Hex: Ruin is a decent perk hampered by an easy deactivation condition, which is necessary since this perk would be too powerful otherwise. Run it alongside Hex: Plaything and you're almost guaranteed use of it, since Survivors will have to cleanse their Plaything totem or be afflicted with the Oblivious status effect. With the 6.1 patch changes to the game, Hex: Pentimento is one of the more powerful ways to slow the game. The other effects, which reduce recovery speed while downed and gate opening speed is less consequential but still useful and the slowdown across all effects is a hefty 30 percent at max rank. Similar to Thanatophobia, survivors have a choice, deal with the totem or deal with the slow repairs, either way delaying their progress. Of course, you don’t need all five totems to get big value from Hex: Pentimento since as long as you can keep one or two up, which reduces repair speed and healing speed, respectively, then this perk is already doing work. However, the chance of that happening is near zero. This perk allows you to rekindle cleansed totems, giving a different effect for every revived totem and, if you can get five rekindled totems, blocking all your totems from survivor interference. Another option is to run builds that hit Survivors with the Broken status effect, which prevents them from healing, which you can reliably apply with the Pyramid Head perk Forced Penance or to apply the Mangled and/or Hemorrhage status effects which slow healing down and causes survivors to lose healing progress when not healing, respectively. While it’s blunted by the prevalence of Boon: Circle of Healing and the usage of Medkits, it still has value in slowing down the game since it forces survivors to heal or deal with slower repairs and if they’re healing, then they’re not doing generators.īecause it's relatively difficult to get max value from this perk, it's best used on Killers that can injure Survivors in rapid succession, like Legion or keep them injured for a long time, like Plague. Thanatophobia gives survivors a stacking debuff to repairing generators, sabotaging hooks, and cleansing totems for every injured, downed, or hooked survivor- two percent per Survivor at max rank with a substantial bonus of 12 percent if you can get all four Survivors, putting it at a total of 20 percent at max rank. Hex: Ruin and Pop Goes The Weasel arguably got the worst of these changes, but are still worth running in certain situations. To balance these global buffs, certain staple perks were hit with nerfs while other, more niche perks were buffed. In regards to stalling the game, generators now take 90 seconds to complete instead of 80, and kicking them deals a small flat percentage of damage and happens much quicker pre-6.1, even without Brutal Strength. Updated on August 23, 2022, By Christopher Padilla: With the 6.1 patch update came a lot of changes to the game, not only in terms of the perks but also certain base mechanics. Related: Best Perks For Endgame Killers In DBD However, with these perks, you can impede and even undo their progress, giving you plenty of time to offer them to The Entity. While injuring, downing, and hooking them is a good way to do that the time from chase to down is variable, if you catch them at all and there are three other survivors probably working generators in the meantime. The main goal of killers in Dead by Daylight is to find and hook survivors until they die, but the most important secondary goal is to stop survivors from fixing generators, keeping them trapped in the game until their bloody end.
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