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Hex: Plaything should remove it's aura
--because it always spawn near hooked survivors.
What do you guys think?
Comments
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I mean, I would love it if the survivors couldn't see the aura of the totems, but if a survivor keeps trying to cleanse that one totem you know that is the one they need, so you can use it as a trap for them.
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It’s honestly very balanced atm. Combo it with the third seal or add ons if you’re worried about instant cleansing
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I think that would end up having the same problem as old Undying.
Edit: As in, forcing people to do far more than reasonably necessary in order to progress the game.
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I think it's fair, especially with the initial block for other survivors. With all survivors probably getting a totem there's a good chance at one of them will have to cross to the other side of the map to search for theirs (while oblivious), I've ended up stuck with the effect for a pretty long time before, also walking into the killer while trying to find mine.
And if you're really committed, 3rd seal or blindness addons.
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One thing I would buff it with though is to make it possible to activate 5 times, if the survivors refuse to cleanse a single dull totem one of them deserves to be slapped with it twice honestly.
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but you do not need cleanse totem to progress generators. The current aura reading from this perk on totems is stronger than all survivor perks for cleansing totems.
Seriously, if they invented perk that gives me 16 meters aura reading for totems, I might actually equip this into my survivor load-out permanently. Its also for some reason stronger than survivor items(Maps) which is an item that is suppose to be specialized in destroying totems.
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I love design of this perk. this is everything totem perks should be in term of effects. you hook a survivor, you spawn a totem and the survivor gets option to cleanse the totem as secondary objective to remove its effect or ignore its effects in hopes that it does not impact the match outcome. Its just that currently, its far too easy to disable the totem to render the effect worthless. survivors should need equip a perk slot or use Map item if they want this easy-level of cleansing, not get it for free. I also think that blocking of the totem is not very good mechanic because I think hex perks should be a team effort to remove.
I kinda wish the other hex perks like Hex:Lullaby, Hex:Ruin, Devour hope, Third seal, NOED, Blood favor and Hex:crowd control used same system for hex. I think it would help balance out perks like Hex:Ruin & NOED that give too much free value for low-killer commitment and help buff lesser used hexes to last longer
Here a few examples of how the hex perk could use hex:plaything system
Hex:Ruin: Every time a survivor is hooked, A generator will begin regressing up to 100/150/200% speed up to a total of 5 generators until corresponding hex totem is cleansed.
NOED: Every time a unique survivor is hooked, Gain a token up to 2/3/4. When exit gates are powered, Survivors suffer from exposed status effect until corresponding totem is cleansed up to the tokens number of token required(4 totems. For every hex totem standing, the killer movement speed is increased by 1%(4% in total if all 4 hexes are alive).
Hex:Devour hope: Every time a survivor is hooked, Survivors suffer exposed status effect until corresponding hex totem is cleansed.
Hex:Huntress Lullaby: Every time a survivor is hooked, Survivors lose notification of skillchecks and failed skill-check regression is increased by 2/4/6% until the corresponding hex totem is cleansed.
This is more of brainstorm idea so I doubt an idea like this would ever be implemented. It is probably way too much of extensive rework for hex totems for devs though it would be cool to see all hex perks get used.
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I think it should prioritize the farthest totem, similar to Counterforce, but the aura within 24/20/16 meters is fine.
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