http://dbd.game/killswitch
Lingering Hex: A Hex Change
I didn't know how to phrase that title. But my idea would be to make Hex Perks not as useless when they are taken out. I keep seeing complaints, and have my own complaints, that Hex perks get removed way too fast to be anything useful. So here is my idea to at least ease the sting of hearing that boom when your Hex Perk is gone.
Hex: Death, No One Escapes
When the totem is destroyed, the exposed effect persists for 10/20/30 more seconds. Your movement speed is permanently increased by 2/3/4%
Hex: Ruined?
Every eighth/seventh/sixth skill check after the totem is broken is a hexed skill check. Only 2/3 / All survivors are affected by this.
(God I feel like a Dev, but I feel this would be a fairer change then what I had originally. Which was: Every fourth/third/second skill check was affected)
Hex: Hope Devoured
Any token effect you have persists for 15 seconds after totem is destroyed. After which you gain a permanent 1% movement speed for every token you gained.
(Down from 30 seconds on the token effect. The original idea was to gain 4% movement speed after a set amount of tokens you gained after the totem was destroyed. Credit to ZCerebrate for giving me a different idea.)
Hex: Thirdly Sealed
Survivors suffer from the blindness affliction for 20 seconds after the the totem is destroyed. When injuring survivors they suffer from the blindness effect for 5/10/15 seconds.
(Will remain unchanged)
Hex: Lullabying Huntress
Failed generator skill checks continue to regress a extra 2/4/6% even after totem is destroyed. Every generator that is being worked on explodes and regresses after totem is destroyed, if there are generators that have some progression it begins to regress.
(Originally the second effect would have every set skill check as a lullaby check. This has been changed as you can see. Credit to ZCerebrate.)
Hex: Grounds Haunted
This perk is fine as is.
Hex: Hunt of the Thrill
You continue to earn extra blood points in the Hunter Category for every totem that had remained before this totem was destroyed.
(If you had for some reason ran only this perk and it was removed first, you gain extra points as if it were still active even if other totems afterwards are destroyed. Effects are unchanged.)
And there you go. Let me know what you think. If you think this is something a Dev should look at, either tell me to tag them or tag them yourselves. If you think any of the passive effects are too strong or need number changes, let me know.
Comments
-
Honestly as someone who plays Killer - I do not want to see Ruin or even Noed buffed in any way as they have a very appropriate counterplay associated with them considering their powerful effects. Discounting SWF - Solo survivors still have to deal with both of them constantly usually just opting to ignore Ruin completely as it's not worth running around looking for it and just power through generators.
Devour Hope is fun to use but it's purpose is to be a snowbally perk that if it were to be buffed at all I would be ok with a 1% movement speed buff per token when it was destroyed.
Third Seal - It shouldn't add a permanent ability to blind to your attacks as that's a bit much but I do like everyone being blinded for 20~30 seconds when the totem is destroyed much in a haunted ground fashion. Going against Legions with this build (or when anyone trying to slug uses it) has created a sense of terror so giving the killer a chance to swap from slugging strategy when he ran 3rd Seal + Deerstalker already would make it a bit more attractive.
Huntress Lullaby with that power on a 3 gen Doctor with Unnerving Presence, Overcharge and that would be maddening and basically unplayable for a vast majority of players. I would prefer something one time like All generators simultaneously explode/regress one time when the totem is destroyed (meaning if there are any partially done generators they now begin regressing even while you're chasing unless someone taps them etc). Or even explode just the ones that people are working on to giving the killer immediate intel on some locations once.
Thrill of the Hunt - the alert for totems being worked on is fine and longer cleansing speed but the Bloodpoint bonus "should not" be negated if the totem is destroyed - that by itself will make the perk be used more often especially if other hexes get buffed.
0 -
@ZCerebrate said:
Honestly as someone who plays Killer - I do not want to see Ruin or even Noed buffed in any way as they have a very appropriate counterplay associated with them considering their powerful effects. Discounting SWF - Solo survivors still have to deal with both of them constantly usually just opting to ignore Ruin completely as it's not worth running around looking for it and just power through generators.Devour Hope is fun to use but it's purpose is to be a snowbally perk that if it were to be buffed at all I would be ok with a 1% movement speed buff per token when it was destroyed.
Third Seal - It shouldn't add a permanent ability to blind to your attacks as that's a bit much but I do like everyone being blinded for 20~30 seconds when the totem is destroyed much in a haunted ground fashion. Going against Legions with this build (or when anyone trying to slug uses it) has created a sense of terror so giving the killer a chance to swap from slugging strategy when he ran 3rd Seal + Deerstalker already would make it a bit more attractive.
Huntress Lullaby with that power on a 3 gen Doctor with Unnerving Presence, Overcharge and that would be maddening and basically unplayable for a vast majority of players. I would prefer something one time like All generators simultaneously explode/regress one time when the totem is destroyed (meaning if there are any partially done generators they now begin regressing even while you're chasing unless someone taps them etc). Or even explode just the ones that people are working on to giving the killer immediate intel on some locations once.
