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

  • This isn't exactly a work of prophecy. The meta has changed, certain perks have become stronger, it's perfectly normal that some people would think they are now too strong.

    My problem with devour hope has always been the randomness of it. It can be cleansed instantly or win the match on its own. In that sense it's just not a great perk design

  • @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.

    I thought hexs were dead tho, thats what all the killer mains said

    and no…devour hope id fine

  • Completely needless us vs them.

  • I don’t mind playing against Devour Hope. It gives me a real thrill. Once I learn that’s what you have though I’m not gonna stop looking for that totem.

  • @crogers271 said:

    This isn't exactly a work of prophecy. The meta has changed, certain perks have become stronger, it's perfectly normal that some people would think they are now too strong.

    My problem with devour hope has always been the randomness of it. It can be cleansed instantly or win the match on its own. In that sense it's just not a great perk design

    That is quite literally the purpose of a Hex perk. They are supposed to be high risk high reward. The problem is that most of them are terrible and the only real good ones left have been nerfed into oblivion. The only remaining one being devour hope, and the only reason the "All hexes" build works, is because devour hope has to be cleansed, otherwise none of the totems would get cleansed and you would have 0 perks.

  • Devour Ass is evil. I hate that perk. It's brutal af.

    I offer killers a trade. I give you Mikaela and in return you send that hex out to sea for a viking's funeral.

  • 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.

  • You mean I can wipe off the "Do Bones" replies again after all this time?

  • Well after killers stop complaining about every single survivor perk then we’ll stop complaining about killer perks

  • @Leon_Scott_Kennedy said:

    Well after killers stop complaining about every single survivor perk then we’ll stop complaining about killer perks

    No we won't. You lie lmao

  • @LobbyDodgerLeonidas said:

    Well they'd have to get off a gen to cleanse a totem. That's asking a lot of solo queue. It's gonna have to be nerfed

    I'm sorry, you must be new to solo queue. So just to clarify, they wouldn't have to get off the gens because at least 2 of them are probably already not on a gen... or a totem... or healing... or opening a chest... or being chased... And so on and so forth... :(

    On a real note i like playing with and against devour hope. It adds a moment of doom when it procs or relief when you cleanse it. And it's always a chance perk really on whether or not someone spawns on top of it.

  • Whenever I encounter that perk it's always paired with about 70 other hex totems, and I run CS on every class. So it takes me roughly 4.5 years to cleanse each totem 👴

  • I have no issue with any hex perk, as there is obviously clear counterplay to them. They should be strong given they can cleansed during the first 2 minutes of a match.

  • @CatnipLove said:

    Devour Ass is evil. I hate that perk. It's brutal af.

    I offer killers a trade. I give you Mikaela and in return you send that hex out to sea for a viking's funeral.

    I bet if you offer Made for This coupled with Ace you might be on to something....

  • @Leon_Scott_Kennedy said:

    Well after killers stop complaining about every single survivor perk then we’ll stop complaining about killer perks

    Maybe it would be good to consider less "we" and a little more "us"

  • The last time I was sorta concerned about Devour Hope was with a hex babysitting Wraith or Ghostie, and by then they usually had lost anyway.

    But to be fair, what changes do you suggest for it? I promise not to heckle. Can't speak for the others though.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487463#Comment_3487463

    I'm sorry, you must be new to solo queue. So just to clarify, they wouldn't have to get off the gens because at least 2 of them are probably already not on a gen... or a totem... or healing... or opening a chest... or being chased... And so on and so forth... :(

    On a real note i like playing with and against devour hope. It adds a moment of doom when it procs or relief when you cleanse it. And it's always a chance perk really on whether or not someone spawns on top of it.

    I dream of the day I spawn on top of a hex totem. That's not meant to sound dirty, I just can't find totems most of the time.

    @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487489#Comment_3487489

    I bet if you offer Made for This coupled with Ace you might be on to something....

    I haven't booped a snoot in like 3 weeks now. Just seeing your avatar is enough to make me nostalgic. #BringBackPigMains

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487502#Comment_3487502

    Maybe it would be good to consider less "we" and a little more "us"

    That’s like the same thing

    i have no problem with devour it’s a risky perk to use and incentives killers to not camp, just saying killers complain about the survivor sides perks all the time and most of them have been nerfed into the ground because of it

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487510#Comment_3487510

    I dream of the day I spawn on top of a hex totem. That's not meant to sound dirty, I just can't find totems most of the time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487528#Comment_3487528

    I haven't booped a snoot in like 3 weeks now. Just seeing your avatar is enough to make me nostalgic. #BringBackPigMains

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

  • @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.

    I'm genuinely in the midst of withdraw symptoms as we speak. The bacon is the backbone of the community.

