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How to make Hex perks more viable and usable.
Hex perks are "high reward, high risk", they are powerful but its power is dependent on not getting cleansed in the early-mid game. There have been numerous occasions where players would encounter totems that end up spawning right next to a generator. To fix this issue but still maintain the whole "high reward, high risk" aspect, I thought up of a better solution/design. I believe this change should only apply to Hex Perks that are very slow and extremely powerful perks like NOED should remain the way they are.
Instead of having the Hex's power entirely reliant on the totem, the totems should be support/amplifier for the perk. In other words, the Hex Perk can't be cleansed, but each time a totem gets removed the hex perk gets weaker.
Comparison examples between Original and Fixed:
Original Hex: Huntress Lullaby: Survivors receive a 2/4/6 % Regression penalty when missing any Skill Check .
Each time a Survivor is hooked, Huntress Lullaby grows in power:
- 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
- 5 Tokens: No Skill Check warning.
The Hex effects persist as long as the related Hex Totem is standing.
The "FIXED" Huntress Lullaby: Survivors receive a 1/2/3 % Regression penalty when missing any Skill Check . An additional 1% Regression penalty for each totem that hasn't been cleansed.
Each time a Survivor is hooked, Huntress Lullaby grows in power:
- 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
- 5 Tokens: No Skill Check warning.
Original Hex: Third Seal: A Hex that hinders one's Aura-reading ability.
Hitting a Survivor while the Hex Totem is active applies the Blindness Status Effect.
This effect applies to the last 2/3/4 Survivors hit.
The Hex effects persist as long as the related Hex Totem is standing.
"FIXED" Third Seal: A Hex that hinders one's Aura-reading ability.
Hitting a Survivor applies the Blindness Status Effect for 30 seconds. For each totem that remains in the Trial, add an extra 10 seconds. This effect has a cooldown of 80 seconds after the Blindness Status effect ends.
This effect applies to the last 1/2/3 Survivors hit.
Any Thoughts?