Change Blight's Perks

These are just small changes, but changes I think are necessary considering two out of the three of them aren't even activated most of the time with him.

Dragon's Grip

  • After kicking a Generator, for the next 30/45/60 seconds, any Survivor that interacts with that Generator will scream, revealing their location for 4 seconds.
  • The first Survivor that interacts with that Generator will receive the Exposed Status Effect for 30 seconds.
  • After a Survivor is given the Exposed Status Effect, Dragon's Grip cannot give the same status effect to another Survivor for the next 80/70/60 seconds.

These are more moderate amounts of changes that really just affect how useful Dragon's Grip can be for the Blight, as well as the other Killers. Currently, this perk doesn't see much use or value since it's a one-time use perk with very high cooldown, thus limiting its capability. With these changes, the perk can actually be given a proper chance to shine and be useful as a perk.

Hex: Blood Favour

  • Injuring a Survivor by any means will prompt The Entity to block all Pallets within a 16/24/32 meter radius for the next 15 seconds.
  • Hex: Blood Favour has a cooldown of 30 seconds.

Easily being the weakest Hex Perk in the game, Blood Favour offers very little of value since the primary requirement currently is to hit your Basic Attack, which not all Killers are going to do. The change to making it so that injuring Survivors updates the perk so that it can be used in more creative ways than before. The range was also very lackluster, and so was the cooldown, so in order to ensure that this Hex Perk becomes more balanced out with the rest, it has lower cooldown and a larger radius in order to give you the upper hand for successfully landing your hits.

Hex: Undying

  • While active, The Entity will block all Totems except for Hex: Undying for as long as it remains in the Trial.
  • The Auras of Survivors within 2/3/4 meters of a blocked Totem will be revealed to you.
    • If Hex: Undying is cleansed within the first 60 seconds of the Trial, the effects will linger for 60 seconds after it is destroyed.

Basically, a minor rework to Undying, this now prevents Survivors from attempting to pop multiple totems at once and instead ensures that they have to prioritize going to the Undying totem at once in order to counteract its and the other totems' effects. This would be both a buff and a nerf, as some Hex Totems such as Retribution and Haunted Ground, will no longer be usable with Undying, but in general, totems should have significantly more value now than they have before.

Overall, these perks would ensure that more Killers can make use of Blood Favour and Dragon's Grip, while also attempting to lean back on utilizing Undying in a slight way, since now totem defense would be a little weaker than it was before (as some totem builds are nullified as a result of this). But I think these three, or at least the first two, need to be changed in order to ensure that they are more up to date with the current state of the game.

I think this would really improve these perks and also make it so that these perks can be of more use to Blight (especially when doing Adept challenges).

Comments

  • The undying rework is horrific. It would also remove the Haunted Grounds synergy. Undying is fine as is.

  • @Steel_Eyed said:

    The undying rework is horrific. It would also remove the Haunted Grounds synergy. Undying is fine as is.

    It removes the synergy with Haunted ground but would make synergy with almost every totem a whole lot better, as well as just give those other totems a chance to actually survive. You could run this with Thrill of the Hunt to even make it so that Undying itself doesn't die and so you can capitalize on Survivors being dumb.

    As it currently is, I think Undying itself needs a significant rework to it to make it more valuable, while at the same time a lot more balanced out. What my version does is make it so that the other Hex Totems have a chance at being useful for longer than a minute, bar a few that require the old one to gain value.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512005#Comment_2512005

    It removes the synergy with Haunted ground but would make synergy with almost every totem a whole lot better, as well as just give those other totems a chance to actually survive. You could run this with Thrill of the Hunt to even make it so that Undying itself doesn't die and so you can capitalize on Survivors being dumb.

    As it currently is, I think Undying itself needs a significant rework to it to make it more valuable, while at the same time a lot more balanced out. What my version does is make it so that the other Hex Totems have a chance at being useful for longer than a minute, bar a few that require the old one to gain value.

    It would make the synergy worse across the board as well as take away an element of surprise regarding totems. Undying is already extremely valuable as is and has already been rebalanced to its current state from a much stronger version. Simply put to do any more drastic changes to it would be unnecessary.

    To expand on why I say it would make synergy worse across the board, right now in its current form Undying current keeps token building totems alive which gives a high risk/high reward perk much more value. Your proposed change would potentially increase the initial longevity of totems, but due to rng the most you could reliably count on at max is about 2mins of uptime. Looking at how matches usually play out time wise that really isn't much. There is also the fact that currently breaking a lit totem while undying is up moves the hex to another dull totem which can take it well out of the line of sight for most high traffic areas which while still rng based can give you much more time to have your hex overall.

  • I don't think undying needs changed.

    Dragon's grip would just become surveillance but better, but I'm all for some small buffs for it. Something like if it doesn't activate, it is refunded instead of going on cooldown, like blast mine. Could also use a duration increase or cooldown decrease.

    Blood favor: Increasing the range is both boring and an ineffective buff IMO.

    What they should do instead is make it so the blocking is permanent UNTIL the hex is cleansed, that way a killer running blood favor will block a lot of pallets creating a lot of dead zones early on until the totem is cleansed.