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Thoughts on the hex rework

sanees
sanees Member Posts: 617
edited September 20 in Feedback and Suggestions

Hi, I love the concept of hex perks, a strong perk that can be completely disabled if survivors take care of it, but the problem is that many hex perks either can be destroyed faster than killer can just approach them, or are too weak and do not deserve the hex title at all ( hello hex two can play)

However, after seeing information in the PTB that BHVR decided to buff hex Crowd Control I thought Survivors have a lot of anti-totem perks, but I literally never see them in my games, so I wondered what the balance might look like if both sides took Totem perks more often

Don't forget to write a comment. It will be very interesting to read how you would change the state of the hex and its perks

Survivors:

general changes:

  • In the lobby and in the game, by pressing Tab, survivors can see each other's perks and items and items quality
  • screams and hits no reset the totem's progress, instead the totem now regresses at a rate of 5% per second
  • Survivors cannot bless hex totems
  • Hex Totem сleansing time increased to 32 seconds

Items:

  • Broken Key: having a broken key allows you to break totems 25% faster

Perks:

Counterforce : You cleanse Totems 20 % faster.

Gain another, stack-able 20 % Cleansing Speed bonus per cleansed Totem.

After cleansing a Totem, the Aura of the Totem farthest from you is revealed to you for 2/3/4 seconds.

Buff: You start cleanse Totems 25% faster.

Gain another, stack-able 25% Cleansing Speed bonus per cleansed Totem.

After cleansing a Totem, the Aura of the Totem farthest from you is revealed to you for 5/7/10 seconds.

Killers:

Perks

Hex Crowd Control:

Whenever any Survivor performs a Rushed Action to vault a Window , Hex: Crowd Control triggers its effect:

Hex Ruin:

A Hex that affects the Generator Repair progress of all Survivors. Whenever a Generator

is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 50/75/100 % of the normal Regression speed.

Buff: every time you hang a new unique survivor on a hook you receive a token and increase the generator's regression rate by 50% If a survivor die bonus turns off

Hex Blood Favour:

Whenever a Survivor loses a Health State, by any means and thus enters the Injured State or the Dying State, Hex: Blood Favour calls upon The Entity to block all Pallets within 24/28/32 meters of that Survivor's location from being pulled down for the next 15 seconds.

Buff: increases pallet blocking time to 30 seconds

Hex Devour Hope:

Whenever a Survivor is rescued from a Hook while you are at least 24 metres away, Hex: Devour Hope is granted +1 Token, up to a maximum of 5 Tokens:

2 Tokens: Grants a 3/4/5 % Haste

Status Effect for 10 seconds after 10 seconds of having hooked a Survivor.

3 Tokens: causes all Survivors to suffer from a permanent Exposed

5 Tokens: grants the ability to kill all Survivors by your own hand.

Since Devour Hope is already a good perk, increasing the totem's break time can be too oppressive for solo players, so it received a slight nerf

Nerf: totem containing devour hope breaks 30% faster

Buff: Haste status effect after hook lasts 10 seconds longer

Hex Haunted Ground:

Two trapped Hex Totems will spawn in the Trial Grounds.

When either Hex Totem is cleansed or blessed, all Survivors

suffer from the Exposed Status Effect for 40/50/60 seconds.

The second Hex Totem will immediately turn into a Dull Totem.

Buff: suffer from the Exposed Status Effect for 60/70/80 seconds

Hex Huntress Lullaby:

If Survivors failing a Repair Skill Check

instantly regress the Generator by 2/4/6 % of its maximum possible Progression in addition to the default Progression penalty.

Survivors failing a Healing Skill Check instantly regress the Healing Action by 2/4/6 % of its maximum possible Progression in addition to the default Progression penalty.

Each time a Survivor is hooked, Hex: Huntress Lullaby grows in power and gains 1 Token, up to a maximum of 5 Tokens.

Each Token reduces the timer between the Skill Check Warning cue and the Skill Check appearing for both Repair and Healing Skill Checks:

1 Token: reduction of -14 %.

2 Tokens: reduction of -28 %.

3 Tokens: reduction of -42 %.

4 Tokens: reduction of -56 %.

5 Tokens: complete suppression of the Warning cue.

Buff: Each Token reduces the timer between the Skill Check Warning cue and the Skill Check appearing for both Repair and Healing Skill Checks:

1 Token: reduction of 40%

2 Token: reduction of 80%

3 Token: complete suppression of the Warning cue.

Hex No One Escapes Death:

Once the Exit Gates are powered, if there is still a Dull Totem

remaining in the environment, Hex: No One Escapes Death activates and lights it:

Grants a 2/3/4 % Haste Status Effect.

