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best killer to use hex perks with?
i have been having fun using hex perks recently and wanna know who the best killer is for using them
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Ones that can defend them.
Trapper, Hag, Demogorgon, Dredge, Nurse, Blight.
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Does the killer really matter when hex perks themselves aren't worth running?
Worst case 30 seconds into the trial and puff they are gone. (Happens too frequentlyy and moreso easy as a reason not to run them)
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I use Hex perks and builds on killers that make use of the fact that they'll be cleansed or killers who don't benefit as much from regressions that proc on hooks.
Example: Pyramid Head. Many of your downs will result in cages, so Scourge Hooks don't have a ton of value on him. But what if you ran Ruin/Undying/Haunted/Pentimento? PH often zones with his M2 into free M1s. Being exposed against PH really puts survivors in a bind at that point. Players sleep on Ruin a bit. It's oppressive when you have other things going on along with it i.e. PH cages and Pentimento totems.
Another example: Pinhead. If you're good at Pinhead, you proc chain hunts fairly frequently by finding the box or prioritizing the box holder. You know what's really nasty when you have a secondary objective on top of gens? Devour Hope or Haunted Grounds. Or Pentimento stacks. The start of a trial can be a little slow but games will grind to a halt once you get rolling with a Hex build on Pinhead.
Those are just some examples. In general, I suggest building as if your hexes will be cleansed and playing off of that rather than trying to defend them. Offensive hex builds>defensive hex builds
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I've had a couple of Clowns with hew perks recently, it's surprisingly not bad since the toxic bottles can interrupt cleansing if you feel like someone is getting too close to your totem.
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I like hex perks on characters with a lot of map control. Then again--I love playing characters with map control. Coincidence?
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Pig. Seriously. Just overwhelm survivors with side objectives
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In addition to what has been said, pyramid head can trail plaything hexes and approach the survivors cleansing them for a sneak POTD. Can be very fun
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Devour Hope and Trapper are fantastic. Especially if you use the add-on that injures survivors for disarming traps and the one that makes disarming take longer. You just have to hope that it spawns in a good spot.
I’ve been having really good results with Doctor while running Devour Hope, Undying and Haunted Grounds. Granted, I’ve been facing lots and lots of bad players, but Haunted Grounds and Undying help keep Devour up long enough to get at least four hooks. It’s great if the map isn’t huge and you can patrol near the totems.
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I run my meme hex build on deathslinger. Hexes: devour hope, haunted ground, retribution and I flip flob between third seal and ruin for 4th slot.
I just love the aura reveal/exposed combo for ranged killers.
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I like to play Hex on ''witch'' types. Nurse and Spirit specially ^^
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Cenobite with ruin/undying still is VERY powerful with the passive chain hunt.
Add a mix of Franklin/Lethal/Hoarder to the recipe to help you finding the box (and harrass the filthy survivors), and you have a pretty strong hex-based build with nice synergy with the killer power
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Any killer. Hexes aren’t meant to last. They’re meant to get downs faster at some point in the match.
For example you combine Blood Favor and Crowd Control you catch loopers in half the time. Usually at the start. Then you proxy camp the hooked while getting more downs during save attempts. If the team bursts your totems then they wasted time on that. Someone is on the verge of dying, and no gens got done. Then you punish any rescuers. Remove the death hooked.
In Public Matches you want the game to be reduced to 3 players ASAP if you want to “win” as in get a 4K.
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