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Perk for hit and run
Hex: Everlasting Damage:
Any Survivor that becomes injured is affected by the Broken Status Effect.
The effect persists as long as the related Hex Totem is standing.
If the related Hex Totem is destroyed, by travelling to it, you may rekindle it to restore its effects.
Rekindled Totems may be rekindled again.
Every time the related Hex Totem is rekindled, it takes 50/40/30% less time to destroy, down to a minimum of 3 seconds.
Comments
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That would get nerfed right away, for better or worse.
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Well, Plague has you broken all match and that hasn't been changed.
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She doesn't see enough play, simple as. I don't know why. She just doesn't. She's a good killer.
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It exists the way it does precisely because only Plague can do that and it comes with gigantic caveat of her power also producing fountains that pass out full heals in exchange for converting her power from a debuffing power to an active damage power with a lot of range.
There aren't many Hex perks that modify basic attacks with actual threatening status effects without a trade off.
Hex: Haunted Ground or Hex: Ghost Graveyard for the old school TrueTalent fans, is a booby trap and meant to broken.
Hex: Devour Hope is ultra high risk/high reward is you can get it stacked and keep it from popping.
Noed doesn't active until the gates are powered and if the survivors actual do the dang bones like they should it never has the chance to activate.
You get the general idea. Hex totems exist in high risk/medium to high reward balance zone and being able to just inflict broken status with basic attacks from the start of the game would be asking for swift rebalancing unless you had one heck of downside to even it out. Plague has a counter balance built into her power and her power is a time investment if you want to break people at faster speed. Judging by your name and profile pic I'm probably not telling you anything you don't know.
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The thing is that such a hex is like the exact same perk for killers that CoH is for survivors. This perk could end the healing meta.
Rekindling it over and over again doesn't seem like something CoH doesn't do.
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I think it would work fine, it's not like it matters much if you commit to a chase anyway, and injure should be something actually pressuring, instead of current just heal it right away meta.
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It would end the healing meta in an unhealthy way that would ultimately not be sustainable.
As much as it pains me to say...Killers shouldn't have a perk that can be rekindled endlessly. Even with the diminishing durability just flat out giving the broken status indefinitely is really strong. Stronger than you give it credit for with the only mitigating barrier being whether or not a killer wants to spend time rekindling the totem.
The way you balance the healing meta is by balancing how healing works not making a band-aid to try to cover a the bullet wound the current meta has caused. How medkits stack with CoH, overall healing speed caps, medkit efficiency curves. Address these directly and you make a permanent solution.
CoH still has a way to go towards being reigned in, but we need to stop suggesting perks that only exist to "balance out" other perks. It's a waste of design space, we know that from past experience it doesn't work when the devs do that, and there is better control of the results when you adjust the system rather than leaving it up to players.
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Being broken all game vs Plague is one thing.
Having this Perk and being broken all game against a Nurse is a different thing.
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Broken status more like broken perk
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No. I get why you'd want this perk, to counter the healing meta.
However the meta itself is due to a bad mechanic of being able to stack healing speeds. I'd rather them fix the mechanic itself, instead of adding another band aid perk.
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