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Hex perk idea

Seraphor
Seraphor Member Posts: 9,399
edited January 3 in Feedback and Suggestions

Random idea for a Hex perk that could be useful in the current DbD climate.

  • Every time a Generator is repaired, all Dull Totems become Hex Totems for 30 seconds. (Duration is negotiable)
  • For each Hex Totem active, all survivors suffer from stacking 10% Item Inefficiency, up to a maximum of 50%.
  • If a lit Hex Totem is cleansed this perk is deactivated.

Like many of the recent Hex perks, it's only ignited when it's active, meaning you don't lose it before you get to use it. It's also graduated, similar to Thrill of the Hunt, so you get some value even after a few totems have been cleansed.

It would serve as slowdown for genrushing, similar to a weaker Deadlock when toolboxes are in play, but it also doubles as a medkit killer as well, anyone currently healing with a medkit as a generator is repaired with have that medkit wasted.

It's effect isn't that powerful (item inefficiency isn't a meta tactic, but 50% is more than any other case of it), but it is very impactful to a lot of survivor tactics, enough to encourage survivors to cleanse totems, and it's graduated nature means it's worth cleansing dull totems in preparation for the next gen completion, so it promotes totems as a secondary objective similar to how Ruin used to, or NOED does at endgame.

Downside is that it competes with other Hex perks as it requires all five totems for maximum effect, but it is still useful with less than five totems, so it can be used with other Hex perks at a reduced potency. This is a self-balancing mechanic, if you stack Hex perks, this one becomes a bit less potent.

Additionally, by igniting all totems, it means it can be disabled by cleansing any one of those totems. However at 30 second duration, it would need to be found in the first 16 seconds, otherwise it'll be cleansed as a dull totem and the perk is saved. So greater opportunity to cleansing, but narrower window in which to do so.

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