http://dbd.game/killswitch
Idea for a Hex Totem rework
An idea I had while at work of an attempt to make Hex perks useable, feel better to use and try to keep it fair for both sides. Hex perks will be spilt into 3 different groups Entity, Killer, Trigger and adding a new type of Totem called Dim.
Dim Totems: Work more or less the same as current Dull Totems. They can become Boons or ignite into Hex perks. A small visual difference would have them have a small candle lit fire not a full blown fire like Hex or Boons. When Dim totems are boon and snuffed by the killer they become Dull totems losing their little candle fire. When Dull they can still become Hex or Boons, but when they become boons and snuffed a second time they are instead destroyed making survivors think twice about booning a dull totem.
Entity Hex: Are for the group of Hex perks that are deemed the most dangerous for the 3 classes. A random totem will become a Entity Hex Totem at the start of the trail and is protected by the Entity from being destroyed by the survivors. To remove the protection survivors must repair any one gen on the map to expose the hex so it can be destroyed. [Devour Hope, Haunted Ground, Ruin, 3rd Seal, Huntress Lullaby]
Killer Hex: For the group of Hex perks that are not as dangerous as the Entity Hex perks, but can still hinder survivor players. Instead of a random totem being lit at the start of the match the killer can see the location of all dim and dull totems and can select their chosen totem to become the active Killer Hex totem activating the perk at any point of the match. If the killer has multiple Killer Hex perks equipped a random Killer Hex is applied to the said totem. Killer Hex perks do NOT receive the protection that Entity Hex perks have. [Blood Favour, Crowd Control, Retribution, Thrill of the Hunt, Undying]
Trigger Hex: For the group of totems that have certain condition or action that must be met to activate. These hex perks won't have any changes made to them. [Face the Darkness, NOED, Pentimento, Plaything]
Comments
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I think you’re making this way more complicated than it needs to be and making more work for them then they’d be willing to do. Honestly since they can’t make good totem spawn spots just make it so the hex perk doesn’t light a totem to be cleansable for the first 3 minutes of the game. Easy and quick solution. Also most hex perks need significant buffs in general. Alternate solution, just make all totems appear as dulls to survivors so only the killer can tell which ones are the hexes. This makes them waste more time potential cleansing wrong totems and also makes the totems harder to find as more times than not you find them through hearing them because they’re extremely loud and glowing from across the map.
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