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Devour Hope should only light up at token 3

pemberleypemberley Member Posts: 1,510

I think that would make it more appealing for killers to use because it doesn’t seem worth it when it’s forever destroyed before you get genuine use out of it.

To make it fair, since it is not noed and therefore not a “you snooze you lose” consequence to the totem objective, the devour hope totem should remain active from the start of the match - just not lit until exposed takes effect. In other words, the totem will APPEAR dull but if it is cleansed then it’s destroyed and the survivor gets the full 1500 blood simoleons.

Tldr; since dh is the only totem that has no instant value and requires the killer to not only work for it but incentivizes them to play fair and square (ie. No camping, tunneling) then the killer should be rewarded with getting the opportunity to make it work against survivors who don’t practice constant vigilance against their secondary objective.

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Comments

  • Might_OakkMight_Oakk Member Posts: 1,226

    Sounds reasonable especially if the aura istill visible to killer to trap n what not

  • FriendlyGuyFriendlyGuy Member Posts: 2,768

    Should be lit, but only shown to survs at Token 3. I played Devour a few times on Nurse, but atm it's to gimmicky to get use of it.

  • pemberleypemberley Member Posts: 1,510

    That is literally the exact opposite of what I said. Read the post again.

  • indieeden7indieeden7 Member Posts: 1,362

    Most hex perks should work like this, I don't think that Huntress Lullaby should light up until at least 3 tokens have been gained, Haunted Grounds should also only light when another hex perk has been revealed to someone.

  • SnakeSound222SnakeSound222 Member Posts: 2,632

    I'd be down for this. It's BS to lose DH before you can get some use out of it. At least the other hex perks can actually do something before going down.

  • katoptriskatoptris Member Posts: 946

    I still don't get why survivors get a notification I'm using huntress when no one didn't get hooked

  • KaelumKaelum Member Posts: 948

    While this might appear “FUN” as a killer, no one could also say that it would be fair to the survivors. When I run a totem, I do so as a deterrent. If I am lucky enough for it to stay up for a while, AWESOME, but I don’t ever rely on the totem staying up. Even as a deterrent, it does it’s job of slowing down the game “just a little bit.” So, NO, this should not be implemented.

  • MegaWaffleMegaWaffle Member Posts: 3,839

    Random idea that I never bothered thinking about balancing (just a quick fling)

    Start of match HDH can get up to 3 tokens (works just like normal) and allows the instant down at 3 tokens.

    Once the totem is destroyed for 60s (or "X" seconds) you can Mori people.

    This way the totem has a function you can work towards should it remain un-cleansed and still has a function once destroyed but for a limited time.

    (But won't that make Haunted Grounds useless? No it-...well I mean...LOOK I SAID I NEVER THOUGHT ABOUT BALANCE!)

  • KebekKebek Member Posts: 1,119

    I think 2 tokens would be better. Or you know, we can fix totem spawns on older maps so they don't suck so hard. That would work too.

  • indieeden7indieeden7 Member Posts: 1,362

    People really aren't reading the post are they? The hex is still removable from the beginning of the match, it just doesn't give a visual notification that it is lit.

  • Commander_FlufflesCommander_Fluffles Member, Mod Posts: 37

    I like the totem being lit without it being activated, it has the thrill of finding a random lit totem with no known effects on the map and having to cleanse it praying that it is not haunted grounds.


    Plus it really helps my Hex Roulette.

    But in seriousness i think it is fine just the way it is, good totem protection will help you out and also placing pressure on survivors stopping them actually having a chance to cleanse your totem is a good shout aswell.

  • darktrixdarktrix Member Posts: 1,388

    Does it also make a loud noise if cleansed - cause that might be important in certain situations which is one reason why hex totems are lit.

  • MegaWaffleMegaWaffle Member Posts: 3,839
  • justarandyjustarandy Member Posts: 1,711

    I like that idea, would make it much stronger and good against swf groups. Solos tho... Well They always get the short end. It's gonna be massive for solos, devour will trigger every match against solos and probably won't get destroyed before its already to late and over

  • MochanMochan Member Posts: 2,886
    edited August 2019

    Fine, but you shouldn't get an exploding indication as killer when it blows up.

