Seraphor
Seraphor
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- Seraphor
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2315462#Comment_2315462
The video's on youtube, it's not going anywhere.
I do think it's funny that the killer claimed to play dbd 8 hours a day and he's never seen hit validation in action.
TBF, I've only ever seen hit validation reverse a hit once in the entire time I've played the game as killer, and I too initially thought it was cheating.
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I'm not a fan.
Ruin (+Undying) is great IF you can apply pressure to both gens AND totems, but that's not easy to do for a regular 115% killer. You need some mobility, or some incredible aim and lucky shots with a hatchet.
I find Corrupt + Surge to be much more efficient gen slowdown perks, still eliminates the need to kick gens (at least some of the time) and gives you a good indication of where survivors are spawning.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2313213#Comment_2313213
Find the other survivor
Where is that survivor going to be, when the only objective left is a hooked survivor?
If you leave the hook to find that survivor *somewhere else where they're not realistically going to be*, then you risk them both escaping.
If you stay close to the hooked survivor until you see some sign of the other one, then you can pretty much secure that 3rd kill and maybe bait out a 4th.
But yeah, I suppose killers should just go stand in a corner and let everyone escape. You're supposed to let two survivors go you know, to be fair, because a 2K is a 'draw' and that's what nice killers aim for.
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@aroell said:
Yes it’s camping and you know it. People need to stop justifying this
Tell me what you expect the killer to do instead?
One survivor hooked, one other survivor left, all gens repaired. What would you do?
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At red ranks, killer is usually (maybe 60-70% of the time) an incredibly stressful experience. (maybe ~20% of the time it's easy because survivors mess up, and ~10% is an actual fair challenge)
You're pushing for time constantly, if it takes you 20s to reach the next gen instead of 18s you've lost the game, etc. Then you engage with the survivors and they seemingly know every trick in the book at that rank. They almost never fall for mindgames at loops, they 360 you the second you swing and dodge flawlessly, they crouch under your field of view when you're right on top of them and vanish, they always have someone with a flashlight ready whenever you pick someone up, and when you do manage to carry someone to the hook, suddenly there's another survivor crouching right under you, outside of your field of view, bodyblocking the hook.
Simply put, at the highest skill level survivors can almost always beat out a non-Nurse/Spirit/Hag killer, which is what makes the higher skill level survivor sided, as opposed to the lower skill brackets where survivors are clueless and it's so much easier for the killer to capitalise on mistakes and dominate the game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311494#Comment_2311494
If killer is so easy, why are only 2 killers played in tournament?
If killer is so easy, why does nobody play killer?
Killer queues are instant while survivor queues are 15 minutes long.
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What do I call it when playing Doctor and survivors literally start running away from me the second my TR touches them, which means it takes a minimum 60s to catch up to anyone, if I'm lucky, and 3 gens pop in one chase?
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2309801#Comment_2309801
Looping. is. Boring.
Yes lets run around this slightly elaborate obstacle 20 times until the killer gradually catches up with the survivor.
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Cool idea.
Major Malfunction seems like it could have some issues though. What happens if you kick a gen with say 10% repair, does it consume the perk? How can you choose when to use it? Just never kicking gens? On it's own it sounds a bit hard to use, but I suppose if paired with say Ruin or Surge it could actually be pretty OP.
Nit-pick: Tetanus... is a bacteria, and the idea you get it from "rusty nails" is a myth, so I wouldn't say the name really fits the concept.
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Maybe for Nurse/Spirit/Hag/Blight.
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I want another killer than has some form of teleport, perhaps between lockers or other unique fixed landmarks (like jigsaw boxes and alarm clocks are killer unique landmarks)
Candyman could fit that archetype, could be mirrors that are activated if a survivor walks to close to them.
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I'd keep the ability to unlock the hatch, but it would be UNLOCKING the hatch, not in instant escape. Give the hatch an unlocking charge that takes time to complete, based on the number of gens that are remaining, plus a base.
