The next perk survivors will complain about is Devour Hope

Screencap this post.


Killers are starting to use a devour hope build, or the popular, "all hexes build". Almost every game today i have played i have devour hope, if devour kicks in on the 3rd hook, survivors start to just kill themselves on hook or DC instead of looking for the totem. Its going to be the next perk, screencap this.

Comments

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488249#Comment_3488249

    First of all, the old ruin undying meta was the healthiest the metagame has ever been in. Because it required killers to actually pressure survivors to get the benefit, and wasn't passively earned. Meaning that good survivors could still waste a killer's time.

    Secondly the whole point is to rework the system so that hexes get weaker as the match goes on to prevent RNG on BOTH sides. How many situations have you been in as a survivor where you can't find the totem no matter what you do? Similarly, how often have you been a killer and had survivors literally spawn on your hex and cleanse it before you could physically walk to that part of the map.

    The RNG suc0ks for both sides. But it was merely a suggestion. The point of this thread is the devour hope will be the next one that survivors complain about, and if you literally scroll through you can actually see people trying to make that case that it is OP. Which is proving my point more.

    Because it required killers to actually pressure survivors to get the benefit, and wasn't passively earned. Meaning that good survivors could still waste a killer's time.

    i don't remember that. all I remember is survivors mains saying that it was passive regression that took no skill to use. as a result, they nerfed undying.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487545#Comment_3487545

    Haven't been booped in a long time sadly. They never try it anymore.

    Same the other way around, sadly. The last 10 or something Pigs that I tried to boob just murdered me in cold blood. Fun in this game died a long time ago.

    Well, actually, yesterday I had a fun game. It was on suffocation pit and I got a very fast first down and another survivor sorta gave up and moonwalk ran into me to get my attention or something. Well, every second down I got, I would not turn to a wall, but turn fully to the open and like got blinded every time. Eventually the survivors catched up to it and we made a game out of it and even the survivor who originally wanted to give up joined in. We sorta all played the game "normally", but all comitted ALL the beginners mistakes and blundered through the game and it was so much fun.

    We all agreed that this was a rare game, and it shows that the sweat fest that modern DBD has become isn't doing the game any favor. In the olden days, when peeps were just goofing off instead of optimizing the fun out of the game, more peeps had a good time. Back then, it actually held any substance when you accused a killer of being an unfun tunneler, but nowadays, most of the time gens are flying like mad, so you have to either become the monster or get "ggez"ed by the small monsters, there is very little in between, and its sad.

    Booping the pig is one of this little interactions that just died, because no one seems to have time anymore for this.

    Pyramid Friendship.jpg


  • Devour Hope is fine. But there's absolutely a conversation to be had about Pentimento in an all Hex build. It's an absurd amount of slowdown.

  • @[Deleted User] said:

    Devour Hope is fine. But there's absolutely a conversation to be had about Pentimento in an all Hex build. It's an absurd amount of slowdown.

    That entire build is hard countered by just bringing a boon, a map, or one of the 5 perks related to cleansing totems.

  • Devour Hope has the potential of being THE strongest perk in the entire game and always has. The problem is that:

    1 - It's a hex, and thus can be cleansed straight away and REQUIRES Undying to even be semi-reliable.

    2 - You need to charge it up to 3 stacks before it really starts being useful, and again, can be cleansed long before you get 3 hooks.

    3 - The moment it's revealed, all survivors (should) stop whatever they're doing and look for it, ensuring that unless you're already handily winning or are playing the few killers who can defend totems, it'll be cleansed before long.

    It's a strong perk but like all hexes it's just too RNG to ever be reliable. Even when Ruin was meta most people ran Pop as a 'backup' because they knew Ruin wouldn't last, and Devour NEEDS to last to actually get good use out of it.

    I almost never run into Devour Hope as survivor and when I do, yeah it's a massive threat, but it's just as likely to get cleansed before it's even 'revealed'. And if it does last long enough to be revealed, it's usually cleansed before the killer gets more than two insta-downs, and certainly before they start using the mori.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488321#Comment_3488321

    That entire build is hard countered by just bringing a boon, a map, or one of the 5 perks related to cleansing totems.

    Depends on which Hex build you're referring to. A Boon isn't doing anything against Penti/Devour/Ruin/Haunted, Plaything/Penti/whatever or Penti/Undying/Ruin/Haunted. Cleansing totems once, being exposed, and having a 30% gen speed debuff while having someone not even on a gen because they're cleansing again is a massive slowdown.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488370#Comment_3488370

    Depends on which Hex build you're referring to. A Boon isn't doing anything against Penti/Devour/Ruin/Haunted, Plaything/Penti/whatever or Penti/Undying/Ruin/Haunted. Cleansing totems once, being exposed, and having a 30% gen speed debuff while having someone not even on a gen because they're cleansing again is a massive slowdown.

