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Monstrous Shrine as a Scourge Hook

Monstrous Shrine is overall one of few weakest killer perks right now. It affects only hooks in the basement and the benefits are not really rewarding.

I think that making this perk a Scourge Hook will bring a bit greater impact on matches. It would be more usable and it would become the first Scourge Hook for everyone.

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Comments

  • PaozillaPaozilla Member Posts: 60

    At the very least make it do something good. Right now it's easily one of the most worthless perks in the game. How has it been left for this long? Surely the devs know how bad it is?

  • JoaoVanBlizzardJoaoVanBlizzard Member Posts: 266

    interesting, I already thought of this idea, but this encourages the killers' camping to be stronger, the game would need some adjustments for this to work well.

    It's been a while since I thought of an idea to buff the mettle of man, without leaving him op, but because of the Circle of healing (which is killing the M1 killers) I prefer to wait to post my idea

    but your idea would be good, it would make the perk more useful for sure, but the game in its current state this perk would be a little questionable, it would be nice if the devs released a ptb to see how community ideas would work in practice.

  • AkumakajiAkumakaji Member Posts: 2,204

    Combine Scourge Hooks with pseude Devour Hope:

    Monstrous Shrine (reworked): the basement hooks count as Scourge Hooks, but the perk deactivates if the killer is within 32m when an unhooking from the basement takes place. Killer gets a token for each hook in the basement, at 5 tokens the killer can kill any downed survivor by his own hands.

  • HagathaSimmonsHagathaSimmons Member Posts: 212

    I love this because it’s not a hex and it would make Agitation + Iron Grasp basement meme plays soooo much fun

  • ZeidoktorZeidoktor Member Posts: 1,275

    At the very least a distance requirement would probably alleviate the camping concerns, much like how Floods of Rage doesn't show the unhooked Survivor's aura to discourage tunneling.

  • SkeletalEliteSkeletalElite Member Posts: 2,201
    edited March 21

    I think they should rework it as a scourge hook perk. New effect,


    the basement hooks will always be scourge hooks in addition to other scourge hooks on the map.

    Generates 0/1/2 extra scourge hooks.


    Basically you run it with another scourge hook and you will have 6 scourge hooks and also the basement hooks will be scourge hooks.

  • ZeidoktorZeidoktor Member Posts: 1,275
    edited March 21

    One thought I'd had, given how the description talks of the care you give the hooks, could be the ability to make any hook used twice or more in a row with different survivors (to limit incentive to tunnel) into a Scourge Hook, or otherwise give that hook the basement hooks' effects.

  • ZeidoktorZeidoktor Member Posts: 1,275

    Another idea for ahook based Devour Hope: You have four Scourge Hooks. Every time you use one for the first time you gain a token and it's at four tokens you get the power to mori survivors.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    Mori could be too op, but I would make it really strong in that way. What you propose is not that bad tho. But it seems a bit too OP here. Or maybe to mori one surv. Then I'm ok.

  • ZeidoktorZeidoktor Member Posts: 1,275
    edited March 21

    So less a hook based Devour Hope and more a Hook based Rancor?

    That could work since, barring actively going for it or very good Scourge Hook RNG, you probably won't be getting the 4 tokens early in the game.

  • RakNieborakYTRakNieborakYT Member Posts: 256
  • ZeidoktorZeidoktor Member Posts: 1,275

    That's probably where any "along the way" bonuses could be adjusted.

  • Yogerman1997Yogerman1997 Member Posts: 350

    i would love to make this perk an scourge hook


    PLUS basement hooks always being scourching hooks (8 in total)

  • ZeidoktorZeidoktor Member Posts: 1,275

    Hell, that could be the rework/buff to Monstrous Shrine, a flip of the initial idea:

    Basement hooks get their current benefits and can also act as Scourge Hooks.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    Or maybe Basement Hooks are Scourge Hooks and 1/2/3 other hooks are Scourge Hooks. But because this would be the only benefit not providing a lot by itself, I prefer to give a mori to one survivor after hooking survivors to all Scourge Hooks other than basement and one random Basement Scourge Hook. Now I would like this a lot.

  • DBDVultureDBDVulture Member Posts: 633

    There's an easier solution : Make basement hokos be scourge hooks.