So if it appears at 3 gens, it would take say, 32 seconds to unlock. 2 gens, 22s, 1 gen, 12s, and then when all gens are repaired, it's the minimum 2s unlock time. And like totems it would reset if you let go.
I really don't mind hatch escapes when all the gens are completed or it's the last remaining survivor. It's those 2-3 gen escapes with 2-3 survivors getting out at once that is the bane on any killers life, as you're too preoccupied with defending gens to have time to scout out and defend the hatch too.
Or... just flat out stop the hatch spawning when gens are still there to be repaired.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2309017#Comment_2309017
No please no nerfs, if anything I want my favourite Perk buffed if possible.
Then just work on gens solo or run Prove Thy Self. No nerf.
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Basically, if it goes by charges, then working on a gen with someone else is a 15% nerf. You will still get it when you complete the gen, which will happen almost as fast as getting 50% done yourself, but the 15% co-op nerf has to be accounted for, if you use Prove Thyself then there's no nerf whatsoever. It's only when working on the gen with THREE people that you are unable to charge it with one gen.
If it goes by seconds, then using anything that increases gen speed (toolboxes, etc.) is a nerf.
Choose your nerf.
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I really think they should increase the individual category caps from 8k to 12k. This wouldn't really boost most players, unless they do well, and you'd get more value out of the BP boosting perks like Prove Thyself or Thrill of the Hunt that apply in-game instead of post-game. But there could be other in-game BP rewards to be had, such as Distraction points when a killer is camping you on the hook and a bonus for when other survivors complete gens in those situations.
A much better mechanism for reducing the overall grind however would be having all perks once unlocked, be available at Tier 1.
So you unlock a teachable on a survivor, all other survivors automatically get that perk at Tier 1, and only have to grind out the Tier 2 and 3 versions. This would reduce the perk grind by a THIRD for all teachable perks, and wouldn't affect the item/add-on/offering relative BP values.
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The problem is less than 20% of players "take on the challenge" of playing killer, it seems to be more like 10%. And that's for a reason, because playing killer at higher levels is not a good experience.
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20k+/25k+ BP (survivor/killer)
Even if I die or get less than 3K, getting that much BP usually means I did a load of stuff well.
But for killer "4 BBQ stacks" ain't bad either.
Too much RNG to have such a narrow win condition as '4K or Escape'.
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Kindred for survivor, and sometimes Inner Strength.
Maybe Corrupt and/or Surge for killer. Some passive gen defence so I'm not constantly playing catch up for kicking gens. BBQ for the bloodpoints.
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Crossplay shouldn't ever be a problem, if there are weaknesses on one side, they need to be addressed.
For example, controller joystick deadzones on console. These are bad, even by console game standards, and make playing a ranged killer much harder than it needs to be, and it's already harder than using a mouse to point and click on what you want to hit.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305608#Comment_2305608
even in those situation i feel like most times, there is so much time for all of that even in a shorter span than 2 minutes. but that is what im talking about mainly, since it is the end game collapse, there shouldn't be any extra time for any last second plays.
Maybe it could work at about 1.5-3 minutes, but I don't think that's really enough of a change to really bother with.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2305608#Comment_2305608
Taking my opinion into consideration, I never thought I would someone call the EGC "brilliant".
But hey, to each their own :) Just something I felt like pointing out.
It's just there to limit the length of the game. It does that job. What else do you want it to do? :)
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305537#Comment_2305537
i haven't once put this in the killers or survivors perspective, but;
killers side: gets a late hook, but also prolongs the timer so survivors can heal, group up and go for the unhook with no time pressure. can either camp or go roam despite them prob going for the unhook anyways. the only time they'll be time pressured is if the surv got downed very late on the timer.
survivors: has the choice to escape or stay in trial. can 99 the door which kinda negates the whole end game collapse, since they get the rescuer then insta open gate and escape (even if killers can open them). can heal (if possible) and take a hit which can get the unhook (could trade as well). this is where bt or ds can take play.
anyway. the end game collapse should simply, make it to where it is literally - escape or die.
i know it's a good thing to limit the match, but it does it so poorly.
