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The solution to hex totems that literally everyone wants!
Comments
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You know its funny every salty X main says that.
You're not fooling anybody, the only people co signing you are other salty survivor mains so.....what's the point? I realize i won't get an answer but i always ask myself that question when i see people like you lol
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I guess I’m the only one who agrees with this
(survivor main, by the way)
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Oh, I didn't realize we were in the presence of nobility. Excuse me, sir. I'll learn to hold my peasant tongue in the future.
For real though you aren't the sole arbiter of what should and should not be changed. As it is now, hex perks as a mechanic is something the community is dissatisfied with and would like to be improved. Neither survivors or killers think the mechanic works as well as it could.
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I personally love this idea. Just saying.
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Great comeback, give a goofy opinion about how you "need a plan B if ruin goes down" get called out for it, and then instead of explaining why that wasn't just gibberish and making me look silly you go directly to "IM A GOD ON HERE EVERYBODY KNOWS ME, LOOK AT MY YOUTUBE CHANNEL I HAVE CLOWN GAMEPLAY!!!" which i mean, you got me. Can't argue against that
Btw i don't need to go to YouTube to see you playing a clown
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Oh create your own objectives to get people off gens and buy time. Hooks, Slugging, Hitting people are good combinations.
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I'm not saying some hex perks couldn't use a rework (although personally I believe the majority of them are fine). I was simply pointing out the flaw in OP's assumption that there is no reason not to implement a change that "literally everyone" wants.
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I literally just played a match in purple ranks as a lvl 2 Myers with one perk, but I still managed to sacrifice everyone with 2 gens still left.
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Well then I respect that. Thank you for being fair to both sides on that.
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Oh you must be one of those survivors who don’t want anything close to “good” for killers. Understandable, your experience may not be going well lately so you must be one of those “nerf every killer who is viable” type of person.
well it’s surely perfectly acceptable to lose a perk in 10 seconds right? You said that it’s “powerful” but what about adrenaline...borrowed time...self care...sprint burst, balanced landing...and Dead hard. Most importantly SWF, the most powerful of em all. 16 perks competing with 4. Those perks I mentioned keep you alive longer no? Ruin keeps the game extended by “X” amount of time no? It’s sad a killer has to use a perk to extend game time to even have a chance of buying 30 seconds extra.
Yea, I really can’t take your comment seriously. I remember the devs wanted to do the whole idea of “fools greed” where whom ever takes out the totum loses a perk of their own. But never went with it due to potential backlash.
food for thought yea?
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That's a testament to your skill more than what you're given.
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Devour hope not activating til 2 tokens has to be the dumbest thing I’ve ever heard in my life.
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i don’t know anyone whoever goes into a killer match with a “plan” unless it’s for a challenge. If someone’s totem gets broken in 30 seconds that’s not on them. It’s also not on them cause they don’t have a “plan B” after their perk is literally cleansed before they see anyone.
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To bring up a solution there must be a problem. To me hex perks are not a problem.. killers, by choosing an Hex perk, sacrifice a perk slot for another perk they can lose any time.
It's hard to destroy if you're against a good killer, but it's hard to defend as well.
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I believe a better solution is to have the totems or totem spawn near the killer all the time
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That makes it easier for the survivors to find actually.
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Horrible idea. Let the killer get two stacks of Devour so he's only one stack away from us all being an insta down by the time the totem activates. I feel like if this were implemented, people would go totem hunting at the beginning of the game instead of doing gens anyways. High risk, high reward. If you don't want to bring other perks to back yourself up when your hex gets broken, that's on you.
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Agreed. That needs to be fixed, not how hex totems are spawned
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Bad perk design isn't "too bad".
RNG is never really good in balance design. I've recommended this before: Let us activate a Hex Perk at will on a Dull Totem, which becomes "Active" after we select it. Before that, no curses are active.
Gives Survivors the benefit of forcing the Killer to set up any Hex Perks (and may make it easier to deduce where it is based on early game movement) and gives the Killer the benefit of choosing where his Totem can be placed without relying on bad RNG mechanics and allows for strategy and map consideration to be used.
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the most takes about totem is Ruin and al this will do is prevent it from lighting up for the 5 seconds.
Also for killers like Hag, Freddy and trapper some players use where there totem is to set up traps if a Hag didn’t know where her DH was until halfway through the game that may mean she didn’t set up a web around it.
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That'd be up to the killer how to spend their time. If they really want ruin in a good, defendable spot, then they'll look for a good spot. If not, they just plop it down at the first totem they spot.
If they want to save a hex perk for late game, they can do that. Placing Ruin when four gens are left would be particularly dirty but it gives you that insurance and the ability to choose your totem.
I don't see how this is any better than crossing your fingers and hoping Ruin isn't found within 10 seconds of a match starting, which happens pretty frequently; a lot of Hex perks don't go far past early game unless you get lucky; luck shouldn't be a factor.
Or better yet, just let the killer see highlights of the totems and he can select one to curse. Just like Freddy. We know that capability is possible.
Either way, the choice of holding onto a park and not placing it right away is up to the killer. Its not a point against the idea; if they killer doesn't want to spend his match looking for that perfect spot for a totem, just place it and start searching, or place it as you're searching.
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