Changes to make blood favour more viable

It’s a 2 step changes 1 if a survivor passes though a pallet 3 times it becomes locked and if you manage to injure the survivor the any window or pallet near them for a set amount of time automatically becomes locked out.

tweaks welcome but in essence it kills survivors doing a infinite loop for ages as there forced to drop it or be unable to use any way to escape

Comments

  • I like your idea actually.

    I honestly wish they would just stop making hex perks if they refuse to make them more viable. The vast majority of hex perks are trash bar only a couple exceptions and even then, those perks we're only really worth running when we had Undying. Without Undying (IE the nerf coming kills the perk) hex perks in general just aren't worth it. Undying was a bandaid to fix how bad hex perks were.

    I assume they want to keep the perk a hex. If this is the case use your recommended change and remove the cooldown.

  • @Blueberry said:

    I like your idea actually.

    I honestly wish they would just stop making hex perks if they refuse to make them more viable. The vast majority of hex perks are trash bar only a couple exceptions and even then, those perks we're only really worth running when we had Undying. Without Undying (IE the nerf coming kills the perk) hex perks in general just aren't worth it. Undying was a bandaid to fix how bad hex perks were.

    I assume they want to keep the perk a hex. If this is the case use your recommended change and remove the cooldown.

    Exactly instead of waiting to lock it auto locks one pallet if it’s abused and if you nail a hit boom the survivor is actually taken out because they wasted time these changes would effectively become the anti pallet perk it’s ment to be as you either drop it and it breaks or your locking it out and the locking out any you come in contact with including vaults

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891901#Comment_1891901

    Exactly instead of waiting to lock it auto locks one pallet if it’s abused and if you nail a hit boom the survivor is actually taken out because they wasted time these changes would effectively become the anti pallet perk it’s ment to be as you either drop it and it breaks or your locking it out and the locking out any you come in contact with including vaults

    Honestly wish they'd just scrap it being a hex, remove the hit component and now it's just a permanent bamboozle for pallet looping. Doubt we'd see that though.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891904#Comment_1891904

    Honestly wish they'd just scrap it being a hex, remove the hit component and now it's just a permanent bamboozle for pallet looping. Doubt we'd see that though.

    I mean it already has a cooldown and often you don't get much value out of it even if it stays up the entire game so....there really is no need for it to remain a hex.

    The devs have said themselves Hex's are meant to be extremely powerful/dangerous compared to normal perks, but you run the risk of losing them.....Blood Favor has all the risk with none of the reward.


    So they should either make it not a hex; or buff it. Thing is they won't do either....it takes months, years even, to get one lousy perk's numbers changed by like 10%....

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891905#Comment_1891905

    I mean it already has a cooldown and often you don't get much value out of it even if it stays up the entire game so....there really is no need for it to remain a hex.

    The devs have said themselves Hex's are meant to be extremely powerful/dangerous compared to normal perks, but you run the risk of losing them.....Blood Favor has all the risk with none of the reward.

    So they should either make it not a hex; or buff it. Thing is they won't do either....it takes months, years even, to get one lousy perk's numbers changed by like 10%....

    Oh I agree.

    Honestly if they did nothing but strip it from being a hex and kept all it's current effects it still wouldn't be ran by anyone, that's how trash it is.

    I mean jeez for hex's supposedly being stronger and no one would still run it even if it was permanent should seriously tell the devs how bad it is. That says something.

    What's funny is you could do this same thing with a few other hex perks and people still wouldn't run them either...lol

  • The easiest fixes to it are to either remove the timer, increase the distance it activates, or both. Reasons for why:

    Cooldown Removal:

    Being that Blood Favour is a Hex perk, like the others it should be very strong and make survivors want to find and cleanse it asap, but because of the cooldown timer, it's not a problem for survivors at all. Add in the fact that it can be cleansed in less than the first minute of a match, and it's basically a wasted perk slot. The whole premise of this perk is to pre-emptively neutralize the threat of a pallet at loops, either to force the survivor to travel to another tile, or to prevent their teammates from achieving a pallet stun rescue when picking up a downed survivor, but because the perk doesn't activate consistently due to the cooldown... it fails this premise hard. If the timer was removed I can see it becoming a real pain in the survivors asses, but because it's a Hex, not one that can't be neutralized by them. If it wasn't a Hex, then the timer would make sense, but because it is, the cooldown is only making it trash tier at best.