It does it brilliantly. It gives a hard cap on the length of the game.
It IS survive or die. But, you still need time to be able to take action to achieve that end.
You realistically still need time to be able to cross the map and reach the exit gate, at a minimum, and if someone is hooked, you realistically still need time to be able to cross the map, make the rescue, and cross the map again to reach the exit gate. 2-4 minutes is the perfect amount of time for that.
Anything less than that, and you could be guaranteeing the killer makes the sacrifice, and that it's impossible to make the rescue, which would obviously be a huge issue. Killer could hook and then open the gates themselves to guarantee the sacrifice.
And if you can't camp and protect a hook for just 4 minutes, I don't know what to tell you.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305534#Comment_2305534
it's not as if i'm sayin it should be deleted, i think it needs a change so it puts more pressure in order to force survs to escape and end the game.
Don't you want more time to kill survivors?
Or are you upset because you had to camp for 4 minutes and they managed to make the rescue?
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2305486#Comment_2305486
Wouldn't it result in faster Killer queues if the majority is playing Survivor? I think it's probably mostly because of people trying out Nemmy.
Yes it would. My point suggested fewer people are playing survivor, because the survivors aren't playing the game right now.
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I thought you were making a suggestion. Scuba gear would be perfect for Felix's summer outfit.
But that's a skiing outfit.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305518#Comment_2305518
i never thought it was there to give extra kills. but if the definition of perfectly is allowing survs to have 2 minutes of free roam, plus, another 2 minutes for a dying survivor when they could escape and end the game. it's kinda ridiculous.
You realise without it they could spend 15 minutes, 30 minutes, or hours in the game right?
You have 2-4 measly minutes, suck it up.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305500#Comment_2305500
the thing i would rather it do is end the game faster, it being extended to 4 minutes after a survivor got caught slacking is contradicting of it's reason to exist, which is to not extend the game.
It's not extending the game, it's limiting the game, by up to a maximum of 4 minutes.
Do you understand what the term "limiting" means?
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305483#Comment_2305483
i had a feeling it slowing down, but i never knew that for fact. kinda makes it pointless as it still makes the game longer. no point in being there if it slows down .
The point is to limit the length of the game, up to a maximum of 4 minutes. How is that "no point"?
You seem to want it to do something else very specific that it's not intended to do.
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Killer queues are usually very fast.
They're slower now because:
- Everyone is trying Nemesis, still.
- Game is a bit buggy, so lots of players are taking a break, and the majority of players are survivors.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2305454#Comment_2305454
exactly 4 minutes, very long time. should be shorter if it's the "endgame collapse"
It's 2 minutes. It only slows down to half speed when a person is hooked or dying.
So the maximum is 4 minutes IF a survivors was hooked or dying the moment it began and all the way until it ended.
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I swear one day when MMR is implemented and working we'll get "They're lying to us, they never turned on MMR, they just fixed the matchmaking."
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Maybe because the problem is the current matchmaking system, and not specifically MMR?
This is what leads to nonsensical, conspiracy-like, preconceptions about MMR.
"Matchmaking was terrible, must be MMR." / "Matchmaking was great, obviously not MMR." = Both confirmation bias.
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@GoodBoyKaru said:
Honestly I'm happy with the charm. Every time I see it, I get stupidly happy for no reason. A character that is LGBT+ would be nice but I'd rather they take time to create a character that is LGBT+ rather than an LGBT+ character (there is a difference I promise).
I have faith in BHVR's lore team. They've given us amazing lore thusfar (and also Nurse but let's not look at her lol).
I'd love the common flags (lesbian, mlm, bi, pan, enby, etc) but doing so would open a large can of worms of "Why do they get a flag but I don't" so I can see why they played it safe with just the rainbow.
