Perk Concept: Hex: Death Spiral
It's a-me, Dario, back at it again with another wacky perk concept!
This time, we got a perk that would be really nasty to play against!
"A hex rooting its power on bloodlust.
-For each unique Survivor hooked, Hex: Death Spiral gains a token, to a maximum of 2/3/4 tokens.
-When the Exit Gates are opened, the exits are blocked for 30 seconds for each token on Hex: Death Spiral at the time the gates are opened.
-Cleansing the associated Hex Totem opens the exits, even if the totem is salvaged by another effect."
I know, this perk is ridiculously powerful, but it isn't without counterplay.
Keys, for one, negate the effect entirely, and cleansing it after the gates open is another bit that works.
I don't know how healthy this would be, since the Killer could potentially camp the totem and force an EGC like Blood Warden, but hey. This is a concept, after all.
Edit: Spelling
Comments
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What happens with the EGC-Timer?
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so if I hook 4 survivor in the match I can wait for them to open the gates because with 4 tokens I have 2 minutes which is exact Colapse timer so they cant win no matter what? Do you really thing it ok? Do you really want to use it? Or play agaisnt?
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Do I think this is okay? ... A solid maybe.
Do I want to use it? Hell yeah.
Do I want to play against it? That's what Keys are for, yeah? Also, unless the Killer gets 4 unique hooks before EGC, it becomes almost useless.
Also consider how ######### totem spawns tend to be.
The timer functions as normal. Nothing is changed about the EGC timer.
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I am Rank 1 killer and 50% of my games with nurse or billy (my mains) are ending with 4-5 gens remaining, 90% of my games are ending with atleast 1 gen remaining. I dont use any totem perks and I dont use any Moris or NOED, I never dodge SWF teams. DO you think that it is fair that someone like me has this perk? Do you think its cool that if people who are playing against me forgot to bring a key will 100% lose? I see that you are trolling or if not you must be just 12(?) years old. I would like to tell you how wrong you are BUT on people like you its wasted time and Devs dont listen to good ideas they sure as hell will not listen to such bs.
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Nah skip the block exit thing, for each token you have a Survivor gets insta sacrificed once the gens are completed, stacks up to 5 tokens, if there are not 5 Survivors in your trial a random Survivor in a random trial gets instantly sacrificed then MAYBE it may be slightly perfectly balanced. Also make the tokens carry over to your next trials.
The things that get posted in these forums sometimes...
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Is this the hex version of blood warden? Idgi
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I feel like you've been bullied by keys one too many times...
You should never ever make the counter to a perk an item, especially one that rarely shows up in games anyway.
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It's essentially No Way Out as a hex. Actually, no. It is No Way Out!
I had a similar idea, so I'll share it here:
When Survivors open the exit gates, all dull totems become Hex Totems and both exit gates are blocked for 16/18/20 seconds for each Hex Totem.
While this perk is active, if a Survivor cleanses any Hex Totem, 16/18/20 seconds are deducted from this perk's active timer. All previously dull totems return to their dull state.
It's practically Blood Warden if it was a hex. I'd say it's map-dependent, as it would kill on Lery's but struggle on Autohaven. Paired with NOED and Thrill, it would literally be a monster. Blood Warden would fall into obscurity.
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I- You do realize how broken this would be with remember me and no way out stacked right? even then it wouldn't even stack with noed as you want it to. It turns all dull totems into hex totems meaning there would be no hex totem for noed to activate on. sometimes i'm glad this community has no control over perk design and balancing
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Hey, no need to be rude, man. I did disclaim that the idea probably isn't fair or balanced in any regard.
This just confuses me. Why would I care about some rando in another trial?
This was inspired by Blood Warden, yes!
I mean, explain Hag traps being countered by a common item, then.
I think that's 'nuff said.
Not to bash on your comment, but that's literally the first thing that came to mind.
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Yeah and that shouldn't be a thing either. Hag has many many problems.
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Yes, I do. That's why I said- Oh wait, I didn't. Whoops. I don't actually want this is in the game. It would be too strong and Blood Warden would fall into obscurity.
But if it was, then NOED would take precedence over my perk. My perk includes active hexes, so if Thrill were to be active at the time of activation, then it would count as a stack for the perk. NOED will occupy a totem space, and then the perk will check for hexes. Each hex = 20 seconds. So, yeah, I do know things work. I don't think I can say the same everyone on this forum though...
But again, this should not be in the game. It would be broken-strong.
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"This just confuses me. Why would I care about some rando in another trial?"
Because my posts was an hyperbole poking fun about the fact that people usually suggest ridiculously poorly tought overpowered perk/powers ideas followed by several posts suggesting even more overpowered changes to make the thing "ok at least", usually made by a bunch of mains who have little to no idea of the other side gameplay experience, usually goes like this "Hey guys I made PERK™ it gives you a free win!!" "Nah, make it so it gives you TWO free wins, now its perfectly balanced", this is very prevalent on Reddit.
Your perk idea is absurd beyond belief, its practically a free win in almost all scenarios, let me explain: equip perk, hook everyone at least once (not hard and if you cant at least hook everyone at least once in almost every trial you really need to git gud), go find a Dull Totem, camp it, wait for 5 gens to get done, if the Totem you are camping gets lit dont move and you won since it cant be cleansed with you nearby (cleansing takes 14 seconds, its impossible to do it if the Killer is camping it) if not go towards the totem that got lit and camp it, in both scenarios you won, Survivors HAVE to open the Gates, the Hex gets activated and they cant cleanse the totem.
The only exception to this is if someone has a Key but they are extremely rare on chests (~3% chance of getting a functional Key) and bringing them beforehand wouldnt be useful anyway because you only have to equip Franklins and camp the Key until it gets consumed then go towards a Dull Totem and proceed to camp it until 5 gens get done.
Also take on account you can open yourself the gates to force the perk activation, giving the Survivors 2 minutes to find the hatch if they manage to get a Key to the end game while avoiding Franklins.
P.D. this has to be the most OP suggestion Ive read in almost a year, the last one I remember was someone suggesting to get rid of one of the Exit Gates so Survivors could have only 1 escape route.
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Alright, getting rid of an exit is ridiculous, I'll tell you that much. The totem is always lit, in my concept, but the only "fix" I could make this thing reasonable with is to make the hatch open automatically when the hex activates. Then you actually get a chance to escape, since the Killer either has to find hatch, taking them from the hex, or guard the hex, giving Survivors the hatch.
The Twins could capitalize on this better than most other Killers, but tha is no surprise to me.
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Kind of the idea was that because hexes are so laughably easy to cleanse in 90% of scenarios, why not make one with an actually worthwhile threat to be worthy of cleansing within 10 seconds of the round starting?
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