    Extended Range:

    16 meters is an ok distance if you're relying entirely on Blood Favour for preventing downed survivors from getting any assistance while hiding under a pallet, but because BF activates whenever a survivor is injured or downed, by the time you've downed most survivors it will be on cooldown still and not help you in blocking any pallets they could crawl to. More often than not, the first time you strike a survivor at a loop, they get a sprint burst effect increasing their movement speed by 150% for 3 seconds, which gets them well clear of the loop or any pallets you just blocked, making the fact that it activated at all completely pointless. However if the radius was increased to 24 or even 32 meters, that would ensure that the survivor has to travel further to find a safe loop with any pallets they can use, and considering that it activates for only 15 seconds at a time, this would mean that all a survivor has to do is kite you for that time before the nearby pallets are usable again. Increasing the range will also make survivors more inclined to track down and destroy the hex totem asap since leaving it active effectively means that no loop is safe or usable to them. Again, IF a 32 meter range was added to this perk the cooldown would actually be justified, whereas a 24 meter radius would be less of a threat but more useful for hitting more than 1 tile at a time, but if that change were implemented, it would render the cooldown also unnecessary.

    Overall Hex: Blood Favour had a decent premise that could have been useful, if not for someone's insane decision to make it completely pointless by giving it a ridiculous cooldown, short range, and making it a Hex... because of those design flaws, it's worthless in any standard chase situation.

  • @TWiXT said:

    The easiest fixes to it are to either remove the timer, increase the distance it activates, or both. Reasons for why:

    Cooldown Removal:

    Being that Blood Favour is a Hex perk, like the others it should be very strong and make survivors want to find and cleanse it asap, but because of the cooldown timer, it's not a problem for survivors at all. Add in the fact that it can be cleansed in less than the first minute of a match, and it's basically a wasted perk slot. The whole premise of this perk is to pre-emptively neutralize the threat of a pallet at loops, either to force the survivor to travel to another tile, or to prevent their teammates from achieving a pallet stun rescue when picking up a downed survivor, but because the perk doesn't activate consistently due to the cooldown... it fails this premise hard. If the timer was removed I can see it becoming a real pain in the survivors asses, but because it's a Hex, not one that can't be neutralized by them. If it wasn't a Hex, then the timer would make sense, but because it is, the cooldown is only making it trash tier at best.

    Extended Range:

    16 meters is an ok distance if you're relying entirely on Blood Favour for preventing downed survivors from getting any assistance while hiding under a pallet, but because BF activates whenever a survivor is injured or downed, by the time you've downed most survivors it will be on cooldown still and not help you in blocking any pallets they could crawl to. More often than not, the first time you strike a survivor at a loop, they get a sprint burst effect increasing their movement speed by 150% for 3 seconds, which gets them well clear of the loop or any pallets you just blocked, making the fact that it activated at all completely pointless. However if the radius was increased to 24 or even 32 meters, that would ensure that the survivor has to travel further to find a safe loop with any pallets they can use, and considering that it activates for only 15 seconds at a time, this would mean that all a survivor has to do is kite you for that time before the nearby pallets are usable again. Increasing the range will also make survivors more inclined to track down and destroy the hex totem asap since leaving it active effectively means that no loop is safe or usable to them. Again, IF a 32 meter range was added to this perk the cooldown would actually be justified, whereas a 24 meter radius would be less of a threat but more useful for hitting more than 1 tile at a time, but if that change were implemented, it would render the cooldown also unnecessary.

    Overall Hex: Blood Favour had a decent premise that could have been useful, if not for someone's insane decision to make it completely pointless by giving it a ridiculous cooldown, short range, and making it a Hex... because of those design flaws, it's worthless in any standard chase situation.

    Hence my changes to make it more powerful as a hex with it automatically blocking a pallet that’s passed though 3 times in a chase and if you nail a hit the survivor generates a aura for 30 40 50 seconds that locks out vaults and pallets effectively huge reward for the risk of being a hex