Please do SOMETHING about Blood Favor
As you know, Blood Favor is easily the weakest Hex perk in the game, dethroning Huntress's Lullaby (even the nerf to Lullaby wasn't enough to change that). Some would argue that it shouldn't even be a hex perk. I think it's a good concept for a perk, but it needs a buff to see use.
The prOblem
The main problem is that it's a cooldown perk with situational use but an activation requirement that's so easy that you would have to actively avoid it. Imagine if Sprint Burst activated once your exhaustion ran out regardless of whether you were sprinting. That is basically Blood Favor. You cannot really control when it activates unless you just... don't hit people. I trust you see the problem with it. Blood Favor does have a few situations where it can shine, but it is often on cooldown from a previous attack when those situations finally happen. Since there you can't save it for when you need it like, again, Sprint Burst, it almost never actually helps.
What to do about it
The common suggestion is to remove the cooldown entirely. It is supposed to be a hex perk, after all. As in, the high-risk-high-reward perks? So why does it need a cooldown?
Sadly, as much as it has been requested, we haven't seen such a change. So devs, if you REALLY don't want to remove a cooldown (god forbid something remotely usable doesn't have a cooldown in this game nowadays), how about a compromise?
Here's my suggestion: The perk goes in cooldown ONLY if a survivor is hit while the perk is activated. This keeps the cooldown, but makes it more likely to only occur when the perk has been used successfully. The game can't always tell when Blood Favor actually helped, but this would be a good approximation.
So, anyone else got ideas for Blood Favor? Feel free to share your opinions and/or suggestions!
Comments
Did this get moved to the same category? Now I'm confused.
Blood Favor is pretty.... well... useless. If I were to change it I would give it a flat cooldown of 30 seconds, and the range would be set by level.
20 Meters at level-1, 25 Meters at level-2, and 30 Meters at Level-3.,
The real problem is that when you hit a survivor for the first time, they are going to take advantage of the speedboost and run away from the range of (as you have suggested) 30 meters.