The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Dumb hex perk change idea

So going to be honest here, started to use the hex perks and they are inconsistent as all hell, they either last the whole match, or 30 seconds. Because once you memorize totem spawns, they can be found before the first gen is 50% done.

So my 3 A.M. sleep deprived mind thought about making use of all the dull totems littered about the place gather dust waiting for the NOED to activate so one of them might be useful, because no survivor is going to spend the time cleansing them for the 1000bp knowing they can:

- do gens

- work on healing others

- looping the killer

- getting unhooks

So I thought, why not just make it so after 2 minutes, a hex perk reactivate and convert a dull totem into a hex totem? This means that perks like ruin now make sense being late game perks since they would have a chance to survive that long.

Obviously some changes to perks like lullaby and devour hope would need to be made for the sake of balance. but at least then killers arn't stuck running 3 perks because david spawned right on top of it.

Comments

  • Marcavecunc
    Marcavecunc Member Posts: 2,057
    edited February 2020

    I disagree with making changes to already existent and non-broken Hex perks for the sake of bringing back Ruin if it gets broken in the early game. The balance to the power of a Hex totem is it being broken anytime during the match. No need to "balance" it more and make them irrelevant by nerfing them just to make them persist all game. Flat out remove totems entirely if you're going to add that mechanic, since that's basically what it'll be like in the end.

  • Prex91
    Prex91 Member Posts: 764

    They can add a similar effect to thrill of the hunt, to balnce that.

  • Torchlight
    Torchlight Member Posts: 16

    Honestly thrill of the hunt needs a rework, since betting 2 perks on hex perks is really risky as a killer, and in most cases a massive waste of perk slots.

    the extra BP is nice and the on average 24-30% slower cleansing speed is decent. its just not worth the perk slot, even if you going all in on a Hex perk like Devour or Ruin.

  • Torchlight
    Torchlight Member Posts: 16

    Im not saying nerf hex perks, if anything they are, rather underpowered in any rank above green ranks.

    They tend to target newer/unexperienced Survivors (Third seal, Lullaby) or just out right punish survivors who dont pay attention (Haunting grounds, Devour hope, New ruin).

    New ruin is alot of fun and great for making use of map pressure and running survivors off gens, but once even remotely compitent survivors catch on, any hex perk gets absolutely demolished. Im just trying to think of ways for them to have slightly more pressence in the games outside of the first/last few minutes.