  • @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.

    Every time I try to boop a Pig I just end up getting camped :(

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487555#Comment_3487555

    Every time I try to boop a Pig I just end up getting camped :(

    Those are not Pig mains. They bring dishonor to the House of Pork.

  • Delete Wesker first before we nerf any killer perks I say.

  • Devour Hope is the most high risk perk in the game. It’s fine.

  • @Sharby said:

    Delete Wesker first before we nerf any killer perks I say.

    I see your Whiskers and raise you a Hag.

  • Rusty Shackles can get deleted before Devour Hope too.


  • Survivors can start using maps items anytime they want but they don't....cause it not problem.

  • As a killer who uses devour hope, it's a super silly perk. A perk shouldn't solo a game because a totem happened to spawn in the right spot and as much as people like moris or the tense situations it creates losing to this perk more than once in a short period goes from unique and fun to frustating very quickly. The perk isn't an issue in small quanities but if this perk had a higher playrate then you'd go from match to match where the outcome is entirely dependent on if a single hex is found, you could argue this for any hex but most of them can be powered through if needed (although that is unideal) while powering through devour gets the killer 5 stacks which is almost unwinable. Perks fine atm but if you have truely been blessed with the power of prophecy and it's the next hot thing then maybe it can be an issue.

  • I will screencap this, but no for the reasons you may think

  • Hexes are fine. Face the Darkness is a bit annoying, but that's about the only issue I have with Hexes in general. I see [Undying] appear on my screen, I immediately tell my friend to find the hex. The two of us search for it on opposite sides of the map. Undying means Devour, usually.

  • @Riski said:

    As a killer who uses devour hope, it's a super silly perk. A perk shouldn't solo a game because a totem happened to spawn in the right spot and as much as people like moris or the tense situations it creates losing to this perk more than once in a short period goes from unique and fun to frustating very quickly. The perk isn't an issue in small quanities but if this perk had a higher playrate then you'd go from match to match where the outcome is entirely dependent on if a single hex is found, you could argue this for any hex but most of them can be powered through if needed (although that is unideal) while powering through devour gets the killer 5 stacks which is almost unwinable. Perks fine atm but if you have truely been blessed with the power of prophecy and it's the next hot thing then maybe it can be an issue.

    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.

  • I can't wait to see survivors complaining en masse about the perk that's literally impossible to use if the killer camps, tunnels or slugs.

  • @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.

    Me, almost two months ago: https://forums.bhvr.com/dead-by-daylight/discussion/376937/is-full-hex-build-going-to-be-the-new-meta#latest


    It's also funny killers were telling "Nah, no way it's gonna happen". Sometimes it takes them so long to adapt lol.

  • A lot of survivors will complain about literally anything that isnt a gg ez for them. If its meta then it needs to die slowly apparently.

  • It's perhaps being used more because gen defence is so pathetic.

  • @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.

    Whenever a Hex perk is in play, all dull totems become lit and become hex totems

    Hex Devour hope: Cleansing a totem, reduces the number of stacks on devour by 1

    0 totems: gone

    1 totem: 100%

    2 totems: 125%

    3 totems: 150%

    4 totems: 175%

    Rework all Hex perks to have their power scale with the number of totems remaining. For exampleHex Ruin: Regresses gens at:5 totems: 200%

    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.

    Believe it or not, TrU3Ta1ent had a similar idea. The problem with this idea is that hexes would have to be nerfed across the board to be far less powerful. I just don't see killer mains being on board with that idea.

    A simpler idea would be to make it so all totems for the first 45 seconds of the trial appear as dull, or add in a corrupt intervention style mechanic for totems to protect them in the early game, ensuring that you will always get some value out of them.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487555#Comment_3487555

    Every time I try to boop a Pig I just end up getting camped :(

    If i camp it's either during EGC, or survs are stupidly & obviously hovering around immediately after I hook someone. I may be in the minority there though.

  • @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.

    All the Pigs I’ve had recently were super aggressive. I got no chance to boop it!

  • @LobbyDodgerLeonidas said:

    Well they'd have to get off a gen to cleanse a totem. That's asking a lot of solo queue. It's gonna have to be nerfed

    Yeah because nerfing things to help bad survivors is entirely fair and doesn't help good survivors in the slightest

  • Devour is pretty bad vs competent survivors unless you go all in or dedicate at least 50% of your build to devour(devour + undying at minimum).

