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Do you think hex haunted ground is fine the way it is

Michi
Michi Member Posts: 120

I am mostly talking about the,, the other hex become dull" part.

I wonder because while 1min of everyone being exposed is pretty good I am not 100% sure if it is worth a perk slot. Sure you can pair it with stuff like undying or retribition but even with this combination that perk could do more.

I was thinking about letting the other haunted ground Totem stay. So as example if someone cleanses hg and you still have another Totem perk like devour hope it would be 50/50 chance of triggering another hg. With this change if survs see another glowing Totem after one hg trigger they would maybe leave it in fear of another hg trigger which would be an excellent protection for other Totem perks.


The reason for this is that whenever I play survivor and see a hg trigger any killer gets one instadown at most (mostly 0).

So I wonder if people feel that hg is balanced (as a random oneshot trigger) that works by itself only one time except of 2 times

Comments

  • SloppyVoldemort
    SloppyVoldemort Member Posts: 452

    Two Haunted Grounds would be OP imo. The perk is fine as it is now.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    It can be really strong or do nothing, depends when it gets cleansed.

    I like the random part of it and think its fine. Its meant to be used with more totem perks, not just alone

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    It would be a lot better if the triggered one remained, survivors get pretty confident cleansing totems after it procs and I THINK the intent of the perk is the opposite.

  • TheMadCat
    TheMadCat Member Posts: 2,203

    I think HG is fine as it is.

  • StardustSpeedway
    StardustSpeedway Member Posts: 882

    It's fine the way it is. It can be extremely deadly if cleansed at the right time or it could give you little value and I'm fine with it since hex perks are a gamble you are taking.

  • TacitusKilgore
    TacitusKilgore Member Posts: 1,380

    It works as it should, you get a decent amount of exposed on survivors that they cannot counter (compared to pretty much every other exposed perk) once they've activated it. It can also deter survivors from cleansing other totems, in general its fine as is. Does what it needs to with some appeasing minor benefits.

  • Corns_Flake
    Corns_Flake Member Posts: 17

    I honestly don't think any hex perks are worth running. In my opinion they're the worst type of perks dbd has to offer, often boasting incredibly strong effects for the tradeoff of being destructible. This caveat is my main gripe with hexes as whether or not hexes are effective relies heavily on rng. Instead of making good meaningful perks that reward killers for playing well like pop, bbq, dark devotion, agitation, infectious, stbfl and nurse's calling, the devs seem to have slumped into this pattern of making killer perks with OP or annoying effects requiring little input, then slapping a hex on to compensate, or just straight up awful perks like hoarder lol.

    I believe the best perks in the game require the killer or survivor to fill a criteria before offering rewards which can be used to further interact with the other team such as flashbang, head on, inner strength, autodidact, Any Means, diversion, blast mine, smash hit & the above killer perks. Do X to receive Y essentially. Now of course the reward has to be decent and the criteria can't be stupid hard or easy (gearhead/dead man's switch), but the bottom line is you're in control when you use these perks.

    More often than not hexes seem to get turned off before the game even starts since most hex placements are awful, this is ignoring the fact they have set spawns and there are perks/items that tell the survivors directly where they are.

    I really don't think haunted should be run without a hex that will incentivise survs to cleanse totems, since if they don't see an immediate effect or undying why would they want to? I don't like survs being able to control the effectiveness of my perks by holding m1 for 14 seconds at the right or wrong time. If I wanted to only use 3 perks I'd run corrupt, that at least always guarantees value.

    HG & retribution are the only good hexes that actually capitalize on poor totem placement but I still won't run them. I like consistency and results related to my input, not the match being determined if my hexes got cleansed at the wrong time.

  • RAZERbladz13
    RAZERbladz13 Member Posts: 32

    Make HG like Retribution. Touch my bones, become exposed :)

  • C3Tooth
    C3Tooth Member Posts: 8,266

    HG is weak if its randomly pop and you're not even in chase. Or HG will cost a hook stage because no one dare to make an unhook.

    Could make Haunted ground a Hex protector like Undying. HG will trump over other Hex. But Im not sure about it since Ruin/Undying/HG would be too oppressive.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Either exposed on Dull or Hex, HG would be op if paired with Undying or Thrill of hunt.