Should some of the hex perks work like hex:plaything?
This means that some of the hex perks we have ignite under specific conditions.
As example: 3rd seal ignites a dull Totem for each surv you hit the first time so that each surv has their own Personal totem that makes them blind
Or huntress lullaby ignites a dull Totem every time you gain a token on it and as long as atleast one instance of huntress lullaby is still existing (5 token = 5 lit totems). Lullaby would then be harder to get rid of if you dont care about it early + it would be much more viable next to devour hope (since they have very similar activation conditions)
Comments
-
I definitely would like to see more Hex Perks that ignite under specific conditions, but I think those perks are fine as they are.
0 -
I could see Hex: Seal being buffed to work that way. It could use a buff anyway. Actually that suggestion for Hex: Huntress Lullaby sounds pretty great too.
0 -
I think that's an interesting idea but you wouldn't be able to use multiple hex perks together then. The amount of totems in a game would definitely have to be increased, maybe to 10 totems instead of 5.
Or even create new offerings that increase the amount of dull totems (maybe have a downside, like totems can be cleansed faster). Or do both.
1 -
With the current roster of Hex perks, no. Other than Third Seal. I'm definitely interested in seeing more Hexes like this, though.
0 -
you do? i cant remember the last time i've gone against third seal or lullaby without it breaking instantly, or with only 2 or so stacks accumulated. the only way they last is undying.
0 -
I don't think so. The concept is amazing for hexes that work fine by themselves and that's certainly refreshing, but existing hex stack perks are designed with other hexes in mind, sometimes requiring that support to properly function. Running Plaything in totem builds incur diminishing returns due to the limited number of totems available. This issue might become more intense with the release of Boon Totems in the near future.
Regarding the proposed change to Third Seal, I think it's self-defeating. Plaything has an aura reveal attached to provide counterplay, and if Third Seal worked the same way it would be either too strong or too weak, a nightmare to balance. And about Huntress Lullaby, it makes it improbable for a killer to get max stacks. ATM too much of the totem efficiency is tied to its spawn location, and a killer can expect 1-2 to be in really easy spots, making it impossible to acquire max stacks.
I agree, although, that hexes need changes and the new pathways opened by Plaything really illustrate how there is much room for design creativity and wholeheartedly support this discussion.
0 -
I agree Michi. The risk vs reward isn't really there for totems anymore. There isn't enough reward for having a perk be potentially permanently disabled near the start of the match. If the Hexes were stronger I'd disagree but they're not.
0 -
Since this idea would obliterate my hex totem builds ill pass on it. I like bringing in 4 hexes and this would prevent that
0 -
I would love to see some hex perks changed to activate like Plaything!
This idea might work really well with Crowd Control and Blood Pact. Those two are great ideas but right now they totally flop as Hex perks.
0 -
Hex Lullaby should work similar to this. Whoever gets hook once will instantly get no noti skillcheck (5 token on that survivor)
Currently I find Plaything is strong because the effect is as strong as Retribution with no limited time (mind you that Retribution effect is short & it does nothing when it stands). Plus Plaything has ability to waste alot of time on Survivors which is another powerful effect. It may waste more time than Ruin.
Though the downside is Plaything not able to pair with any other Hex
0