    Good survivors know totem spawns and there are many awful totem spawns on all the realms. It's just too much RNG and basically only serves to make "funny lol montage" clips of killing survivors or catching them as they are just about to break the totem in 1 out of every 10 games

    It could be nerfed and it would just join the pile with basically every other hex perk outside of plaything + pentimento. Most hexs are high risk/low reward at this point.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487510#Comment_3487510

    I dream of the day I spawn on top of a hex totem. That's not meant to sound dirty, I just can't find totems most of the time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487528#Comment_3487528

    I haven't booped a snoot in like 3 weeks now. Just seeing your avatar is enough to make me nostalgic. #BringBackPigMains

    The last time I spawned on top of one was 2 days ago. I literally turned around and there it was behind a small tree lol. I play devour hope a lot on pig with haunted grounds. Dh always seems to go first. And like others have said, no one ever boops the snoot anymore. I will take them to the totem to break if they do. :(

  • Makes sense it's both most oppressive and hardest hex to ignore when it triggers , you can't deny it's extremely powerful, some killers are very good at protecting totem too

  • @Carth said:

    Devour is pretty bad vs competent survivors unless you go all in or dedicate at least 50% of your build to devour(devour + undying at minimum).

    Good survivors know totem spawns and there are many awful totem spawns on all the realms. It's just too much RNG and basically only serves to make "funny lol montage" clips of killing survivors or catching them as they are just about to break the totem in 1 out of every 10 games

    It could be nerfed and it would just join the pile with basically every other hex perk outside of plaything + pentimento. Most hexs are high risk/low reward at this point.

    People are not saying to run Devour Hope on its own, it usually means dedicating your perkslots to hex perks. I've seen Pentimento+Plaything a lot more often lately than say 6 months ago. It's a playstyle. And after the unhooks it's harder for survivors to tell which hex is Plaything and which not, so they're forced to cleanse everything and more often than not it will get a second life if you bring Undying as well.

  • @Kaitsja said:

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

    Whenever a Hex perk is in play, all dull totems become lit and become hex totems

    Hex Devour hope: Cleansing a totem, reduces the number of stacks on devour by 1

    0 totems: gone

    1 totem: 100%

    2 totems: 125%

    3 totems: 150%

    4 totems: 175%

    Rework all Hex perks to have their power scale with the number of totems remaining. For exampleHex Ruin: Regresses gens at:5 totems: 200%

    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.

    Believe it or not, TrU3Ta1ent had a similar idea. The problem with this idea is that hexes would have to be nerfed across the board to be far less powerful. I just don't see killer mains being on board with that idea.

    A simpler idea would be to make it so all totems for the first 45 seconds of the trial appear as dull, or add in a corrupt intervention style mechanic for totems to protect them in the early game, ensuring that you will always get some value out of them.

    You wouldn't actually have to do that though, because there is only 1 useful hex perk these days, and the other ones are only useful because people want to cleanse that one. Every other hex perk can be safely ignored at this point. If anything you'd have to buff many of them to be useful.

  • @Moonras2 said:

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

    The last time I spawned on top of one was 2 days ago. I literally turned around and there it was behind a small tree lol. I play devour hope a lot on pig with haunted grounds. Dh always seems to go first. And like others have said, no one ever boops the snoot anymore. I will take them to the totem to break if they do. :(

    👉️👃🐷

    I only play in solo queue, so getting to meme is the best part of the game for me. Booping da snoot, dodging a hatchet and then throwing a pebble back at the Huntress. If these things didn't exist I don't know if I'd still be playing after 400 hours or so. I'm looking forward to the NC perks. I can't wait to dodge a hatchet by dropping dead 💀

  • Devour hope is actually a pretty problematic perk because haunted grounds exists which basically forces lose/lose situation cleansing totems

  • @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.

    old dying used to bounce totems meaning you had to potentially cleanse all 5 totems. survivors said it was overpowered so ruin undying got nerfed. that idea has already been tried.

    the modern design of hex totems that works similarly to hex:undying is hex:plaything. you hook 1 survivor and 1 totem appears. you get slowdown by survivors cleansing 4 potencial totems. the only problem is that most hexes have a weak effect so survivor just ignore them. devour hope is one of only perks where its effect is strong enough for survivors to cleanse but that is possible to gen-rush through.

  • @LeFennecFox said:

    Devour hope is actually a pretty problematic perk because haunted grounds exists which basically forces lose/lose situation cleansing totems

    See what i mean?


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

  • @Devil_hit11 said:

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

    old dying used to bounce totems meaning you had to potentially cleanse all 5 totems. survivors said it was overpowered so ruin undying got nerfed. that idea has already been tried.

    the modern design of hex totems that works similarly to hex:undying is hex:plaything. you hook 1 survivor and 1 totem appears. you get slowdown by survivors cleansing 4 potencial totems. the only problem is that most hexes have a weak effect so survivor just ignore them. devour hope is one of only perks where its effect is strong enough for survivors to cleanse but that is possible to gen-rush through.

    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.

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