Making Hex Perks More Reliable
Too often do hex totems get cleansed at the very start of the match. I had an idea for how to fix that.
When hex totems are broken, rather than completely turning off the perk and its effects, keep the perk active with weaker effects. For example:
Hex: Ruin - automatically regresses generators that aren't being repaired. at 200% normal speed. When/if broken, decreases 200% to 150%.
Hex: Devour Hope - when broken, the killer can no longer mori survivors, but can still insta down survivors. Or vice versa (JUST AN IDEA)
Hex: Huntress Lullaby - if broken the killer can't get stacks anymore, but there is still a shorter delay between skillcheck and skillcheck warning sound.
The problem with this is I have no idea what they would do for a few hex perks like haunted ground.
Comments
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No
Hex perks arnt meant to be reliable
there meant to be high risk high reward
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Ye, they never worked like that, besides few arguable situations.
Same was with obsession perks on survivor side, instead they were high reward no risk.
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I just hate the fact that killers dont have reliable heavy impact perks, we have heavy impacting perks yeah but nothing like survivors where we can stop their game momentum
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Then Hex perks would be the only thing killers used, DH would give insta downs for the entire match after 3 hooks which Killers usually get, Ruin is an insane perk especially on high mobility killers making it active always would make almost impossible to fix 3 generators even if its only 150% regresion, Hexes are very powerful because they can be deactivated if you cant you should have to tone down all hexes a lot to make them on par with regular perks or make the requirements go through the roof.
And as always people forget about combinations when suggesting buffs, imagine Ruin+Surveillance, 3 Tokens DH with anything that masks your Terror Radius, Ghostface would be unbeatable.
What they really should do is make the totem spots a bit more hidden, Totems should be something you go searching actively in the usual spots not something you find in the middle of the map in open space like you do on Coldwind or other maps.
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And they're currently high risk, low reward. That's the issue.
Either the risk needs to be lower or the reward needs to be higher.
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"What they really should do is make the totem spots a bit more hidden, Totems should be something you go searching actively in the usual spots not something you find in the middle of the map in open space like you do on Coldwind or other maps."
THAT'S IT! Most of the times the active totem spawns right next to a gen or a hook, or at point in the map that surely some survivor will cross. That's the BS when you use a hex perk, most of the time you can't rely on totem spawn location 'cause it will be so obvious that even a rank 20 would do the bones.
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