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New Hex: Calculated Risk

rhodamia
rhodamia Member Posts: 275
edited February 2020 in Creations

This hex plays on the survivors ability to assess risks vs rewards

At the beginning of the match generator repair speed is reduced to 50% of normal for two minutes. After that repair speed is increased to 150%/130%/120% for the remainder of the trial

If the hex is broken, all effects are removed.

So if the survivors suck it up at the beginning they end up with a 20% increased repair speed. If they don't break the hex. I suggest pairing it with other hexes that survivors WANT to cleanse. Make them have some risk and reward for cleansing.

Comments

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    I don't like hexes (or perks in general) that put most of the power in the survivor's hands. If the killer can't interact with it in any way, where's the fun in using it?

  • Brucecastro81
    Brucecastro81 Member Posts: 1,609

    What's the point of breaking the totem after the 2 minutes, this perk is unhealthy to solo queue

  • emptyCups
    emptyCups Member Posts: 1,262

    I would use it on a hex build with devour n haunted grounds

    All that time cleansing would distract from gens for sure

  • Brucecastro81
    Brucecastro81 Member Posts: 1,609

    SoloQ is the problem: I still see people that sc's against legion so I wouldn't be surprised if they were that dumb

  • rhodamia
    rhodamia Member Posts: 275

    They won't want to break it after the two minutes. But you would run multiple hexes.

    Do we break the hexes in Hope of getting rid of Devour Hope? But what if we break the wrong one?

  • rhodamia
    rhodamia Member Posts: 275

    I don't like them either. But it won't change the fact that hexes will be in the game. And anything strong will be made a hex or survivors will complain about it being too strong. So having something strong that also deters survivors from wanting to break it. Which in turn passively deters them from breaking ANY hex. IDK. Thought it was cool.

  • Brucecastro81
    Brucecastro81 Member Posts: 1,609

    For normal experienced players is good, but MegHeads are a thing: haunted grounds is broken no matter what perks does the killer has and there is still people that cleanse against plague and heal against legion

  • CashelP14
    CashelP14 Member Posts: 5,564

    This is an extremely bad hex idea. I see what you are trying to do but this wouldn't work.

    Survivors wouldn't want to cleanse it but that's besides the point. If the killer had this perk I'd begin the game looking for totems. I'd count how many I've found then if theres only one I'd leave it. But if I destroy it then it doesn't matter. A stealthy team would just wait out the time and get the increased speed quite easily.

    I'm actually wasting 120 seconds at the beginning of the game that I could have spent doing gens if I leave the totem. I'd only save 80 seconds if I complete 5 full generators so depending on when I find it I'd probably destroy it. If you do have Devour Hope then I wouldn't care about destroying both, that's you get lucky. Gens are repaired quick enough already so increasing that would be crazy.

    Sorry. I like risk and reward perks but this isn't it mate. I wouldn't run this at any rank.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    I find it a generator hex: haunted grounds.....I LOVE IT

    I will 200% add it to my hex build. Haunted,ruin,dh,calculated risk. Tho I must say that you should change the name. This name is better for a survivor perk, for killer it's more edgy if you know what I mean :D

  • Zelosmaijir
    Zelosmaijir Member Posts: 10
    edited February 2020

    I don't think this goes with Ruin at all. I like the concept, but I'm having trouble figuring out a good hex to match it with. So the new ruin digresses, which is definitely better overall for matching with this than old ruin, where they pop the gen and just go try and find your hex totem. But survivors will still get the idea that they need to get a hex totem when ruin is up, and the first two minutes aren't exactly the most intense gameplay yet. If this could have an addition, where, perhaps, instead of 2 minutes it is 4, and for each minute it is up (not including the first minute), you get a token which gives you ... insert here... once it is broken, (I'm going to go with 5% faster movement speed until you hit someone, using one token, but this is just random preference thinking about it from killer mentality) I think that could be a really decent hex. I would run that with Ruin and my other hexes because then I could try and play the game around my hexes (thinking hag now, ooooooh) and really make it worthwhile. If killer gets an early game, they'll be willing to sacrifice some late game for that pressure. Just my thoughts though, hope this helps.

  • rhodamia
    rhodamia Member Posts: 275
    edited February 2020

    Your scenario you just named would be the killers fault for only running the new hex by itself. Yes. Bad idea. Though you did waste some of the killerstime.

    Let's say you were a survivor and saw two hexes? Three? Haunted ground? Other hexes? You gonna take the chance of instadowns and mori because you want some gen speed later on? You just wasted the beginning of the match scouting for totems and now you have to make a decision. A calculated risk. Lose your gen speed or deal with whatever those hexes might be (plus the time you wasted searching out totems).

    As killer, if they decide to cleanse it, at least you got some early game pressure or time to set up (hag, trapper). If they don't cleanse it, then they are likely not cleansing anything. Which means your other hexes are still in play too.

