A Survivor Perk Like Devour Hope

What's the Idea?

This might sound stupid but I think survivors should get a hex like perk, similar to devour. This perk will feature a new mechanic where the killers can only cleanse hex's. the hex could be meta but if the killer is also running hex's , all hex's will be cleansed at the same time. This doesn't stack. It'll take the killer 5 seconds to cleanse a hex totem. If the killer is not running a hex, then this perk is deactivated

(Still working on an idea if the killer isn't running a hex).

HOW will it work?

Survivors are rewarded for not doing gens. For like every 60/50/40 seconds while not on a gen, gain a token with unique benefits. When survivors hit 5 tokens, it'll last for about 20 seconds and after the time is up, both of the hex totems will be cleansed. (If you do gens before 5 tokens, you will lose tokens).

What's the catch?

Survivors can not cleanse hex perks

what's the Benefits?

I haven't thought of all tokens yet but for the 5th token, it'll be really powerful. Something like "For 20 seconds, the killers movement speed will be reduced by 0.2 m/s".

Maybe for the 4th token, exhaustion perks will be reset to 0, one use.

What's your thoughts?

(Just an idea, still in progress)

Comments

  • Multiple questions:

    • By "similiar to hex perk" does it mean that it also looks like oen?
    • IF ABOVE IS YES, does that mean the killer can accidently cleanse their own hex perk?
    • This just promotes either bad gameplay from survivor or survivors forcing chases on killers.
    • The rewards you enlisted are very random and could not be beneficial. You can't fully control when you get the token. Also, why do you lose tokens for doing gens?
    • What do you mean by "both" hex perks?
  • 1: The perk will be a hex perk

    2: The killer can see all hex perk but the survivor one will be in yellow. If the yellow hex is destroyed then all other killer hex perks will be too

    3: ?

    4: This is difficult to explain but I'll try. You have to wait 200 seconds (3 minutes 20 seconds) before you gain all 5 tokens. Once you reach 160 seconds, you'll be on 4 tokens. If you do gens when your on 4 tokens, you won't lose 1 straight away. Your lose seconds, if you go off a gen then it'll go back up. This effect will apply for every survivor, if all 4 survivor are on gens then the timer will go down 4 seconds at a time.

    5: Both hex perks as in the survivors hex perk and killers.

  • 1. Is a little weird that survivors now have spooky skulls just hanging around

    2. Killer doesn't have time to look around for totems because its 1v4.

    3. Would be largely RNG depending on the killer's build. Imagine having all 4 perks disappear because one survivor decided to bring this.

    4. Would encourage selfish soloQ players to wait around doing nothing.

  • I don't like this idea, it's clear that it encourages its user to not help their teammates work on gens. That also gives the killer 300 seconds of not needing generators to pop, giving them 300 seconds to get a good amount of hooks. It's basically a guarantee win for the killer if they aren't dumb.

    I know this sounds weird but I feel like Autodidact is the already-existing survivor counterpart to Devour Hope. It's either gonna work well or not work at all. Both require 5 tokens for maximum efficiency, and both are incredibly situational.

  • Lol I don't like counting

    1. ?
    2. The killer doesn't have too look far cause it's random, it won't matter anyway cause no gens probably aren't being done
    3. Just don't run hex perks. If you run hex ruin, then it can't be cleansed. It's a strategic perk, it isn't OP for the begging and killers have time to apply pressure.
    4. Just run the perk at rank 1

    The idea of the perk design is to help killers with pressure while benefiting the survivor more. Killers are in control until 5 tokens, then the killer will cleanse the yellow hex and all the killers hex's and survivor hex's will disappear. This perk will have to be OP, killers have perks like haunted ground and devour hope. Survivors can't cleanse them until 300 seconds of no gens.

  • @glitchboi said:

    I don't like this idea, it's clear that it encourages its user to not help their teammates work on gens. That also gives the killer 300 seconds of not needing generators to pop, giving them 300 seconds to get a good amount of hooks. It's basically a guarantee win for the killer if they aren't dumb.

    I know this sounds weird but I feel like Autodidact is the already-existing survivor counterpart to Devour Hope. It's either gonna work well or not work at all. Both require 5 tokens for maximum efficiency, and both are incredibly situational.

    I do agree and the times will be messed with. The idea is giving the survivor a powerful perk while the killer is in control of how the survivor uses it. At the risk of there hex totems. It's a buff to hex's until it's a massive nerf.

  • @RepostRiposte said:

    1. Is a little weird that survivors now have spooky skull fetishes just hanging around

    2. Killer doesn't have time to look around for totems because its 1v4.

    3. Would be largely RNG depending on the killer's build. Imagine having all 4 perks disappear because one survivor decided to bring this.

    4. Would encourage selfish soloQ players to wait around doing nothing.

    Everything is said there.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000983#Comment_2000983

    I do agree and the times will be messed with. The idea is giving the survivor a powerful perk while the killer is in control of how the survivor uses it. At the risk of there hex totems. It's a buff to hex's until it's a massive nerf.

    It's... not powerful at all. You can use Detective's Hunch and be able to track and cleanse all totems around the map while your team does gens. You're basically making the game require you to do about 9 gens without holding m1 on the first two. Ruin is most efficient in the early-game but it usually gets cleansed in less than two minutes unless you're lucky, so if they end up running Ruin they have 300 seconds to not even worry about it being cleansed. Even with Undying (not the old one) I've found ways to play around it.

    This is more of a reward to the killer than it is a reward to the survivors. It's basically playing against a survivor with No Mither.