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An idea to improve the hexes
First of all sorry for my english and thanks to google translate.
My idea is to keep a small effect of the hex when it is destroyed. In this way, even if you are flipping a coin when you have a hex, when it is destroyed you will not feel that you have one less perk.
Here some examples:
-Hex: Devour Hope: The 5% haste effect when you hooking on someone remains.
-Hex: The Third Seal: Survivors hit are Blindness for 30 seconds.
-Hex: Ruin: Kick regression changed from 100% to 115%.
-Hex: Undying: You can see the auras of the survivors who are breaking a totem.
-Hex: Retribution: While the survivor is breaking a totem they have the Oblivious effect.
They are small effects but better than nothing. Thank you for reading. :)
Comments
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I'd prefer better totem placements in general, but if they cannot do that then this is a really neat idea
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The point of hexes is high risk high reward. Devour hope is super strong but can be cleansed, that way its balanced.
but totem placements should be better in general
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Devour hope is hight risk high reward, i agree.
But what about ruin after the nerf and the other hex perks?
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Yeah after the nerf it will be #########. I think its a stupid rework tbh.
But the devs said they wanted to change the meta, and ruin was the second most used perk by killers, so I guess killing it was the solution /sarcasm
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Like I have been saying the RNG aspect to totems in general needs to be reworked. No matter what you do to any hex totem to make it slightly more consistent it will never completely solve the problem of you sometimes never getting use out of it.
People tend to argue that it is just high-risk high-reward, but I disagree with that. It is just stupid and RNG in all forms (Except maybe the chests for survivors) has no place in this game.
However I don't think totems should be reworked to always work no matter what, there should be something that the survivors could do to counter them. But this would be a very tricky thing to balance around. Totems right now are just hit or miss, and that really does not feel good.
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It would be nice if the Devs could figure out why Hexes were good to start with but then fell of a cliff... and I think it's Totem placement
The real reason Hex: Ruin was used so much was due to the increased regression and it being automatically applied (so I don't agree with that change)
Devour Hope is used to gain an advantage later in the match (and a reason to cleanse the hex)
The rest suffer from those two being really good
Retribution and Hunted Grounds are decent Totem defenses...
TOTH and Undying are Totem delay at this point
NOED comes with it's own problems and not many solutions
TTS is meh to terrible at this point
Huntress Lullaby is laughably bad right now
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They killed the other meta perks though
0