Raiden1
Raiden1
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- Raiden1
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/288331/lets-talk-about-hex-thrill-of-the-hunt
Because Thrill was often used with totem camping strats which worked effectively and in a really frustrating way against soloq and did nothing against premades. Having a Devour Hope, Ruin, Plaything, current Blood Favor or Crowd Control undealt with for an entire game in an indoor/small map is something so extremely hard to deal with unless you have really good communication amongst your team. This is a way to ######### over boon totems but the perk landed in a even more niche spot after the rework, but is still in a better place than perks like unrelenting, beast of prey or territorial imperative if you ask me.
While yes, I completely understand that, very little people actually solo queue (at least at high mmr), and totem camping leaves multiple survivors free to do gens uncontested.
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@Sonzaishinai said:
While i agree that the notification removal was unneeded people are underselling the buff it got quiet a bit.
28 uninterrupted seconds to cleanse a single totem is a lot of time. Especially vs killers like doctor or perks like infectious fright that can interrupt the cleansing action without being there
Thank you for telling me that, since it takes 14 seconds to cleanse a totem and Thrill of the Hunt has a 50% reduction now I thought it would take 21 seconds because 50% of 14 seconds is 7 additional seconds. Why is it 28 seconds?
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@pyramidheadmain6233 said:
I haven't been living under a rock or anything, I'm fully aware of how toxic tunneling is and it almost never ends well. Tunnel that Meg and bam four whole gens just popped one after the other.
But why do the killer themselves think this is a good idea? What do they think they're going to gain from this, seeing how unproductive it is?
Tunneling is not a bad idea at all, in fact it is quite literally the strongest possible strategy that the killer can implement, however there are very strong perks that counter this playstyle. When you hook a survivor at the beginning, it's a good idea to pressure gens near the hook and once the survivor gets unhooked you go for them again. If a teammate is getting tunneled or dead on hook survivors are much more likely to try to do stuff like take hits for them or go down to save them, etc. Tunneling actually makes teams more altruistic which slows down gen repairs while also giving you the ability to get one survivor out early, and going against 3 survivors versus 4 is a big deal. If you can get one survivor out before the 4th gen pops (which is super easy) then you basically just win the game, securing at least a 3k. I do a less intense version of this strat, because whenever tunneling is used (even though it's not a toxic playstyle, it's a tactical one) survivors tend to cry and insult the killer for doing something smart. What I do is I alternate hooking 2 or 3 survivors, while ignoring two or one of them, because if you try to get all 4 survivors on death hook before killing anybody then you are most likely going to lose.
Just an FYI, facecamping / tunneling are regularly used in DbD tournaments, where if the literal best killers in the world do not facecamp / tunnel they instantly lose. It's just how the game is.
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@Gwinty said:
I used to run Thrill of the Hunt on Cenobite. Thrill combinded with Plaything made for an extremly funny combination where I would sometimes get to grab some survivor who was desperate to cleanse their Plaything off the totem. Good survivors mostly ignored their plaything while others paid way too much attention to it, providing me with tons of game delay and time to hunt them.
The noise was very important for this as I had no way to notice that a cleansing was going on when I was hunting another survivor. The goal of my build is to apply plaything to all of them after all and as such I am trying to hook each survivor once. If during my hunt I come past a survivor cleansing their plaything I would of course change targets. Also with my ability I was able to interrupt them from cleansing.
Now here is the problem: Imagin I play Wraith, Nurse, Blight or Billy. If I had this buff (50% increase on cleansing time, resulting in 22 seconds of cleansing total) AND the notification the survivors would not be able to cleanse their totem ever unless I am totaly throwing the game. Even if I was on the other side of the map at Red Swamp I would be able to get to them in time when I notice the cleansing. Scaring them off the Totem and resetting all progress on cleansing. This would pretty much result in an undying Hex and if somebody means buissness that Hex is Hex: Ruin. You would have a pretty much uncleansable Ruin. This combined with mobile characters would result in a big problem for survivors.
While I enjoy making a survivor struggle and I enjoy funny Hex perks like Thrill of the Hunt, Bloodfavoure and Third Seal I think that Hex: Ruin is a problem for this game right now. It just limits options for the developers and this is another example.
While i get what you are trying to say, it is way worse than it sounds. Theoretically, Thrill of the Hunt gives you an uncleansible Hex totem. But you still have to go and defend it. Since the purpose of Thrill is to protect other Hex totems, there has to be at least two lit totems on the map. Good survivors can quickly recognize what you are trying to do and figure out pretty quickly whether you are trying to have permanent devour or permanent ruin. If the survivors pressure both totems at the same time there is literally nothing you can do. If the totems are far enough away then you wont be able to push a survivor off of one, then make it to the other one in time. If they are close enough together that you can successfully defend both then you are still in trouble. The survivors can keep you in a loop where they both pressure them, you push one off, then as soon as you start heading back to the other the first survivor gets back on the totem. This makes it to where you can never go for a hit on either survivor, because as soon as you hit one the other gets enough time to cleanse. All the while the other two survivors are able to do gens uncontested and you arent getting any downs or hits. The best thing for you to do is to go for a hit/down on one of them and abandon the other totem. This situation pops up literally all of the time, and if your opponents are a competent swf then they will be able to get your totems easily and you will feel overwhelmed. Before the change it took like 17-18ish seconds to cleanse a totem with 5 stacks of Thrill of the Hunt, and you got a notification whenever someone started working on one. Now it takes 21 max and you dont get a notification. One survivor spending 3 extra seconds is definitely not worth the information that the notifications would give you. Besides, if I wanted to defend a totem after I got a notification I almost always was able to get there in time, so that extra 3 seconds wouldn't matter anyways. IMO they should leave the 50% reduction and add the notifications back, that would get it off of a 1 out of 5 star perk to a 1 and a half lol.