    When you look at all of the gen defense perks that killers have had nerfed, to the point that the only decent one left is deadlock, is it any wonder that killers are playing other builds that force survivors off of gens? They nerfed pain res, they nerfed CoB, they nerfed overcharge, ruin is useless, eruption was nerfed pop was slightly buffed after a massive nerf, corrupt was nerfed, all for what. Because they knocked 10-15 seconds of progress of the gen? All while survivors are allowed to bring an item that knocks 20 seconds off their repair time and that's just per toolbox they bring (they can bring 4 of them)?


    https://clips.twitch.tv/CrackyAnimatedGerbilRiPepperonis-sWkeCzPcBq0D_gBF


    Do you realize how long it takes to just hook a survivor after you already downed them? By the time you deal with the hit cooldown, pick the survivor up, walk to a hook, and go through the hook animation. Do you know how long that takes?


    2.7 seconds + 3 seconds + 7 seconds (average to walk to a hook 50% of bar) + 1.5 seconds = 14.3 seconds. That doesn't even factor in the chase or pallets or anything, looking around for a flashlight save, or a pallet save and making sure someone isn't nearby? Just flat out, hit cooldown, picking them up and walking to a hook. And pain res basically recoups that lost time a little bit, and only 4 times now. Multiply that time by 3 survivors on a gen, thats 42.9 seconds. Almost half a gen of total progress for the team, just picking a goddamn survivor up off the ground and hooking them.


    This is why killers are adapting now. It is clear that gen defense perks are too nerfed to compete in the new meta, the only thing now is to end chases as fast as possible, and to give survivors a second objective. The All hex build does exactly this. If they don't cleanse, you get devour, if they do, they might get haunted grounds. When they do, you get pentimento to slow the game down.


    What else is left at this point? Should we all be running bloodhound and predator? Because i'll tell you, if they take this one away, you sure as hell aren't gonna like the slug meta. Because we won't have time left to even pick up survivors and hook them anymore.

  • @Reinami said:

    Screencap this post.

    Killers are starting to use a devour hope build, or the popular, "all hexes build". Almost every game today i have played i have devour hope, if devour kicks in on the 3rd hook, survivors start to just kill themselves on hook or DC instead of looking for the totem. Its going to be the next perk, screencap this.

    screenshotted the next killer perk that's getting gutted is devour only fitting to remove what's left of hexes right?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488370#Comment_3488370

    Depends on which Hex build you're referring to. A Boon isn't doing anything against Penti/Devour/Ruin/Haunted, Plaything/Penti/whatever or Penti/Undying/Ruin/Haunted. Cleansing totems once, being exposed, and having a 30% gen speed debuff while having someone not even on a gen because they're cleansing again is a massive slowdown.

    Why cleansing tho, I can just boon and literally pentimento wont ever come into play, yes it will take more time but as a whole is less time than either pushing through pentimento or 2 people searching for the totem.

  • @Krazzik said:

    Devour Hope has the potential of being THE strongest perk in the entire game and always has. The problem is that:

    1 - It's a hex, and thus can be cleansed straight away and REQUIRES Undying to even be semi-reliable.

    2 - You need to charge it up to 3 stacks before it really starts being useful, and again, can be cleansed long before you get 3 hooks.

    3 - The moment it's revealed, all survivors (should) stop whatever they're doing and look for it, ensuring that unless you're already handily winning or are playing the few killers who can defend totems, it'll be cleansed before long.

    It's a strong perk but like all hexes it's just too RNG to ever be reliable. Even when Ruin was meta most people ran Pop as a 'backup' because they knew Ruin wouldn't last, and Devour NEEDS to last to actually get good use out of it.

    I almost never run into Devour Hope as survivor and when I do, yeah it's a massive threat, but it's just as likely to get cleansed before it's even 'revealed'. And if it does last long enough to be revealed, it's usually cleansed before the killer gets more than two insta-downs, and certainly before they start using the mori.

    All true. I used the mori part of Devour exactly three times in my entire DBD career, its just that unreliable and gets cleansed father then you can blink, unless you dedicate your entire build to it, and if you do that, its even more devastating when it gets inevitably cleansed. So it can be fun and very strong, but every fun and strong play is bought with probably a dozen frustrating and mediocre trials.


