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Hex Balancing Idea

SoldierBoy360
SoldierBoy360 Unconfirmed, Member Posts: 6

Hex totems should be uncleansable and undetectable for first 60 sec or there should be a perk that masks other hex totems for certain duration of time.

Comments

  • OrangeBear
    OrangeBear Member Posts: 2,847

    I just wonder if something like this would work though because it still means your hex totem could go in like 80 seconds.

  • Skitten56
    Skitten56 Member Posts: 383

    I would love to see a hex perk that functions like a corrupt intervention for totems and blocks them for a set amount of time on the map start. I feel it would need an additional small side benefit for it to be truly useful though.

    I'd rather it not be basekit so killers could choose whether or not to have it. Haunted Grounds builds wouldn't want it for example.

    Undetectable hexes I am completely against though. Hexes should be visible when they are supposed to be. Would also be a nerf to haunted grounds.

  • jonifire
    jonifire Member Posts: 1,437
    edited January 6

    I think hexes should look like a normal totem at the start of the game for 40-60s. After this time they look like a hex.

    Totems should be more hidden on the map, so that they don’t get found immediately.

  • Donkeybqlls
    Donkeybqlls Member, Alpha Surveyor Posts: 81

    Isn't undying kind of there to make sure the hexes are kept intact for a longer time?

  • jonifire
    jonifire Member Posts: 1,437
    edited January 6

    It doesn‘t help you much. 20s later, after the first one got distroyed, another survivors runs right past it and distroys the other one.

    Depends how hidden it is and where it’s located.

  • Donkeybqlls
    Donkeybqlls Member, Alpha Surveyor Posts: 81

    I get your argument, but to me, it seems valid for all ideas regarding this subject, except for making the totems indestructible which doesn't seem fair for neither side to me either