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Hex: Devour Hope, Some Ideas

Boss
Boss Member Posts: 13,617

Lemme just write the Perk down as it is at the moment...

hex: devour hope

Each time a Survivor is rescued from a Hook when you are at least 24 metres away, Devour Hope receives 1 Token:

  • 2 Tokens: 10 seconds after hooking a Survivor, gain a 3/4/5 % Haste Status Effect for the next 10 seconds.
  • 3 Tokens: Survivors suffer permanently from the Exposed Status Effect.
  • 5 Tokens: You are granted the ability to kill all Survivors by your own hand.

The Hex effects persist as long as the related Hex Totem is standing.


Firstly, the idea for the Perk to not be taken out immediately...

  • When its related Hex Totem is successfully cleansed by a Survivor, Hex: Devour Hope will jump onto a randomly chosen Dull Totem if one is available, losing all Tokens in the process.

Secondly, the idea to replace the abyssmal 2-Token bonus...

  • 1 Token: Every Token on Hex: Devour Hope permanently increases your movement speed by 1%, capped at 5 Tokens.


Just some things i'd like to see on the Perk.


I really do like the risk/reward thing on the Perk, it's why it's my favorite Perk, but to lose it immediately and not even be able to end a chase before losing it just doesn't sit right with me, i don't believe that such a risk should be on any Hex Perk.


As for the movement thing: 5% more is neat and all, but 10 seconds is, like stated, abyssmal.

You also can't control when to get it, so you better make sure you're in a chase 10 seconds after hooking someone, or it'll be nothing else but speeding up your gen-patrol by 1-2 seconds.

The ability needs to stay pretty weak, i very much am of that opinion, but not non-existant like the current version.

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Comments

  • Vyne456
    Vyne456 Member Posts: 848

    That sounds cool, I'll be honest with ya because of those toxic survivors think they have borrowed time, they will think that it's no fair. I'm excited if this is added to the game.

  • Teacyn
    Teacyn Member Posts: 93
    edited April 2021

    I like the idea of making it a small permanent (as long as the Hex stands) movement buff instead of the 90% useless current temporary movement buff. Every other aspect of the perk (and most Hex Perks) lasts until it's cleansed, why is that one element temporary?

    I feel like a bigger rework needs to happen to Hex Perks in general to make them less RNG. There's some totem spots that are frankly completely unfair to survivors and will pretty much never be found without a map or Small Game, meanwhile other totem spots are literally visible from a quarter of the way across the map. Not to mention that there's nothing stopping a hex perk from spawning literally directly next to a survivor, which is supreme bullshit.

    Some ideas I've seen/had myself (these are mutually exclusive for the most part)

    • Make hex perks not lit up visibly for the first ~90 seconds of the match. They are active during that time and they make a faint sound, but are not visibly lit up, rather having some other, much more faint visual cue. Reduces chances of survivors finding them literally instantly unless they actually go up and test the totem, which wastes valuable time.
    • Make it so all Totems are lit totems, and rework Hex Perks to have scaling power based on how many totems are lit rather than being bound to a single totem (this would be a huge rework, so sadly extremely unlikely)
    • Make it so hex totems physically can't spawn within a 1-tile range of any survivor - this could have negative impacts because SWFs could use it to correlate where a Hex totem is based on what tiles they spawned in, so it might be a bad idea.
    • Make dull totems reduce Hex Totem cleansing speed by X% base for each one that stands, encouraging people to do dull totems before attacking hex totems - also makes Thrill of the Hunt stronger, since its effect would assumedly stack, essentially forcing survivors to do dull totems before they can attack Hexes.


  • Boss
    Boss Member Posts: 13,617

    I already have Hex: Undying with me, but other than that i disagree.

    I don't see why the game couldn't allow both a shake-up for regular Killer gameplay & Perks, nor do i see how my proposed changes would make this Perk that much more of a shake-up than it already is right now.

    Rather, without my proposed change, it's only less of a shake-up than it could be due to those lucky, super-early cleanses.