Blood Favor Change

Old: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 seconds and cannot be pulled down by Survivors.

Hex: Blood Favour has a cool-down of 60/50/40 seconds.


New:When this Hex is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds.The aura of survivors near 4 meters of a blocked Pallet will be revealed.

Comments

  • I prefer this instead


    Hex blood favour, when you damage a survivor generators within a radius of 16 meters become blocked for 15 seconds, hex blood favor has a cooldown of 60/50/40 seconds

    its slowdown that also prevents gens being done in your face + has synergy with undying and anti synergy with ruin

  • @bjorksnas said:

    I prefer this instead

    Hex blood favour, when you damage a survivor generators within a radius of 16 meters become blocked for 15 seconds, hex blood favor has a cooldown of 60/50/40 seconds

    its slowdown that also prevents gens being done in your face + has synergy with undying and anti synergy with ruin

    complete garbage, not worth being a hex perk

  • You might want to use Thrilling Tremors .

    What you said,has like a very specifc situation which would probaly never be seen useful in a real match

  • your right, 30/25/20 second cooldown (but it cooldown while active)

    more worth it as a hex because its like having a gen blocked at all times while active

  • @DarkMagik said:

    Old: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 seconds and cannot be pulled down by Survivors.

    Hex: Blood Favour has a cool-down of 60/50/40 seconds.

    New:When this Hex is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds.The aura of survivors near 4 meters of a blocked Pallet will be revealed.

    I like this idea. Longer effect and no cooldown at the cost of being turned into a trap totem. Might even create great synergies with Retribution and Haunted Grounds. Problem is unless a trap totem affects all totems, it's usually preferable if it creates 2 totems like Haunted Grounds. If it affects all totems however, it'll create great synergies with Undying which is also a Blight perk. So basically like this :

    When a Hex totem is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds. The aura of survivors near 4 meters of a blocked Pallet will be revealed.

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/217609/blood-favor-change

    I like this idea. Longer effect and no cooldown at the cost of being turned into a trap totem. Might even create great synergies with Retribution and Haunted Grounds. Problem is unless a trap totem affects all totems, it's usually preferable if it creates 2 totems like Haunted Grounds. If it affects all totems however, it'll create great synergies with Undying which is also a Blight perk. So basically like this :

    When a Hex totem is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds. The aura of survivors near 4 meters of a blocked Pallet will be revealed.

    If it was any hex i could see a all hex loadout which would could comprise of Devour Hope,Haunted Grounds,Devour Hope,Any Other.& in which basically allow any killer to get a easy for man slug.

  • @DarkMagik said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857626#Comment_1857626

    If it was any hex i could see a all hex loadout which would could comprise of Devour Hope,Haunted Grounds,Devour Hope,Any Other.& in which basically allow any killer to get a easy for man slug.

    The problem with trap totems is that you can't predict when it's going to pop off. Maybe it'll be 30 seconds into the match, maybe it'll never be triggered. That's to balance out their powerful effects upon destruction except Retribution. Also about slugging, that's what Soul Guard is for.

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859750#Comment_1859750

    The problem with trap totems is that you can't predict when it's going to pop off. Maybe it'll be 30 seconds into the match, maybe it'll never be triggered. That's to balance out their powerful effects upon destruction except Retribution. Also about slugging, that's what Soul Guard is for.

    If you run devour hope or ruin then most times they are forced to or lose