At least they're acknowledging we exist and are gonna do so further later with contributions from LGBT+ people. That's enough to tide me over for now.
Maybe next year they could do the new inclusive flag:
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@AetherBytes said:
I think it’s a shame that we STILL don’t have any playable queer characters in the game
Not to be insultive or anything, but why do LGBT people get so annoyed when theres no queer characters? I mean, we don't know any of the survivors sexualities; dwight could be gay for all we know (which is probably why he likes to hide in lockers).
LGBT+ person here and I agree with you, please don't paint us all with the same brush as the Karens.
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As a gay person, I think it was done quite well, and tastefully.
Nothing was overtly commercialised, they offered free cosmetics (pride charm) and made it very prominent and well advertised. They supported the LGBT+ community via event streams, including charity event streams, etc. They made it about LGBT+ instead of about themselves, it was very non-corporate for a corporation.
Sure, there could have been some additional content, maybe a selection of flag charms, but what was done was done well. And you have to remember that all cosmetics take time, and money, to produce. I wouldn't have expected something as big as a full-blown cosmetic outfit, but as I suggested more flag charms, they would have only required a pretty small change to the texture. Maybe some t-shirt cosmetics if they have a stock template ready to go, but I don't know the ins and outs of how they're made.
As for the gay characters. You'll never be able to make everyone happy in this regard. Gay characters are either stereotypes, or not overtly gay, and by including an overtly, confirmed LGBT+ character you're indirectly implying that all other characters are heteronormative. Goodbye Felix and David-Dwight ships.
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@Zeus said:
https://us.v-cdn.net/6030815/uploads/ZI1PZN6CU6AS/e4r4qvsucaepdzf.jpg
https://us.v-cdn.net/6030815/uploads/B7QMAHYYLJPE/e4r4qvsvcaay7a.jpg
https://us.v-cdn.net/6030815/uploads/BXF5SHZ4EPYG/e4r4qvsvuaaa1f1.jpg
https://us.v-cdn.net/6030815/uploads/TBHUB4Z1QFYB/e4r4qvuveaeutoq.jpg
Stole it off twitter (Credit: Shbzz). Rainbow six siege has this feature and it never works. I don't see how BHVR can do any better.
I've seen some games where it works better. FFXIV for example has a fairly reliable estimate for most regular content. But given Behaviour's track record on this kind of thig I fear you may be right!
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@JFF said:
https://forum.deadbydaylight.com/en/discussion/comment/2301629#Comment_2301629
Whoever is responsible for the sets is still the one losing potential customers. I think it's still a valid complaint regardless of the reason.
No, its a valid suggestion. "Please can we mix and match sets"
It's not a valid complaint, because it's not up to Behaviour, and it's not negatively impacting your game in any way, it's cosmetic.
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In addition, there should be a small BP bonus for the role more in need.
If the Survivor queues are longer, killers get extra BP, and vice versa. Even if it's just +10%.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2301651#Comment_2301651
Yes I agree, the only people this is hurting in the end is themselves.
That went right over your head didn't it?
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2301615#Comment_2301615
Well to be fair, if BHVR wants to make money on cosmetics, they need people to buy them now and the way they want. If nobody wants a specific legendary cosmetic or only wants one part of it people won't buy it, simple as that. They're definitely losing money getting rid of the original cosmetic glitch.
And they could be losing even more money if their licenser takes them to court for breaching the license agreement by not fixing the glitch that messes up their IP.
This is the product they have to sell.
Sure, there might be better products they could sell, but they don't have those.
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What do you expect? Most gamers are entitled children.
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To be honest, I think a much better system would be just having all Perks available at Tier 1 from the get go.
So when you unlock a teachable on a survivor, all other survivors immediately have access to that perk at Tier 1. You then only need to grind out Tier 2 and 3.
This would eliminate a third of the grind, without even touching Prestige.