  • Devour Singularity.jpg

    BTW, right after commenting in this thread, I tried a Devour build with the Singularity and that David dced the instance I downed him with Devour. After that I interrupted a cleansing of one of my hexes (possible Devour? Who knows ... in their infinite wisdom BHVR decided that the killer must not know which hex is which ^_- ) who died on hook and then it was basically game, with two survivors out.

    Sadly I could only use one single pod the whole game, all others were EMPed the whole match and I had no opportunity to replace them. Singularity still plays really unfun and you feel oppressed by the survivors from the get go. So is Devour our next thing, then? Either winning high or losing extremely low?

  • Why are the survivor mains complaining? You cleanse the totem, and it's gone. Also, it actively stops killers from trying to camp because they want the stacks. It's definitely better then MFT for sure. Couldn't find a killer perk that survivors are complaining about, and I play both sides so people call me a biased killer main.

  • @Akumakaji said:

    https://us.v-cdn.net/6030815/uploads/0110P0RUM3GI/devour-singularity.jpg

    BTW, right after commenting in this thread, I tried a Devour build with the Singularity and that David dced the instance I downed him with Devour. After that I interrupted a cleansing of one of my hexes (possible Devour? Who knows ... in their infinite wisdom BHVR decided that the killer must not know which hex is which ^_- ) who died on hook and then it was basically game, with two survivors out.

    Sadly I could only use one single pod the whole game, all others were EMPed the whole match and I had no opportunity to replace them. Singularity still plays really unfun and you feel oppressed by the survivors from the get go. So is Devour our next thing, then? Either winning high or losing extremely low?

    When i run this build, people tend to DC when devour kicks in, or if they get downed by haunted grounds. That is why i made this thread. It actually happens probably around 30-40% of the time for me now.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488832#Comment_3488832

    When i run this build, people tend to DC when devour kicks in, or if they get downed by haunted grounds. That is why i made this thread. It actually happens probably around 30-40% of the time for me now.

    Wild!

  • @Depressedlegion said:

    Why are the survivor mains complaining? You cleanse the totem, and it's gone. Also, it actively stops killers from trying to camp because they want the stacks. It's definitely better then MFT for sure. Couldn't find a killer perk that survivors are complaining about, and I play both sides so people call me a biased killer main.

    Because you're not supposed to bring DH on its own. If you bring it on its own ofc it's easy to cleanse. If you bring a dedicate hex build it isn't easy to locate, it's luck based.

  • I'm actually waiting for this build to become the next meta thing to see the arguments when it turns out it's not as bad as people have been claiming it is and why it isn't strong after all. It's simply not as prevalent atm, but once people catch on to it we'll see. Sure SWF might not care about it, like always.

  • Devour hope is an incentive to leave the hook though.

    It would be the height of irony to want to nerf one of the few perks that promotes what people deem “healthy play” because it’s unhealthy for the game.

    I guess the complainers aren’t known for their rationalism though.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487685#Comment_3487685

    As mentioned previously, that is literally the definition of how hex perks should work. Hexes, in theory, are supposed to be high risk high reward. Because yeah, devour is powerful, but it also can get cleansed 30 seconds into the match. The problem is that most hex perks are terrible now, such that, the only really good ones left are devour, pentimento, haunted ground, undying, and MAYBE plaything. But the reality is that haunted ground, pentimento, and plaything are based around survivors cleansing the totems. Which the only hex perk worth cleansing is devour.

    I actually don't disagree with you in principle on hex perks. I personally think they should rework the entire hex system to be less frontloaded and RNG based. Basically i would do this personally:

    • Whenever a Hex perk is in play, all dull totems become lit and become hex totems
    • Rework all Hex perks to have their power scale with the number of totems remaining. For example
      • Hex Ruin: Regresses gens at:
        • 5 totems: 200%
        • 4 totems: 175%
        • 3 totems: 150%
        • 2 totems: 125%
        • 1 totem: 100%
        • 0 totems: gone
      • Hex Devour hope: Cleansing a totem, reduces the number of stacks on devour by 1
    • When multiple hexes are in play, they are all affected by the same totems, so if you had say devour and ruin, cleansing 1 totem would weaken each one.

    Then they rework some of the other perks like haunted ground, plaything, pentimento etc. to do different things or set them up to work in this new system. My personal favorite is that Hex: Undying actually becomes Hex: UNDYING in the sense that, it makes it so your totem always acts as if it has 1 totem remaining even if all totems are cleansed.

