Should Hex perks be changed?
As in, should the way they work change? Cause rn theyre linked to totems and stuff.
Best Answers
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I saw a post in discussions that said the hex totems shouldn’t light up until the hex’s power activates
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I'm happy with how some of them work, but the power variance between them is too great so a simple answer isn't valid.
Perks such as Devour Hope, Thrill of the Hunt and Haunted Grounds work very well with the current system; whereas perks such as Huntress Lullaby and The Third Seal suffer too much.
[Ruin and NOED are too controversial to talk about so I'm ignoring those atm]
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People didn't like how NOED used to be... where it would just activate and couldn't be turned off prematurely, so you'd have to survive the set amount of time or you'd be just one shot.
Plus, if you add in the current meta of post-Buff NOED... it would be way worse.
Ruin in-general is a gamble that rewards the Killer if left alone for more than 1 minute, but a lot of players have learned to just blow through it... regardless if it's gone or not. The only benefit Ruin gives at Red Ranks now is not getting gen rushed due to Hex Skill Checks not counting as Great Skill Checks.
If it was to be a standard activation perk when the match starts like Corrupt Intervention, than people would argue for how much time it should be... a minute? 2 minutes? 30 seconds? 45 seconds? It just wouldn't work.
If Devour, Thrill, or Haunted Grounds were just a time activation perk... than they wouldn't work... especially since Devour relies on mid to end game results to be effective. Thrill would be useless if it had a time limit, and Haunted Grounds would just cause people to hide until the perks time limit ended... which would just make the games too long.
Third seal is already pretty useless, especially since it doesn't really work that well with any Killer (Except a few with scenario driven builds) and it SADLY doesn't work on Billy boxes for SOME REASON!!!
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