Rework: The Hag

The Hag relies on ignorance and errors to have even marginal success. The only ability is easily countered without even using the counter mechanic. Touching the edge of a trap and running away makes it impossible for the hag player to get a hit through the use of her teleport, the only ability she has. 4.6m/s vs 4.4m/s doesn't seem that big a difference until you consider that this speed is relative to the survivor who is running at 4.0m/s. This means a standard 4.6 killer closes the distance at 0.6m/s while the hag and other 4.4 speed killers close at 0.4m/s, 33% slower. While other killers that move at that speed have either dash or ranged attacks, the hag doesn't and relies completely on getting a 'free' tag from the teleport trap. I have three possibilities for a rework below.

1. A modest adjustment to the kit and easiest to implement. Instead of a trap disappearing when triggered, it persists until teleported to unless the survivor uses the erase mechanic that already exists. In addition, upon triggering the trap, the survivor is hindered for a brief time or until damaged. This gives the hag a chance to close the gap after teleport, causing the traps to be more of a threat. This would allow her zone control to be more effective while not making it so overwhelming that a tight 3 gen is a free win.

2. A complete rework could see the hag as a trap Vecna. Instead of selecting spells, she would select different hex effects to place on her traps. This could allow for a much more complex kit with skill expression in placing the correct type of trap. There could be traps of various potency and an overall hex limit forcing you to choose between a large number of weak traps or only a few strong traps. Effects could be severe such as applying a exposed status or causing injury (without capability to down), or lesser effects such as causing the survivor to trigger killer instinct for a period of time make them easily tracked. You could have passive effects such as impairing interactions for a short period, causing oblivious, causing exhaustion or a combination of effects. You could even have a teleport trap that doesn't trigger and just behaves similar to demogorgon portals. Such a rework gives the character a lot more options and higher skill expression.

3. The final option I would suggest is to leave the power mostly as is but still add a slight hinder to prevent tapping the edge to destroy the trap without consequences. Then give the hag a ranged attack, whether that be a hit effect similar to The First or a slowdown effect similar to Freddy.

Tagged: Killers

Comments

  • Limitless teleport distance should be basekit. Erasing traps should take longer and involve skill checks like Demogorgons portals. 5% haste for 5 seconds if a trap is triggered or rubbed out so if you're in a chase you have a chance to actually cross some distance and gain at least some benefit against SWFs and good players who constantly undo the web and keep you busy. Trap mark should be a little less opaque so they're harder to spot.

    Those are the easiest fixtures I think and generally a more likely update for her (if they remember she exists). Hags are really good in low MMR soloq so it's not as if she's ineffective, just needs a good tweak for nowadays.

  • honestly she would feel alot better if you didnt lose momentum after TP. if your moving forward and are holding w and you tp you have to accelerate forward. this means that when you tp you are not moving while the surv is so you instantly have to catch up which is hard if there are pallets every 10 feet.

    I miss alot of tags due to the fact that many TPs the surv gets to move outside of hit range before i get the option to press m1