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Theory is that you use Shred until you have 5 stacks of devour (mori).
The reasoning is because the second you m1 and down a survivor, they all know that you have it on and will hunt for it before you can get the mori up.
So you keep shredding in order to hide it til you get the mori.
You can then 1 hit them, find them with infectious and stbfl, and mori them all after you down them.
Sounds good on paper - many problems with it i imagne,
"Oh, look, I spawned right next to the hex totem, let's cleanse it!"
Honestly, sounds like a match I'd start with when playing killer...
I do always use Make Your Choice, as to alert them, and then confuse them with the associated perk that they're notified of.
If you down a survivor with active Hex: Devour Hope and three Tokens, as well as being Exposed via Make Your Choice, he or she may get the notification of just one perk, or I hope so.
That means, I must have Save The Best For Last or A Nurse's Calling, in case I won't manage to trigger Hex: Devour Hope.
Lately, I've been using Make Your Choice, Hex: Devour Hope, A Nurse's Calling, and Thanatophobia.
Before, I've been using Make Your Choice, Hex: Devour Hope, Hex: Haunted Ground / Surveillance /Unnerving Presence (to promote tunneling and increase the odds of them missing DS skill check) / Agitation, as to not lose time, and Save The Best For Last.
With Rin Yamaoka.
The rest of the killers I've tried Hex: Devour Hope was just MacMillan, whom I've equipped with Hex: Devour Hope, Save The Best For Last, Bamboozle, and Surge.
The killers to avoid would be either ones that mainly use special attacks to hit people (e.g. Deathslinger, Huntress) and Pyramid Head since he can't get Devour tokens off cages (so if he has it he's either not getting full benefit from the Hex when he cages or he's not getting full benefit from his cages when he hooks to build up tokens.) Also Killers who like to do one-shot downs get a little less use out of Devour (e.g. Meyers, Ghostface).
As far as perks go, running Thrill of the Hunt can be handy since it makes cleansing Devour Hope take longer and also gives you a noise alert when someone starts cleansing a totem. And since you are probably going to be trying to hook people rather than slug them, Pop Goes the Weasel is a good fit (and just a good perk all around.)
I'm not sure about add-ons, per se, but when I play Demogorgon with Devour Hope I typically like to activate my portals to use them as radar stations and have one near the totem. So add-ons that make cleansing the portals take longer are useful, as are add-ons that extend the range of detection. Similarly with Spirit anything that extends the distance you can travel while invisible is useful to help rush to defend the totem if someone is cleansing it.
By the way, on a tangent, if you find that when you run Devour Hope the totem is always destroyed too quickly, try running Haunted Ground instead. It turns the weakness of totems (that everybody cleanses them) into a strength because those same survivors who always destroy totems right away are now giving you one or two free downs per match.
The downside is you're playing one of the least interesting killers in the game. It would work far better on Bubba and you could afford to drop STBFL for more tracking or Corrupt to help get early stacks as you can skip the whole exposed notification far easier than lungey boy.
Wat.
I mean, Huntress, yeah sure, but I don't think you actually know how Deathslinger's special attack works. It just reels people close enough to you so you hit them with a basic attack, which works fine with Devour.
And there's no reason PH shouldn't work fine either, just hook instead of using cages at first, then abuse the instadowns for the win. Cages are very situational and shouldn't be used very often, imo.
Killers that use special attacks can hide the fact that they have devour until you've got so many tokens you almost can't be stopped.
I agree with a lot of the rest of your advice though.
Yeah, Deathslinger was a bad example, I was just trying to think of special attacks off the top of my head I think. Devour works fine on him, other than that he's slow obviously so might have trouble defending it.
I stand by what I said for Pyramid Head though. If you hook instead of cage then you're not getting the full time savings benefit of your cages (about 10 seconds saved per cage, which for context is enough time to cross half the map and start another chase). So you're either losing out on time savings from cages or tokens for Devour Hope, the two completely conflict. There's enough good non-hook based perks you could use instead of Devour Hope that you're better off using one of those instead of taking a hook perk that either is only half as effective as usual or that makes one of your innate abilities half as effective.
Just be mindful that as soon as they are notified that DH is active, they WILL go hunt for it. You have to move fast to get as much use from it as possible. They aren't coming in for a save, so don't bother camping. Go hunt them down.
I regularly use DH for Trapper, Myers, Clown, Pig. I've used it a few times on Huntress as well, since it doesn't give the indication for hatchet throws, and it gives you more options in a chase. Especially against cheeky ones who like to hold those pallets for too long.
If it survives, it's useful for anyone who doesn't have a solid OHKO. Billy and Bubba I would never use it, as their chainsaws are powerful enough, but GF, Myers, and others who have a pretty tight limitation on their one-hit capability, you can get some use out of it.
If you're looking to use it on the Hag specifically, Monitor and Abuse + her add-on that reduces her TR to 0 when a trap is popped will help a ton (can never remember the name). You can get a lot of grabs with this combo and that means less likelihood of the Survivors getting a warning before it's way too late for them.