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Is Hex: Blood Favor good enough to be a Hex perk?

adsads123123123123adsads123123123123 Member Posts: 316
edited August 2020 in General Discussions

For a Hex perk, its strength is fairly low. 16 m isn't really much at all. The survivor is almost able to run 16 m in the time it takes for you to recover from a hit, so they would be out of that range shortly after you have recovered. It also only blocks pallets, so they still have access to windows to stall for the 15 seconds of pallet blocking. The effect is also wasted if you hit an already injured survivor. Its effect seems so minor yet it's a Hex perk, which lets it be cleansed. It could easily get no value in the time in the time it has before it is cleansed. I only see this perk being useful on specific maps where there is an upstairs and downstairs or when there are multiple survivors nearby.

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  • Masochistic_KillerMasochistic_Killer Member Posts: 413

    My question is, is this going to trigger fast enough to stop the pallets where I land a hit and/or get a down, and get stunned anyway, because that's extremely common. Still this just seems like a variation of Enduring, and not as good, since it has a cooldown AND a totem.

  • MadArtilleryMadArtillery Member Posts: 826

    It'll be decent with STBFL but honestly don't expect it to effect much on it's own. Interesting perk atleast though, nice to see them finally being creative again.

  • MadLordJackMadLordJack Member Posts: 8,815

    It would be insanely OP on maps like Mother's Dwelling if it wasn't a Hex.

  • Dead_by_GadflyDead_by_Gadfly Member Posts: 3,774

    Yeah it seems kind of underpowered for a hex perk. It works better either as a normal perk OR with no cooldown. Doing both is overkill. As usual.

  • adsads123123123123adsads123123123123 Member Posts: 316
    edited August 2020

    Not sure. I assume not since the pallet gets dropped first then the hit occurs. If it does stop the pallet drop, that would even be worse since that stops the survivor from wasting the pallet.

  • Yung_SlugYung_Slug Member Posts: 2,236

    Definitely not. A survivor can just go to another loop with the post-hit speed burst. If the devs are that worried about it they can just slap a cooldown on it like they always do.

    Oh wait...

  • H3xB0rr0w3dT1m3H3xB0rr0w3dT1m3 Member Posts: 187

    It takes away the only defense survivors have so yes it’s pretty strong

  • PawcelotPawcelot Member Posts: 985

    If they removed the cooldown, it certainly would be. I don't understand why a Hex perk got a cooldown.

  • RaccoonRaccoon Member Posts: 6,342

    As it works with powers, it definitely has some untapped potential, atm.

  • Customapple0Customapple0 Member Posts: 629

    At least this perk will stop Blendettes & Meg Heads from wasting pallets!

  • DreamnomadDreamnomad Member Posts: 2,847

    I feel like people defending it being a hex perk are forgetting that it only blocks pallets after you are hit. After you are hit why would you stay within 16 meters of where you were hit? Run to another tile where there aren't any blocked pallets!

  • MegaWaffleMegaWaffle Member Posts: 4,172

    I'm still on the fence if it will even have a noticeable effect because most loops have windows and since the range is only a Tier 2 Myers in radius the survivor could just use the speed boost from the hit to run to another tile, something many do already.

  • DustinDustin Member Posts: 1,670

    In my opinion it would be too strong to be a non hex perk however I won't say whether it's fine as a hex perk.

  • CrowmanCrowman Member Posts: 4,550

    They could probably remove the cooldown and make it act like bamboozle where it'll unblock previous pallets when reactivated.

  • HanHan Member Posts: 196

    no, its like bamboozle but worse.

  • SylorknagSylorknag Member Posts: 760

    If you get a hit, it's actually really good if they drop the pallet. It's a wasted pallet that didn't prevent the hit.

    Good survivors will press W for the win and completely negate the perk.

    Not worth being a HEX. It's like Cruel confinement IMO.

  • dugmandugman Member Posts: 6,731

    I’m not even sure if it would be good if it was just a normal perk with a 40 second cooldown. Survivors don’t stand around after they’re hit (except for things like a hook trade maybe) and by the time you recover from your hit the survivor is long gone from any blocked pallet. The only use is if you down someone at a pallet then you don’t have to worry about a pallet save from someone else nearby, or maybe catching a survivor who is careless and doesn’t run away after a hit. Those side benefits are barely worth a perk, if at all, let alone a perk that has both a 40 second cooldown AND is a Hex.

