Hex Totems

Should all killers have the ability to rebuild and or ignite totems?

Could this be a possible perk for killers in the future?

Comments

  • Fleece
    Fleece Member Posts: 253

    I can vision it now, the posts saying op nerf plz these same people will be running dh, sb, ds, bt you know the usual perks swf nerds run

  • goat10em
    goat10em Member Posts: 749
    edited January 2020

    It depends imo. I feel that hex perks should be powerful. As a killer you are taking a perk into a game knowing it may not do you any good at all, but it potentially can change the game.

    New ruin does not fit that. So if this is how hex is going to be I don't see an incentive to run it unless something is done to ensure it is harder to destroy.

  • Fibijean
    Fibijean Member Posts: 8,342

    I don't think so. Hex totems are supposed to be high risk, high reward, and are balanced around that. Whether all the hex perks actually fulfill that criterium is another discussion entirely, but I think we can all agree that at least some of them do, and for those hexes in particular, making them rebuildable in any way would almost completely mitigate the risk and thus make the perk itself way too strong.

  • Quol
    Quol Member Posts: 694

    It would be a cool idea but unfortunately this would make things frustrating for survivors.

  • pmp2019
    pmp2019 Member Posts: 22

    As a scenario, what if ruin entered the game as it normally does but the killer has the option to reinforce the totem giving it a longer time to destroy and if the totem is destroyed the killer can reignite a dull totem once ignited it can be reinforced?

    Bloodpoints could scale accordingly for both killer and survivors.

    On a side note, reinforcing the totem could add a higher skill check rate on gens and decrease the skill check range.

  • Boss
    Boss Member Posts: 13,616

    A Perk that's only useful if you run a Hex Perk?

    I mean yeah, you got stuff like Self Care being useless if you use No Mither, but then this Perk is useless with over 50 other Perks.

    It'd be better as a standard ability, but I won't see them do that.

  • pmp2019
    pmp2019 Member Posts: 22

    I agree with you completely. I wouldn't want that aspect to be removed from the hex play or counter play but if the totems were able to be rebuilt it would only take time from the killer and in turn the survivors but for a possible "optional" gain on either side.

  • pmp2019
    pmp2019 Member Posts: 22

    That's a really good point about it being useless without a hex perk.

    With the logic that survivors can naturally destroy totems maybe killers should be able to naturally build them back to some extent?

  • Boss
    Boss Member Posts: 13,616

    Idk, maybe everytime it gets cleansed, it loses a Perk level.

    And you can only rebuild if the Hex Totem is cleansed and the Hex Perk still has Perk levels.

    Oh, and of course: It would mean your Hex Perk is weaker everytime the related Hex Totem gets cleansed.

    Just throwing out ideas.

  • Fibijean
    Fibijean Member Posts: 8,342

    The problem is, the time taken would be nowhere near enough to balance out having a second chance at, say, Devour Hope or NOED. Those perks are balanced around the likelihood of their being able to be disabled permanently. There is no rebuild mechanic I can imagine which is sufficiently risky enough to justify the ability to restore them after they're broken.

  • pmp2019
    pmp2019 Member Posts: 22

    That wouldn't be a bad idea at all. It would push survivors harder to find ruin instead of grinding through it which to be honest at its current level is quite manageable.

  • pmp2019
    pmp2019 Member Posts: 22

    I see your point. The only thing that I could see being a possible solution to this is adding a mirroring risk factor. Possibly in the form of the time it takes to re-build and ignite particular hex totems.