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Thoughts on these hex changes?
Special thanks to Sehkmet666 for the totem brightness and hex highlight idea
Totems start the trial dimly lit. Every 45 seconds (note: this is just an idea, there could be more discussion about a better balanced amount of time)
they will increase by 1 brightness tier. There are 4 tiers of brightness. Dim, lit, bright, and radient. Totems can not be cleansed until radient.
When a killer has several hex perks looking at a hex aura in the trial will highlight the hex perk it is on your perk loadout.
This change would give totems 3 gaurenteed minutes of use before being able to be cleansed. 3 minutes may seem like a lot but i feel like it would be a nice QOL change as im sure everyone has had hexes go out in the first 20 seco ds of a match.
Additionally the killer having knowledge of what hex is what would allow them to choose which hexes to protect more aggressively and which to allow to be cleansed.
Comments
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3 minutes does feel like a lot, and I think it would be a little too much.
With that said, I DO really like the idea of totem brightness changing over the course of the match, and if you just removed the "totems cannot be cleansed until radiant" clause I'd really like this concept. If Hex totems were visually indistinguishable from Dulls for the first 45 seconds, it would enrich Survivor decisionmaking and give Killers a bit of a bulwark against bad RNG. And, it'd give an extra little bit of Survivor skill in recognising if a Totem's actually a Hex Totem for that 2:15 gap where the Hex totems aren't 100% clear. (though ideally, totem locations and survivor spawnpoints are the real culprits, survivors should IMO never spawn with any totem in their immediate view)
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Totems shouldn’t be protected in the early game. There’s supposed to be a risk reward to bringing them. I’d rather they make the actual effects of said perks stronger than make them harder to take out as this will just make everyone run ruin and devour like they do now and the other hexes will still be irrelevant
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Hide totems better on some of the older maps, make them way darker and make all totems look dull to survivors (only shows lit to the killer).
Your idea seems to be overcomplicating it a little. I also thinks totems should be cleansable from the very start.
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Sorry, but no. Hexes are always high risk high reward perks. I don't think we should be blocking them or making it so they can't be cleansed for a period of time. It removes the high risk argument.
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Surely if they are hidden well they don’t need to be darker?
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I suppose "hidden well" is subjective. I lean on the side of those hiding spots still being bad I suppose based on past results. Totems should be hard enough to find that you find them when actively looking for them, not just randomly running into them while doing gen to gen to gen.
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Some maps like the saloon or lerys have really good hiding spots. I’d argue lery’s totems are actually too hard to find
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Interesting idea! Reminds me of Darkest Dungeon a little bit. It seems like it would hurt solo q survivors but not really affect SWFs, which isn't great.
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That's more the exception not the rule. The vast majority of the maps are terrible.
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Definitely. I would love them to hide them better. It just goes to show that dead dawg is effectively the smallest map in the game but still has great totems spawns
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I agree Dead Dawg is pretty well done totems.
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Greatly reduce it to 1 maaaaaybe 2 minutes and yes this is an excellent idea.
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True, having stronger hexes and making all of them worthwhile would be nice
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Yeah the time is an easily changed variable
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The reason i suggested the totem blocking was so you could run hexes without worrying about them being a wasted perk slot. There is too much rng when it comes to hexes, there are games where ruin last for 15 seconds, and 15 minute matches where it never gets cleansed, whats so bad about lessening this rng and making the perk more consistent?
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I can understand that. My point is that is a Hex. And the argument with Hexes, are they are high risk , high reward. This Idea limits the risk of running Hex perks.
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I mean bringing in the outliers is a reasonable goal.
Currently the issue is that like 90% of the hex perks are:
Overly high risk-Barely average reward
instead of what they're supposed to be, which is:
High Risk-High Reward
Most the hexes risk level is just too high because of how bad their spawns are on most maps and even when it does stick like 90% of the hex perks are just bad/average effects. The risk needs to be slightly brought down and their reward needs to be brought up quite a bit.
DH and somewhat Ruin are the only perks near the correct level.
Hex perks are something we want to be very good as they are healthy for the meta since they give survivors secondary objectives to hunt for. Hex perks need an overhaul.
Post edited by Blueberry on1 -
Yeah, if every hex could be worth bringing the risk would make more sense. Hexes differ so much. With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults
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I remember seeing old hex spots. They would be in spots like the middle of the road on haddonfield. Now hexes are better but they still shouldnt spawn near objectives or in gaurenteed spots. Every good survivor memorizes common totem spots.
If these could differ more it would buff totems. And i know what you mean with lerys. My favorite totem spot is this one thats inside of a box facing a wall. You can not see it unless you go behind the box. If every totem was that good we wouldnt need to talk about totems getting cleansed too fast.
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"With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults"
Yeah some are on just completely different spectrum's lol
Really wish they look at hexes more closely. As you mentioned already even the newest hex they just released isn't at hex level of power in my opinion. Why would I run that over DH? Yeah DH does nothing till 3 stacks but honestly what little value are you gaining from blocking the windows for the same time it takes you to get 3 stacks of DH? Very little and at that point DH explodes in value.
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