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Reverse Hex Totems * Totem Rework Idea for Future Hex Perks
I had an idea a few months ago where the concept is Reverse Hex Totems. A perk like Hex Ruin won't be active but the totem will be lit. As soon as a survivor cleanses the totem, the hex perk will activate. This deters survivors from destroying a totem right away and makes them wary to keep lit totems as they won't know what effect it will have.
Comments
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What will be the counter play to it ? keep the totem ? If yes, Then what will be the counter to noed or ruin ? Dude, this is pointless
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I'd prefer something else.
Let's take an example : Ruin.
Give ruin the exact same effect than it has now, but add one more feature :
The guy cleansing the totem do have 30% more repair speed, but other people do have -10% repair speed.This way, people will actively hunt for the totem to get the buff for themselves, but would still have to break it stealthly/not get caught afterward because dying in that situation could prove problematic for the team to some extent.
Now that would be interesting.
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@Happy_trapper010 said:
I had an idea a few months ago where the concept is Reverse Hex Totems. A perk like Hex Ruin won't be active but the totem will be lit. As soon as a survivor cleanses the totem, the hex perk will activate. This deters survivors from destroying a totem right away and makes them wary to keep lit totems as they won't know what effect it will have.I just realized if you combine this idea with a variant of my previous hex rework idea....it would make an interesting perk all on it's own. "Catch 22" I would call it.
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Months ago it was suggested that there should be a trap totem hex (and the devs seemed to like this idea). and what would happen if a totem was destroyed with this in play, it would not only remove the affected Hex, but REMOVE ONE PERK FROM ALL THE SURVIVORS in the backlash of power. I wish they'd revisit that idea - I though it was cool as hell.
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Looks like the devs mightve took all these "cursed hex" ideas to the game with the Spirit's new hex perk
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