective to do. Watching what the Killer is doing will give you a good idea of where a Hex Totem is located, and then you can work on taking it down from there. That totem is a personal thing between the Killer and the Entity, the Survivors should not know which one it is until they break it.