    Definitely not impressed with this one, Hex: Third Seal is more useful than this and it’s mostly for slug builds.

  • Zani22Zani22 Member Posts: 443

    If it wasn't a hex clowns would be devastating af

    Like all you gotta do is getta hit

    Any surrvivor unfortunate enough to be on the receiving end of a blood favour clown who gets a hit before you get to any pallet will be faced with the following death death death or death.

    Blood favour is going to be some very nice free clown kills

    For about 30 seconds then it gets cleansed or you have undying which honestly may actually get ppl of the gens because else wise every 40 seconds somone will die. But that's 2 slots you gotta waste for doe unless you think you have luck.

  • DamarusDamarus Member Posts: 568

    I find it to be insanely strong as it is. You seem to be forgetting about the new Hex: Undying, which transfers this Hex to another totem, possibly resetting the cooldown. And, even more importantly, about STBFL. I don't know how much more use killers want out of a single perk. I mean, I like it, probably gonna use it for a while and see how it performs. But to consider it needs to have unlimited range and/or block windows too. Come on, man. Aren't endless chases and Bloodlust enough to get you a kill, already? Don't mistake me for a survivor only player, I just don't like tunneling done to me, so I'll try and not do that to other non-toxic folks.

  • bobotho13_ttvbobotho13_ttv Member Posts: 1

    Just pair it with bamboozle, stbfl, and undying. Not every perk is meant to be insanely OP on it's own, but can definitely be better paired up with other perks.

  • gibblywibblywoogibblywibblywoo Member Posts: 3,773

    If it becomes popular it might finally encourage bad survivors to stop wasting their speed boost just running around the pallet they were already at

  • PipefishPipefish Member Posts: 331

    Not in its current state because it's to situational :(

  • KnotEnthusiastKnotEnthusiast Member Posts: 441

    If it didn't apply only on basic attacks, it would be strong. The fact that it does, plus a prerequisite of needing a hit, plus being a totem, plus having a cooldown makes it pretty trash.

  • TWiXTTWiXT Member Posts: 1,878
    edited August 2020

    Play-testing it so far, I found it was only useful in 3 scenarios:

    1. Chasing 2 survivors at the same loop, 1 injured and 1 healthy, the healthy one takes a protection hit for their ally and scurries off elsewhere leaving you to proceed to down the 2nd because they can't use the pallet against you and often realize that a little too late.
    2. It activates when you down someone at a pallet before they can drop it. Now you have 16 seconds to pickup the survivor under the pallet without having to worry about on of their allies coming in and rescuing their teammate with a pallet slam.
    3. That double pallet corner around the clock tower in the courtyard on the Midwich map, or around the basement/toilet room in The Game map... It completely shuts down those "god pallets" and makes those areas useless.

    Otherwise, It's as many people have already pointed out: if you injure the survivor and block a pallet, they will just use the momentum from taking the hit to move to a new tile/loop, oftentimes with a pallet that isn't blocked. If they wanted this to be OP and "Hex worthy", they'd double the radius to all pallets within 32 meters of the hit, that way you block both the pallet tile you are on when the hit connects as well as all other nearby pallets.

    Taking a hit gives the survivors 2 seconds of moving at 6m/s or 12 meters of distance before you slow back down to 4m/s, and with no windows or exhaustion perk boosts, it takes the average m1 killer about 7 seconds to catch up. So, a survivor makes 12 meters for the first 2 seconds + (5 seconds x 4m/s) 20 meters = 32 meters of total distance in the 7 seconds of the chase after taking a hit. 16 seconds isn't that long of a time, so by the time the killer catches up to them there will only be around 9 seconds left on the timer blocking a pallet.

    To me this suggested change feels fair and worthy of a Hex perk that survivors will go out of their way to find and cleanse, unlike how it is right now. The 32 meter distance gain from survivors being injured is also why Surge has so many problems, because by the time you down the survivor, they are typically out of range of a generator that was being worked on, so it fails to activate. Surge only really works on killers who can insta down survivors close enough to a gen with a basic attack, because of this, there's a very small number of killers who can get any use out of it. Similarly, scenario No.2 is the most useful and common situation for Hex: Blood Favor, but really only gets usage from killers who can 1 shot a survivor in a loop before they drop the pallet, otherwise due to its range, its a fairly useless effect for most killers, and not really worthy of a Hex.

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