2 possible changes to Hex perks
Okay me and my friend were arguing whether the new ruin should be a hex or not, and I had a brilliant idea. He responded with an idea complete rework of the game. If you didn't catch that, the first idea I'll present is a buff of Hex perks in general. The second idea is a complete overhaul of perks as a whole.
Idea 1: Hex Perks become weakened after being cleansed.
So this idea comes from the frustration that hex perks are inheritly awful, yes even old ruin. The issue with Hexes is that they work really well until somebody inevitably stumbles across a hex totem, cleanses it, and then it's gone for good. Other times, nobody even thinks twice about it, or are unable to find the hex totem, and you have a really good perk for the rest of the trial. This inconsistency creates very polarizing matches and makes the perks inheritly flawed. This wouldn't be so big of an issue if they didn't punish killers more often than not.
Although I don't claim that survivors can't be punished by an inability to find that totem so perfectly hidden. In most cases, the killer gets their totem found, and they have an empty perk slot the rest of the game.
This creates a situation where bringing hex perks, and yes, both Ruins (new and old) can bite you in the butt in certain games when a survivor finds your totem in the first minute.
This buff hopes to mitigate this issue, and create less situations when you're sitting there wishing you had just brought something else (or Haunted Ground).
If you want an example:
Hex: Devour Hope
When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
- 2 Tokens: Gain a percentage Haste Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
- 3 Tokens: Survivors suffer from the Exposed Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
The Hex effects persist as long as the related Hex Totem is standing
New Hex: Devour Hope:
When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
- 2 Tokens: Gain a percentage Haste Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
- 3 Tokens: Survivors suffer from the Exposed Status Effect.
- 5 Tokens: Grants the ability to kill Survivors by your own hand.
When the related Hex Totem is destroyed, this perk can only gain two stacks. Any stacks after two are removed.
Idea 2:
This is related to the first idea, but expands upon it greatly.
In summary, you would be given one or two "tokens," let's call them, when you select your perks. With these tokens, you would have the option to use one of them to turn that into it's Hex version. Then, during a match, a hex totem would light up, and that perk gets much more powerful.
Now, from here, you could either make breaking a totem work like it does now, or in the first idea.
I was a bit skeptical at first, but this seems like a cool idea. Obviously this is much less likely and changes the game a lot, but i think it would be interesting to see how this could completely alter how perks are designated hexes, and how the meta would change around that.
What do you guys have to say about this?