    I also like this because it encourages survivors to bust up all tokens when they see it.

    But it is defintiely NoEd 'You snooze you lose' same thing. Let's not pretend it isn't.

  • MinusTheBillieMinusTheBillie Member Posts: 346

    Light up at 2 seems like a fair compromise

  • jzinskyjzinsky Member Posts: 71

    Surely if you cleanse the totem it should light a dull one, reactivate the hex and start again?

  • RaccoonRaccoon Member Posts: 3,097

    Hex: Devour Perk Slot

    Text - This Hex is activated when a killer runs any Hex Perk that is not Ruin, NOED, or Haunted Grounds.

    "My perk exploded before it could do anything." - Random Killer Main

  • foochill1foochill1 Member Posts: 109

    These arent even good ideas, just buffs

  • ad19970ad19970 Member Posts: 2,606

    I don't know. For the insane effect it has when it gets to 3 tokens, I don't think it is fair if it doesn't light up until the third token. A perk that can be so powerful simply needs a lot of risk to be used. I mean instadowns and moris, that's quite insane. If anything, it shouldn't light up until it receives the first token. But not more than that in my opinion.

  • HP150HP150 Member Posts: 348
    edited August 2019

    Change it lighting at 2 tokens and I agree.

    I don't think it's a ridiculous idea for totems to not be lit before they can do anything. Devour Hope, Huntress Lullaby, even Third Seal.

    There's a reason why Ruin and (to a lesser extent) NOED are the only totem perks that can be considered meta; Ruin is always guaranteed to do something so long as the Survivors don't spawn on top of it and NOED either always activates at endgame or force the survivors to pre-emptively waste time cleansing totems.

    Consider that a Survivor team has a total of 16 perks. If the killer gets an unlucky spawn or fails to babysit his totem for a split second when it counts then 1/4th (or 4/16th) of his perks are gone for the entirety of the game before he can see any use out of it whatsoever.

    Besides, DH discourages camping. It's a healthy perk for the game, if only it weren't nonviable in "serious" builds. I'd say that if the totem lights at 2 tokens and survivors get the Hex notification then that is plenty time to react and plan saves accordingly.

    Post edited by HP150 on
  • Buily09Buily09 Member Posts: 466

    Devour Hope is one of the strongest Killer perks in whole game. You can protect this totem hardcore and there are some tools to help you as well.

    Devour Hope should not be buffed and this buff would be OP. If people complain about NOED (and in my opinion it's fine perk with counterplay), than imagine this. This would be OP. No, thanks.

  • FibijeanFibijean Member, Trusted Posts: 8,149

    The whole point of hex perks is high risk/high reward. Not saying this always works in practice, but in theory they're supposed to be some of the most powerful perks in the game, which is why they're vulnerable to being disabled. DH is arguably the most powerful hex perk when it works, which is why it takes time to get it to that stage. Making it unable to be cleansed prior to that point would make it way too OP.

    @darktrix had it right. Think about it - what exactly is the difference between a DH that exposes survivors at the same time that it becomes able to be cleansed, and NOED, aside from the fact that exposed is only the beginning with DH, it can activate much earlier, and cannot be stopped in advance, all of which only serve to make it even more powerful?

  • NMCKENMCKE Member, Trusted Posts: 7,187

    I feel like Hex Perks shouldn't light up until their effects are active because it's like knowing a survivor has Dead Hard before they even used it. :(


    Devour Hope would remain hidden till 2 tokens.

    Third Seal would remain hidden till a survivor is attacked.

    Lullaby would remain hidden till a survivor is hooked, or when a survivor misses a skill check.

  • LordGlintLordGlint Member Posts: 5,059
    edited August 2019

    Huntress Lullaby has an effect even before it gets any tokens. IMO, the extra regression is the main part of the perk, with the skillcheck ding sound being a nice added benifit.


    I could get onboard with this

  • RedcumRedcum Member Posts: 261

    Would be better if it wasn't lit until 2 tokens. Regardless of the level.

  • xEaxEa Member Posts: 1,546
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