    These are just numbers examples off the top of my head and i'm sure it would all need tweaking. But the general gist is to normalize hex perks a bit, for both sides too. As mentioned in this thread, it sucks when RNG makes it so you can't find that 1 totem. But in this case, if there are 5 totems that are lit, you'll have more opportunities to cleanse the totems meaning that the hex will get progressively weaker until maybe you can just ignore the perk entirely, or it becomes less of a concern for you. For example, in my example of devour, really you probably only need to cleanse 2 or 3 totems before it doesn't matter because by then they will have already hooked everyone enough times and can't gain any more stacks anyway.

    Food for thought.

    This is a pretty good idea. Would definitely Mix up totem use.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487708#Comment_3487708

    This is a pretty good idea. Would definitely Mix up totem use.

    I have two main rework ideas, that I consider pretty based and would love to try out in a PTB, but sadly no one at BHvR seems to agree with me sadface

    1) at the start of the game, all hexes are sustained by The Entity. Suevivors can interact with dull totems any way they like, ie blessing them, cleansing them for Inner Healing/Overzealous or just cleansing then to "do bones ". After 2min (or 90s the exact timer is up to debate) all the killers hexes are transferred to any random, remaining dulls in the game. If too few dulls exist, the killer loses access to this perks as usual and from this moment the game plays normal.

    2) All Boons and Hexes now have global effects (that needs to be looked at and decided about). So a Boon CoH now increases healingspeed for everyone, no matter where they are, but booning now gives a directional thunderclap so that the killer knows where to start looking. Killers can now rekindle all hexes an infinite amount of times and pressing tab will cycle through their available hexes. Survivors and Killers can now both decide to snuff and then boon/rekindle the oppositions perks or cleanse/destroy them permanently, reducing the other sides options.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488209#Comment_3488209

    See what i mean?

    But seriously though, that is literally the purpose of haunted grounds, to make cleansing totems risky.

    It's less of a problem with nurse losing m1 every other killer I don't really see an issue with it and since ruin is gone it's no longer haunted ruin devour undying where you HAVE to cleanse multiple strong hexes

  • @Steakdabait said:

    survivors have been complaining about it for a long time, It's just that not common of a perk so you don't see it super often. It's frustrating to lose solely to one perk because the killer got a lucky spawn that's hard to find.

    But totems have been LITERALLY right next to gens and out in the open on hills FOREVER! They should be well hidden!

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487490#Comment_3487490

    But totems have been LITERALLY right next to gens and out in the open on hills FOREVER! They should be well hidden!

    That randomness is why they're frustrating, it can spawn oh a hill in the open or spawn basically anywhere in rpd or lery's

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488278#Comment_3488278

    It's less of a problem with nurse losing m1 every other killer I don't really see an issue with it and since ruin is gone it's no longer haunted ruin devour undying where you HAVE to cleanse multiple strong hexes

    That is literally the point of hexes. They are supposed to be powerful on account of the fact that survivors can completely remove them from the game making the killer have 1 less perk for the entirety of the game.

  • Devour needs a slight nerf tbh. It doesn't have to be big. Just notify survivors of a hex after the first token, like with Huntress Lullaby. Huntress Lullaby is a lot weaker and still notifies survivors as soon as they have one token. I see no reason for Devour to get the benefit of hiding until three (or more if nobody gets hit by exposed) tokens.

  • @HastuneMiku said:

    Devour needs a slight nerf tbh. It doesn't have to be big. Just notify survivors of a hex after the first token, like with Huntress Lullaby. Huntress Lullaby is a lot weaker and still notifies survivors as soon as they have one token. I see no reason for Devour to get the benefit of hiding until three (or more if nobody gets hit by exposed) tokens.

    That would literally make it useless.


    The whole point of Devour Hope is to surprise survivors with a stressful addition to the match, late into the match. Hence the perks namesake.

  • @HastuneMiku said:

    Devour needs a slight nerf tbh. It doesn't have to be big. Just notify survivors of a hex after the first token, like with Huntress Lullaby. Huntress Lullaby is a lot weaker and still notifies survivors as soon as they have one token. I see no reason for Devour to get the benefit of hiding until three (or more if nobody gets hit by exposed) tokens.

    That is not a slight nerf, that makes devour useless. Devour does not need a nerf because you still need to get 3 hooks to trigger the exposed. And on top of that, it is 3 HEALTHY hooks, where you need to be AWAY from the hook and not camping in order to get the value of it. You want to nerf the last decent perk left that killers have the encourage them to NOT camp and tunnel?

  • I disagree. I feel like, after this patch, we either go back to complaining about NOED (Tried and True) or we start complaining about Crowd Control because now it has numbers that actually matter. (New=Scary) I will now continue to complain about how overpowered Monstrous Shrine is.

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