Hex perks are so bad
Don't know if it's only me but think they should make the totem spawns a bit less obvious litrally 5 seconds into a match and had one perk left its a joke
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Most killers themselves are jokes. For example: trapper, who has to pick up his traps all over the map while survivors r doing gens.
edit: Or plague who has to go to the furthest fountain on the map to get her power while all 4 survivors r doing gens on the other end of the map and by the time she reach the gens half of her power has expired
Post edited by UnentitledBunnyMan on12 -
Yep, hex spawns are terrible. They have been terrible since the release of Undying.
Yet when someone complains about it, people claim that the spawns are good.
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To be fair, they are better than what they used to be.
How much better is up for debate though.
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Better for survivors. Easier to find.
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Disagree.
Every map (and reworked map besides Badham) after Hawkins has had good totem spots.
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I have yet to have a totem NOT spawn either out in the open(On top of hills or in the open by things like stair cases) or right next to the generators on both of the recently reworked maps.
Its really getting to the point that I think the devs don't want hex perks to be in the game anymore and are trying to make them irrelevent both with the undying change and actively making the reworked map's hex spawns worse.
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Yeah, that's the thing that can happen with Hex perks. Undying has made some really good builds possible, but with the reward of having Ruin/Devour Hope never get cleansed comes the downside of them being clea sed in 30 seconds.
I do with that times didn't advertise themselves so much though, that's just silly. Survivors should have to look in order to find, not casually spot them from 10m+ away
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There are some bad spots on Autohaven, but there are also some really really good one's.
Swamp, Haddonfield, Badham and Coldwind all have egregious spots.
Pretty much every other map has serviceable totem spots. If a Survivor spawns and gets lucky, then that really sucks, but your totems aren't built to last forever. I understand that frustration, but you can't rely on those perks. I always treat Hex perks like I'm on a time limit. Cause as much damage while they are up as possible.
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Reread my comment:
I have NEVER had any good spawns on said maps while playing killer.
Meanwhile my survivor experience I never had an killer who got good spawns on those maps as they don't exist.
I know totems aren't meant to last forever but the developers have purposely made those maps totem spawns worse as these hill top totems were in the maps at the beginning but were REMOVED because they were awful and changed to have the more corner hidden spots people know of.
But for some reason they READDED back in the old bad spots they ALREADY HAD TO REMOVE FOR BEING TERRIBLE.
My point being is that the developers seem to be actively sabotoging totem builds at this point.
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I have seen no evidence of that.
I've played, likely, 200+ matches in the last 7 days. I've only had one instance of my totem being destroyed within the first 30 seconds of the game and while detrimental, was not game ending.
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Hexes are risk versus reward taken to the extreme, you are essentially gambling for insane spawns that are nearly impossible to find for some insanely good effects (5 stack Devour Hope, Blood Favour, Ruin, Trickster's hex that i can't remember the name of, etc)
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Yeah no. Totems spawn now next to gens, out in the open or on top of the hill. I have to agree with @Warcrafter4. It looks like the devs want totems to be easily found. Which is just a move to appease all the survivors that complained about having to do a additional objective, when Undying was actually a nice perk.
Now they can ignore totems. Because they are no threat anymore and only push gens because "there is nothing else to do".
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I guess I need to look harder because I've genuinely had one match where I can remember my totem being cleansed fast, like, within 30 seconds.
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Some maps have decent spawns like swamp lery’s or dead dawg. Most are trash though
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It's an older map problem more so than anything. I almost never take off detective's hunch, and while there are guaranteed totem spawn's, they actually take some effort to find now.
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Totem spawns currently are in a much, much better spot than they were back in the day.
They were HORRIBLE. Either survivors spawned on top of a lit totem with their intro camera clearly showing them where it is OR said totem was up to 2 meters from a generator in plain sight.
None were hidden or obscured.
Only swamp maps had "decent" spots due to foliage on the borders of the map.
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It's VERY hit or miss, just like how Hex's are an all or nothing perk I guess.
I once had a totem spawn in a SEALED ROOM on Dead Dawg Saloon. You know, the side rooms in the main building with windows and/or breakable walls? I was using Small Game, so I knew the totem was around there somewhere, spend about 2-3 minutes searching for it. Then I realised one of those rooms was completely sealed off. It had no window, and only one entrance was a breakable wall that the killer had not yet broken.
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All of them having extremely easy to find spawns especially Autohaven
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But there is no completely sealed rooms on Dawg Saloon...
There are. 2 rooms upstairs, one has an entrance from inside via doors the other via window from the outside (totem spawns there behind the nightstand)
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- Totems take 14 seconds to cleanse.
- Hyperbole is a horrible thing to use when trying to make any argument you want taken seriously.
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Ormond would like to have a word with you.
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I've really only seen one bad spot on Autohaven which was literally just on a hill.
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Honestly, some of Ormond's spots seem obvious but the white and bright color scheme disguises a lot of them well. It's weird.
I've passed by mutiple Hexes and not known because I can't hear over the wind and I don't see them glowing because Ormond looks like a flashbang.
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White color disguises dull but when they are glowing orange they stick out from a mile away. Ormond have one spot that can be seen from half of the map
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They don't glow orange tho.
They are sort of a soft yellow.
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They arent like super obvious but they are guarnateed to either be in a jungle gym or next to tree and rocks. I find the killer has ruin and worst case I take me like 30 seconds to find it. Its ot like hawkins or midwich where the hexes are actually hidden and you have ot loop in all these weird spots to find them.
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Its a yellowy orange. But it really sticks out
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The last time the system was checked for totem generation was in patch note 2.6.0, have there been any changes since then? This is 4.5.2.
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I disagree, but my eyes aren't what they once were.
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I don't really think that's a huge issue.
I think getting rid of super obvious spots is fine, but those spots are just eh.
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They are stupid obvious not in the way that they can be seen froma far distance but 99% of time there is a gen right next to them
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I personally think Hex Perks should be extremely powerful, like all of them should be OP, because it's a perk that survivors can take away. Survivors decide how much value you get out of totems, but so many totem perks arent even that good.
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Does the Hex perks have to be so loud, bright and hidden ‘openly’? Can we take away just one without survivors crying bloody murder?
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The map reworks have made a lot of totem spawns less noticeable at a distance. However, there is still the issue that a lot of totem spawns are obvious and easy to remember.
Running by a LT wall? There's a totem spawn there.
Running by a hill? There's a totem spawn there.
Jungle Gyms have totem spawns.
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And when you've checked all of those, the only remaining options are "tucked in between one of the hundreds of trees and rocks".
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Hex perks are only good if you think 4 perks are to much for an entire match.
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Whenever I use hex totems survivors find them instantly. But if I’m going against a killer using them I can’t find them cause they be hiding better than Waldo
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Honestly I kinda want them to add more totems to each map and have hex perks require 2 active totems to be cleansed fully
(So let's say have 7 totems, hex ruin has 2 active totems where both need cleansed to remove them entirely) something like that.
I understand this is very unpopular of an opinion but it would make the rng aspect of it much less punishing. I'd love to see more totem builds beyond the 3 hexs used.
But most importantly. Give killers info on which totem is which if they have multiple hexes
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They're a double edged sword. Instantly destroyed when you're playing killer because they spawned in an obvious spot, never destroyed as when you're playing as survivor because the killer got the god spawn and/or the hex gets the silent bug.
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