    You are correct in that if you run it by itself it's not a good idea. It's like an anti haunted ground. Haunted ground punishes cleansing in hopes of keeping your better hexes in play. Calculated Risk rewards NOT cleansing in hopes of keeping your better totems in play (while also getting some early game benefit). Does this help?

    Post edited by rhodamia on
  • rhodamia
    rhodamia Member Posts: 275

    It doesn't have to go with ruin. It can go with whatever hex you like. That's the fun of hexes. It would TOTALLY be good for Hag. Again. The idea is to do the opposite of haunted ground. Instead of punishing cleansing. It entices the survivor to not cleanse in the first place. Which can keep your other BETTER hexes in play longer.

  • CashelP14
    CashelP14 Member Posts: 5,564

    But at higher ranks we can work out exactly what your totems are. If you had 3 totems then I'd check for ruin, calculated risk and thrill. Then I would check for third Seal. If the killer doesn't have third Seal then I can tell what hex totems you have. We use a similar system at the minute to work out if a killer has haunted grounds or not.

    My problem with the perk was if I find your totem immediately (which normally happens) then I'd destroy it. The time I can now spend on gens outweighs the time I could have gained later. If I destroy haunted grounds then that's unlucky for me but you would be encouraged to stop your setting up in order to try and get your instadowns. If I destroy another totem then that's still bad for you.

    If I actually played against this perk I think I'd destroy the totem. If I got lucky and destroyed your Devour hope first then I'd work out if I need to destroy anymore or if I want to troll the killer for the rest of the time.

    For me personally the negatives of this perk outweighs the positives. I love risk and reward perks a lot but this hex puts too much power in the hands of the survivors. Good ranks one would work around this easily I think.

  • rhodamia
    rhodamia Member Posts: 275
    edited February 2020

    Perhaps there is truth to that. However.

    If you break early you could hit haunted ground. Yes. Bad for you.

    If you broke Calculated Risk, bad for killer, yeah but thats the risk you took with a hex. This could apply to ANY hex. But also, breaking CR early is bad for the survivors long term. You aren't the only one with the bonus. Keep in mind, that is a potential 20% for all 4 of you. And the longer the game goes on, the harder gens become as the killer gains momentum and the more valuable that time becomes.

    If you cleanse DH, bad for killer, yes. But again. This is like any hex. They all have the potential to go early.

    The only way that CR would be a negative to the killer is if the survivors cleansed everything else except CR which is up to chance. And if every survivor has the same mentality as you, then there will be many killers with a nice early Haunted Ground. Which can be crippling to survivors if used right.

    Keep in mind this perk isn't going to INSPIRE cleansing hexes. It's going to deter them because they want to keep the good one.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Destroying haunted ground first is bad, but not terrible. It's not difficult to loop the killer for a minute if he even finds anyone in that time.

    I did keep in mind that the bonus works on all 4 survivors. I've always felt like hex totems are that strong that they need to be a hex. They are that strong that they need to be destroyed by survivors in order to help them. It's a risk for the killer but if it works the payoff is massive.

    Your totem is different to this. Your totem helps survivors long term depending on how long the game lasts and I don't think survivors need any help right now. My team are escaping every game with only letting the killer get 3 or so hooks. The only time we even let one person die is by mori, our own mistakes or silly builds. For me personally I don't think ruin should be a hex either since it's really bad atm.

    It seems like we will go back and forward on this but I have thought about this a couple of times now and I don't think I'd run this as killer for any reason. If the survivor bonus wasn't there or it was changed then I would consider it but not in it's current state.

  • rhodamia
    rhodamia Member Posts: 275

    That's fair. I'm with you 110% that survivors don't need any help right now. They are broken strong.

    As you said. Strong perks are hexes. So I was trying to come up with something that helped keep those in play. Do you have any ideas of how it could be better? A gen slowdown that is significant at the beginning or until cleanse would never make it in. Survivors would complain too much. So do you have another idea of a way to inspire survivors not to cleanse? Haunted ground does good. BUT what we need is something to slow down the early game, that also doesn't piss off survivor mains. I'd love some feedback on what you would do differently. Cuz I miss playing hag. And I need something to give her time to set up.

  • CashelP14
    CashelP14 Member Posts: 5,564

    It's very tough because early slowdown is needed at the minute. But I don't like rewarding survivors while using a hex which is what yours is designed off. If you want to reward survivors then I don't think it should be in gen repair increase. Points are something I always love so maybe for every gen completed while the perk is active it gives survivors an additional 10k points at the end of the game. Also after the totem is destroyed the effect isn't immediately removed. Instead it counts down from 50 to 0, with every second removing 1% of the regression speed.

    It's really difficult because the devs don't want to add anything that slows down gens massively. I'm of the mindset we need other objectives besides gens.

    I posted an idea into a few recent general discussions about a hex perk that I might be adding to a chapter idea of mine. Similar to yours it was meant to help with early game gen slowdown but wasn't just as strong with its regression.

  • rhodamia
    rhodamia Member Posts: 275

    I like it! BPs are always nice. Particularly to survivors.