Thrill of the Hunt - the alert for totems being worked on is fine and longer cleansing speed but the Bloodpoint bonus "should not" be negated if the totem is destroyed - that by itself will make the perk be used more often especially if other hexes get buffed.
I do see where you are coming from. For the sake of argument I will treat each paragraph as a point, which I will now answer.
- I do agree somewhat with you, but the point of these buffs is to give a hex perk a lasting effect even after it is gone. I will however either change Ruin's after effect or possibly remove it completely. But that's why these are ideas. NoEd however, I will double down on. The reason why I came up with this after effect is because I myself can remove Ruin just fine even in solo plays. I go around destroying totems and leave one active, if I see it shine, I destroy it and there goes NoEd. The effect I give makes NoEd something to be feared even after it's gone, for like 30 seconds at the most, while the movement speed is permanent since, let's face it, a solo who knows what he is doing can keep a tier three Myers busy for 60 or more seconds.
- Fair enough, I will make that change.
- Correct me if I am wrong, but I feel like you either misread or didn't understand the hit thing. The permanent hit effect does not last very long, only like 15 seconds max, and definitely not viable for a slugging build. On Legion though I feel this might be too powerful. Well too be fair I might be misreading your post, again let me know.
- I actually like your idea, however the problem is the perk wouldn't have a lasting effect. But since I have no better idea I will use your idea instead of the one I had. Oh Entity now that I've read that part of your post I feel like crying.
- That's what my idea would basically do. If the totem had been destroyed first, you still get bonus blood points as if no totem had been destroyed in the first place. Even if the other totems are destroyed. This would be a QoL change for someone like me since I run blood point gain only builds sometimes.
Thank you for your feedback. I shall make the appropriate changes. And even credit you for the Huntress Lullaby one and the Devour Hope.
0 -
@ZCerebrate said:
Honestly as someone who plays Killer - I do not want to see Ruin or even Noed buffed in any way as they have a very appropriate counterplay associated with them considering their powerful effects. Discounting SWF - Solo survivors still have to deal with both of them constantly usually just opting to ignore Ruin completely as it's not worth running around looking for it and just power through generators.Devour Hope is fun to use but it's purpose is to be a snowbally perk that if it were to be buffed at all I would be ok with a 1% movement speed buff per token when it was destroyed.
Third Seal - It shouldn't add a permanent ability to blind to your attacks as that's a bit much but I do like everyone being blinded for 20~30 seconds when the totem is destroyed much in a haunted ground fashion. Going against Legions with this build (or when anyone trying to slug uses it) has created a sense of terror so giving the killer a chance to swap from slugging strategy when he ran 3rd Seal + Deerstalker already would make it a bit more attractive.
Huntress Lullaby with that power on a 3 gen Doctor with Unnerving Presence, Overcharge and that would be maddening and basically unplayable for a vast majority of players. I would prefer something one time like All generators simultaneously explode/regress one time when the totem is destroyed (meaning if there are any partially done generators they now begin regressing even while you're chasing unless someone taps them etc). Or even explode just the ones that people are working on to giving the killer immediate intel on some locations once.
Thrill of the Hunt - the alert for totems being worked on is fine and longer cleansing speed but the Bloodpoint bonus "should not" be negated if the totem is destroyed - that by itself will make the perk be used more often especially if other hexes get buffed.
Your feedback has been noted and applied, for the most part. My original response to you has been held for review due to my own fault I believe, so it might come back. But this is to let you know your feedback has been looked at.
0 -
I think this is cool, the power is still there but incredibly weak, none of these make much of a difference but the effect is still there and that's just a quality of life change. Having a permanent 4% isn't bad, ESPECIALLY for slow killers. Keeping the bloodpoints from Thrill just makes sense, I hate that it gives you extra points but whoops now it's gone because some ass bag just destroyed the only totem you had that wasn't hurting anyone. I especially like the Huntress one, it sounds like a huge shockwave that explodes from the totem that trashes all Gens as a death blow.
Also, I'd like to say that with how minimal these effects are on the game saying these ideas are stupid and shouldn't be in the game is kind of ridiculous because they barely do anything except make it where your perk is not completely turned off, and that's the only problem with totems that every killer talks about.
0 -
@HatCreature said:
I think this is cool, the power is still there but incredibly weak, none of these make much of a difference but the effect is still there and that's just a quality of life change. Having a permanent 4% isn't bad, ESPECIALLY for slow killers. Keeping the bloodpoints from Thrill just makes sense, I hate that it gives you extra points but whoops now it's gone because some ass bag just destroyed the only totem you had that wasn't hurting anyone. I especially like the Huntress one, it sounds like a huge shockwave that explodes from the totem that trashes all Gens as a death blow.Also, I'd like to say that with how minimal these effects are on the game saying these ideas are stupid and shouldn't be in the game is kind of ridiculous because they barely do anything except make it where your perk is not completely turned off, and that's the only problem with totems that every killer talks about.
Well thank you ^^ I just hate when a perk is rendered useless because it spawns within five feet at the toes of a survivors. Especially sucks when you spawn in Africa while your totem is in another country.
1