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Am I missing something about Hex perks?

Terrik
Terrik Member Posts: 21
edited December 2021 in General Discussions

I leveled up Hag because I was told Hex: Ruin was a powerhouse (among a couple other hex perks), and while powerful, at higher ranks (Currently rank Iri 2 killer), it seems almost worthless. Nearly any match against Iri survivors, they find the totem, break it, and I'm down a perk for the rest of the game. The only one that seems somewhat worth taking is NOED, but even that's not a guarantee. If Hex perks are made functionally useless after destruction of the totem, is the reward really outweigh the risk of being down a perk? Or have I completely missed something here?

Comments

  • dugman
    dugman Member Posts: 9,713

    Ruin is worth it if it can stay up so it's kind of risky but does pay off if the survivors miss it. You can try pairing it with Undying to make it last longer.

    I like Hex: Haunted Grounds personally, since survivors currently love to remove hexes as soon as they find them. It's usually an easy down or two in the early game.

  • Myla
    Myla Member Posts: 1,551

    The reward is really good though that's why people take a bet on the risk. A nearly finished generator can go back to 0 if patrolled and you can even hold a Five gen if your killer is fast enough and they can't find your hex. It's that good but unfortunately Totems spawns are doodoo and it's also the reason why people use Undying to even the odds a little bit more.

  • BenihimeWrath
    BenihimeWrath Member Posts: 968

    Ruin is worthless, use the new best gen regression perk Pain Resonance.

  • Heartbound
    Heartbound Member Posts: 3,255

    Hexes in all forms are useless if you're looking for consistency. Corrupt Intervention is much better for consistency as far as stopping generators.

    HOWEVER

    If you're a gambling man you can say before the match that this hex will last as long as I need it to. It either will or it won't. Personally I'm falling in love with Hex: Pentimento because it's a cheeky perk. I just restore a totem as soon as it goes down. They either ignore it or swarm it. I'm entertained either way.

  • Dino7281
    Dino7281 Member Posts: 3,294

    Pop is better.

    Pain Resonance is random. Sometimes you get a lot of value from it, but sometimes you get 4 hooks close to eachother and you are #########.

  • danielmaster87
    danielmaster87 Member Posts: 9,351

    Ruin, or any gen regression perks or hexes for that matter, are old news. They're viable at low level, and that's pretty much it.

  • burt0r
    burt0r Member Posts: 4,160

    With the arrival of boons, hexes became even less viable than before.

    Hence why I think the argument "but they buffed several killer perks in there update" is hilarious too me when 4 of the 6 are hex perks 😂

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    Do you want the game to win for you every 3rd or 4th trial? If so, use Ruin.

    Would you like to feel like you won because you played well? If so, don't use Hex Perks.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    with ruin you have to pressure gens. If ur not pressuring gens ruin gets little to no value that's why I think new ruin Is more balanced and relies on the killers skill to get use out of it.

  • BaldursGate2
    BaldursGate2 Member Posts: 994

    Yes, you missing the point, that behavior was so smart, to give survivors a perk, to re-lit the same totem forever without any downsides and you get a measly hex, that is found in the first minute and if not, is always a damn gamble.

    Thanks behavior, you are such a caring and smart company.

  • Firellius
    Firellius Member Posts: 4,379

    I will give mad respect to a Devour Hope player, that Hex requires a ton of skill to pull off.


    In regards to Ruin: yes, it often goes down relatively quick. However, if you get a hook in before it's found, the chance for survivors to win drops really, -really- dramatically.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,897

    Well since you mentioned hag specifically:

    Ruin can be good if it stays up - it just doesn’t always work out that way. You’re not really missing anything - Ruin is very high risk, but so is the potential reward if it doesn’t go down almost instantly.

    Devour Hope is the same way, except it just wins you the game outright if it lasts long enough (but has the risk of being destroyed before it can do anything).

    Third Seal is mostly crap and generally shouldn’t be used unless you have a specific build that actually works well with it - outside of that, literally no one runs it.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    Totems are very high risk high reward.

    If they hang around they can god like, But 70% of your games they're cleansed and become worthless.

  • Fantasy
    Fantasy Member Posts: 451

    They just need to make some better totem spawns and make it so survivors can't spawn literally so close to it that they can hear it.

  • anarchy753
    anarchy753 Member Posts: 4,212
    edited December 2021

    I rarely use Ruin unless I flat out have nothing better.

    I've never been a fan of hexes at all due to how unreliable they are, and even when well hidden, many high skill survivors know the hidden spots, and there are a lot of perks to help find them.

    Just not worth being down a perk all game in my opinion. I prefer reliable, constistent perks that aren't temporary.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Ruin used to be good... But then newer Survivors didn't like being forced to hit Great Skillchecks so it got changed... But then Survivors got good at finding all of the Totem spots... so yea Hex perks are more of when not if

    NOED also had something to do with Survivors finding all of the Totem spawns

    Plus all of the Totem finding Perks and Boons

    Also not adjusting base regression at all (Just saying)

  • chargernick85
    chargernick85 Member Posts: 3,171
    edited December 2021

    I have not ran Ruin since boons were released. If you like to get great value from perks consistently I recommend staying away from hexes. Now I play Plaything/Pentimento over the weekend and got great value. My first game with it I could have activated the 30% repair debuff 5 times game just didn't make it that far because they all died. The new scourge hook perk is my new favorite perk. I try to run agitation with if if I have it but get good/great value from it every game. Sure you could get bad hook spawns but I have only had one game where 3 were on one side and only one on the other.

  • indieeden7
    indieeden7 Member Posts: 3,400

    Because a lot of players have relied on Ruin to do all the work for them, when Ruin, Undying was in practically every match, did people not expect survivors to adapt and start priorising cleansing hexes ASAP?

  • chargernick85
    chargernick85 Member Posts: 3,171

    Killers get no value out of ruin unless they APPLY PRESSURE. Ruin has been in most games since I started playing almost 2 years ago and was before that as well. Survivors adapted over this time sure but Boons are the reason hexes are mostly useless not survivor adaption.

  • Jokersmile
    Jokersmile Member Posts: 95

    You shouldn't run ruin without undying as other say corrupt is good or you can run deadlock which i like better.

  • Jokersmile
    Jokersmile Member Posts: 95
    edited December 2021

    i dont think thats it Killers complained about the crappy RNG spawning of the hex right next to survivors at the start of the match or right out in the open we do expect survivors to cleanse them just not in the first 30 seconds of the match starting

  • Labrac
    Labrac Applicant Posts: 1,285

    Hexes were already bad before due to survivors, but now that survivors are looking for totems to bless, I firmly believe Hexes are one of the worst perks you can bring. They can only be solid if you make a build full of them (something like Ruin, Undying, Devour, Thrill/Haunted).

  • Impose
    Impose Member Posts: 400

    Hex perks were already in an iffy state. Then boon totems came out. Hex perks are actually just bad now. Good survivors will not cleanse a totem unless they see ruin is active. Once ruin is gone they will not cleanse a single other hex totem unless a killer hits 3 devour hope stacks and they will keep track of where lit totems spawn. No other hex perk has enough of an impact on the game to actually necessitate wasting the time to hunt down and cleanse the totem.

    Hex perks are rapidly going the way of the dodo.