Prestige should come with some other benefits, so that it doesn't end up being virtually mandatory in order to reduce the grind. Shouldn't have to Prestige if you don't want to.
Perhaps something as simple as BP cost of the bloodweb being reduced by 10/20/30% depending on tier, so that acquiring items/add-ons/offerings becomes a little easier when you Prestige.
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The info it gives is good, but not 'meta' good. So it really is the double BP that people play it for.
Without the BP, I'd run Thrilling Tremors instead. But at least it's not just an empty perk slot if you want the BP.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2300180#Comment_2300180
I mean, I could SEE it being part of a build specifically for Blood Warden purposes but other than that I think its pure crap. It basically means you MIGHT get 1 person killed at the exit gate if something very specific happens. Hell, 15 seconds is so short Id wager there are clips out there of a healthy team all going out the gate and having enough time with body blocks to end up all making it out.
The other one is just usch a small bonus overall. It would be like if Doctor had an add on to instantly have 1 survivor start the match in madness 3 or something.
You're telling me that 90% of the times survivors escape from you ISN'T when you're chasing them towards the gate as they or a teammate opens it and they just barely escape?
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Likely ambient lighting. Many maps have a bluish tint to their lighting.
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His Iri is actually much better than Blood Warden.
Survivor teams plan for Blood Warden, they don't open the exit gate if there's someone about to go down or get hooked. And you have to have some very precise timing to pull it off, you need to down and hook someone after gates are opened, but before everyone escapes. 9/10 times that's not something that happens. Survivors 99 the exit gates and then open them when everyone is safely within range.
With his Iri, it doesn't matter when they open the exit gates. If they 99 them, then open them as they're being chased but still entirely safe because they're at full health or they have Dead Hard or some-such... they're screwed, they will hit the wall of black barbs when they thought they could safely teabag you at the finish line, and you have 15 entire seconds to down them.
Better yet, you now have someone downed, and hooked... after the gates have been opened. So if you're running Blood Warden too, It basically runs it for you.
As for the other Iri. Starting the trial in the dream world isn't something to sniff at, the 'no wakey on breaky' part is just a small bonus.
Dream Pallets however... I'm with you entirely. They were never his most powerful tool, so they didn't need to be nerfed as much as they were. Dream Pallets don't give you any freedom on shutting down loops, and they're entirely within the survivors control. All they need to do is remember which pallets have been used. Just don't use them, Snares all the way.
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DH would be fine if it couldn't be used to make up distance, and had a net neutral speed increase.
Basically after using DH and completing your forward 'dodge', you get slowed for just long enough to account for the increased distance. It can still be timed to evade a hit, but if you use it out in the open, or to gain distance on a loop you messed up, the killer can still catch up a couple seconds later instead of giving you another 20 second lead.
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Technically, the game is very balanced.
At the top end of the scale, it's survivor sided.
At the bottom end, it's killer sided.
Sorry if you're a killer in red ranks though, sucks to be you. It's balanced though.
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No nerf, no buff, an entire rework.
NOED is an all or nothing perk, you either have an insane advantage, or nothing at all, like most Hex perks.
Change it so that as the last Generator is repaired, it snapshots how many totems are left uncleansed. It then gains that many tokens. Each attack you make consumes a token, and if successful will down a survivor in a single hit.
This way it can't be cleansed immediately, but survivors can still reduce its effectiveness by cleansing totems BEFORE the gates are powered, afterwards its of no use. So chances of you still getting some use out of it are increased as the likelihood of having at least one totem remaining are very high, and you could potentially have 2 or 3.
It also means killers have to be more skilled to use it, as any missed hits still consume a token.
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Literally every time I've run NOED (which isn't often, and usually on newly leveled killers with few perks) the Hex has been cleansed almost immediately.
It's already a Hex, that's bad enough. Hex perks are all abysmal. Except haunted Grounds, and maybe Devour if you get lucky.