    What if we changed Dead Hard so that it could only be used within 8m of 4 pallets on a map (cannot be used if destroyed)? Sound completely ridiculous right? Scourge hooks are a bad perk investment because the RNG spacing can make them be too far to be useful.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    Well, you have up to 4 RANDOM scourge hooks. I don't get why you bring DH here.

  • DBDVultureDBDVulture Member Posts: 633

    Scourge hooks can be destroyed - which is dumb. It would be one thing if they were not able to be broken and that made them special. That might make it worth taking the perk to have 4 hooks that can never be broken.

    I mentioned DH to highlight how stupid it would be if the perk were tied to an object over which you have no control.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    Not breakable would reveal the hooks to survivors. And because these hooks give some effects, Survivors would bodyblock it.

    About the DH, I would simply give less distance cuz now it is too long, the rest is to rely on some perks or addons, or somehow outplay this DH. And sry but I still see no connection between DH and scourge hooks.

  • DBDVultureDBDVulture Member Posts: 633

    Survivors already body block hooks. They already know which hooks are scourge hooks because of the effects that happen when killers use them. Making them unbreakable is a buff - not a nerf.

    Attaching a perk to a physical location was in some was almost like a second attempt at totems by localizing a perk to an object. There is a very dangerous idea that suggests killer perks should be used up but survivor perks should last forever. Hex totems are great until they get removed. Corrupt Intervention really slows down the game but then you only have three perks.


    I didn't make a post about how to adjust DH - but Dead Hard should probably be a boon totem. This would make it so that in order to use it you had to have wasted time putting up a boon so you can save time in a chase. It would still require you to be hurt and have the exhaustion mechanic. This would make it far riskier to use if other people are using it because that would require the survivors to keep multiple totems lit.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    I personally don't like the DH being boon perk, cuz even with range nerf, 2 are enough to give 2 others a free perk slot.

  • DBDVultureDBDVulture Member Posts: 633

    My suggestion is to make DH require you to have a boon active to make the perk function. In short DH would become a boon totem that only works for you that allows your perk to function. It would not give other survivors access to the perk. DH would work like so : If you want to use dead hard then you must be hurt, you must not be exhausted, you must have a boon totem active, and you must press the button. If you do not have an active boon totem then you cannot activate Dead Hard.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    The issue here is that boon perks affect all survivors, never only its owner.

  • DBDVultureDBDVulture Member Posts: 633

    Since you continue to derail the thread : there is no reason to suggest that boon totems are prohibited from affecting only one person. What are the benefits of such a change?


    1. DH can stay just as powerful as it is now
    2. DH requires preparation to use - so you risk saving time later by preparing it now
    3. You can't touch a totem if you are worried about your DS. So if the killer breaks your totem while you are on the hook you have to lose one perk of the other.
  • RakNieborakYTRakNieborakYT Member Posts: 256

    I want DS unbreakable DH BT and other stuff combined nerf, but this is not the right to do. DH has a simple description and it's better not to complicate it. I really think dressing the distance would be already ok. It's supposed to save you from being hit, not reaching pallets or windows. DS now is kinda ok; it's anti-tunneling perk and is disabled when you perform interactions (of which I would personally add some more). For the unbreakable I would do a bit of a rework. BT is actually fine IMO. Iron will aid never have % multiplied but additive (I have no idea why devs did such a thing).

  • AnneBonnyAnneBonny Member Posts: 1,753

    i've said it before but monstrous should be reworked into a new effect entirely as well as turn basement hooks into scourge hooks. would be a good opportunity to introduce more base game scourge/boon perks, the same way they did when adding hexes with hag.

  • RakNieborakYTRakNieborakYT Member Posts: 256

    Would the idea I gave in the 2nd quote be ok? This would open more possibilities also for all other scourge hook perks.

  • AnneBonnyAnneBonny Member Posts: 1,753

    i think it's a cool idea, always love seeing moris integrated into perks

  • RakNieborakYTRakNieborakYT Member Posts: 256

    We have a general mori perk from spirit, a hex mori perk from and now we would need SH mori perk. And it would be the first to be available for everyone since it's non-teachable perk.

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