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Hex: DH should only light up after Exposure
Comments
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Till it has one token. It shouldn’t be un preventable exposure up the ass
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I agree with until it has 1 token, not until survivors get exposed. There is no reason for it to be lit before it has any tokens, though. I think it should be like NOED, where when you get a token, if any dull totems remain on the map, 1 will be lit.
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Until it activates at 2 tokens0
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It shouldn't be a hex perk in the first place.
I hate hex perks for the sole reason that survivors can render a killer perk useless by holding m1.
Most hex perks are high risk, low reward perks.3 -
The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.1
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DemonDaddy said:The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.1
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@Dabrownman1812 said:
DemonDaddy said:The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.
They already are on hex perks and gonna fix them. There are some bad spawns, on a hill, next to gen, rip.
The question is, even after they change hex spawns and the way hex's look to make them less "COMPLETELY OBVIOUS" will it actually help or change anything? Will people still be willing to run risky hex's or will it be the same where hex builds are just not viable. I don't see why they don't just give hexe's a respawn timer the way trappers traps respawn after 3 minutes. Come up with something like that and you could combo hexe's then with stuff like hangmans and reduce the respawn by 60 seconds. The hex's don't even have to respawn with full tokens either. But deading them the entire match makes most hex's pretty much useless to run. On top of hangmans <----- nobody bothers with sabo so this perk is pretty dead for everyone except trapper.
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PigMainBigBrain said:
@Dabrownman1812 said:
DemonDaddy said:The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.
They already are on hex perks and gonna fix them. There are some bad spawns, on a hill, next to gen, rip.
The question is, even after they change hex spawns and the way hex's look to make them less "COMPLETELY OBVIOUS" will it actually help or change anything? Will people still be willing to run risky hex's or will it be the same where hex builds are just not viable. I don't see why they don't just give hexe's a respawn timer the way trappers traps respawn after 3 minutes. Come up with something like that and you could combo hexe's then with stuff like hangmans and reduce the respawn by 60 seconds. The hex's don't even have to respawn with full tokens either. But deading them the entire match makes most hex's pretty much useless to run. On top of hangmans <----- nobody bothers with sabo so this perk is pretty dead for everyone except trapper.
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@pemberley said:
Jack11803 said:Till it has one token. It shouldn’t be un preventable exposure up the ass
I don’t think it would be any more unpreventable than noed. How do you solve noed? See a totem, destroy it.
Then it would just be another NOED
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Does anyone actually use DH on a regular basis? I've messed around with it like 3 times and it was instantly destroyed each time. I'll never use it again. As of now, I even hate using Ruin because of the garbage RNG totem spawns.
I just think they need to fix all totem spawns.
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Yeah, I use it with haunted grounds. It works every time
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If they did make this change, DH would be meta and most obviously broken.
You'd basically have to destroy all the totems before it became active as a hex totem, like NOED.
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@Jack11803 said:
Yeah, I use it with haunted grounds. It works every timeWhat do you mean "works every time". Like you get enough stacks to mori? Do you run Ruin too?
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@iceman2kx said:
@Jack11803 said:
Yeah, I use it with haunted grounds. It works every timeWhat do you mean "works every time". Like you get enough stacks to mori? Do you run Ruin too?
I don’t run ruin, as then they’ll say “F IT” and just go through haunted hmgrounds, as they know theirs a real hex. I usually don’t get enough to mori because of farmers or I’m just hooking and killing that fast and aggressively.
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Have you seen monto russian roulette video with hex totems. I tried the build out and its hilariously powerful. Free map information and an exposed effect alnost guarranteed whats not to like. Also how is an exposed effect a low reward. If even I get one or two downs its worth it for me.0
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I know it really doesn't need a buff but if it of had 2 charges. Someone destroyed one DH hex totem. 30 seconds left's destroy the second one back to 60. Though if the times out the second totem should be left standing. I don't know I seems like a Make your Choice perk but a 1 time use but for everyone. It would be a Great Mind Game Hex If they you have it too. "Am i destroying the Ruin totem or am going to screw myself!"
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