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Hex Perks need a BIG change...
It has become so rare to see hex perks used anymore, the only one I ever see anymore is Plaything. And the answer as to why makes a lot of sense: it re-activates multiple times.
The big issue with Hexes is that the totems are just there, defenseless, easily cleansed within a minute or two of the match starting, hell sometimes I spawn next to them. And yes, placements are a big debate due to Survivor mains thinking they can't be too hard to find and Killer mains thinking they can't be too easy to find, thats not what I'm bringing up here.
What I'm saying is that all Hex perks should function similarly to Plaything. Not that they activate multiple times, but that they only activate upon being utilized, like NOED is. (Much as it physically pains me to say something even remotely positive about NOED.)
For example, Devour Hope only lights and becomes cleans-able after you get your first token from an unhook, Undying only lights when it transfers another Hex to a new totem, Ruin only lights once someone stops repairing a gen and it actually does its job.
This would be a big help to Hex perks, some way more than others, that I think will help them be more useful to killers without being too much more oppressive to Survivors. If they're smart and do a Ruin check, they'll be able to go cleanse it right away all the same. But it removes having the totems destroyed right as you spawn in, especially Hexes like Devour Hope that NEED to stay up all game long. Honestly, I'd even go so far as to say leave Devour un-lit until you get your third token, that way you can actually make use of it. But that's just me.
It really wouldn't do much to Survivors side other than make them have to go searching under critical time as opposed to just sweeping through and completely disabling the Killer's entire build within 60 seconds of the match starting, but for Killers it would be a huge boost to value in these Hexes, might even make people use them more since they'd actually get to see what they do.
Just my thoughts.
Comments
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I had a similar post - my solution was to block (and someone corrected me to make them appear to be dull instead) for first say 20s of trial. I think that would be better solution. The reason being even your example is flawed (undying should show when you are next to dull totem, because it shows aura of survivors - not just protect other hexes)
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Destroying a Hex should diminish the effect instead of completely removing it.
For example "destroyed Ruin: gens regress at 50%" speed. You would still have the auto-regression, but at an extremely slow rate and you will be unable to use gen kick perks.
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Not all hexes could have some effect like this tho, especially the ones that work with stacks. Would be hell to find the sweet spot.
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It’s sad to see both hexes and boons metas got out of the way and now totems are just there not serving any purpose in most games. I hope and wish they can find some interesting mechanic to work with them, because totems perks are good and healthy side quests for both sides in my opinion, but with how weak and/or situational most of these perks got people rightfully don’t even bother using them anymore. The last hex perk we got, and was actually an interesting one was the screaming one from Knight, almost a year ago, and boon was Dark Theory from Yoichi almost 2 years ago already and it’s the most niche of all 4 boons currently in the game. Hope all totem perks receive buffs and make games more interesting!
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