Causes all Survivors to suffer permanently from the Exposed Status Effect.

Hex: No One Escapes Death remains inactive if no Dull Totems are available.

Once the Status Effect is revealed to Survivors, Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 meters and gradually expands that range to 24 meters over the course of 30 seconds.

Nerf: totem containing NOED breaks 50% faster

Hex Pentimento:

You see the Auras of cleansed Totems

You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.

For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:

1 Totem: reduces all Survivors' Repair speed by 20/25/30 %.

2 Totems: reduces all Survivors' Healing speed by 20/25/30 %.

3 Totems: reduces all Survivors' Recovery speed from being downed by 20/25/30 %.

4 Totems: reduces all Survivors' Exit Gate Opening speed by 20/25/30 %.

5 Totems: all Totems are permanently blocked by The Entity

Changes: Since the 30% repair slowdown for 1 token can be too oppressive, now 1 token and 2 are swapped

1 Totem: reduces all Survivors' Healing speed by 20/25/30 %

2 Totem: reduces all Survivors' Repair speed by 20/25/30 %

Hex Two Can Play:

Anytime you are stunned or blinded by any Survivor a total of 4/3/2 times, and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one Dull Totem remaining in the Trial Grounds, Hex: Two Can Play activates on a random Totem:

Blinds any Survivors who stun or blind you for 1.5 seconds.

This does not affect carried Survivors.

Buff: Anytime you are stunned or blinded by any Survivor a total of 3/2/1 times

Blinded Survivors who stun or blind you for 4 seconds.

Hex Wretched Fate:

After a Generator is completed, Hex: Wretched Fate activates and lights a random Dull Totem, cursing the Obsession:

Reduces their Repair speed by 27/30/33 %.

The Aura of the Hex Totem is revealed to them within 12 meters.

Change: After a Generator is completed the obsession receives a 50% repair slowdown

The Aura of the Hex Totem is revealed for everyone within 12 meters

Hex Face the Darkness:

Whenever you injure a Survivor by any means, if there is still a Dull Totem remaining on the Map, Hex: Face the Darkness activates and lights it, cursing that Survivor:

Causes all other Survivors to scream every 35/30/25 seconds, if they are outside of the Terror Radius, revealing their Auras for 2 seconds each time.

Hex: Face the Darkness deactivates once the Cursed Survivor either enters the Dying State

or is fully healed, which extinguishes the Totem.

Buff: Causes all other Survivors to scream every 35/30/25 seconds, if they are outside of the Terror Radius, revealing their Auras for 2 seconds each time and take Exhausted by 25 second

Hex The Third Seal:

The last 2/3/4 Survivors you hit with a Basic or Special Attack suffer permanently from the Blindness Status Effect.

Buff: The last 2/3/4 Survivors you hit with a Basic or Special Attack suffer permanently from the Blindness Status Effect and additionally Oblivious Status Effect for 30 seconds

Hex Thrill of the Hunt:

For each Totem remaining in the environment, Hex: Thrill of the Hunt is granted 1 Token.

For each Token, all Survivors suffer from a stack-able 8/9/10 % Action Speed penalty to Cleansing and Blessing Totems, up to a maximum of 40/45/50 %.

Grants a stack-able 10 % bonus Bloodpointsfor actions in the Hunter Category per Token, up to a maximum of 50 %.

Buff: Reduces the time required to obtain bloodlust by 2.5 seconds

Hex Undying:

The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you.

When another Perk's Hex Totem is cleansed or blessed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.

Buff: 1 random Dull totem will look like hex

Hex Retribution:

Survivors cleansing or blessing any Totem suffer from the Oblivious Status Effect for 35/40/45 seconds.

After cleansing or blessing a Hex Totem, the Auras of all Survivors are revealed to you for 15 seconds.

Buff: After destroying totem, the killer receives a 5% bonus to movement speed for 15 seconds

Shattered Hope: Instead of snuffing Boon Totems you destroy them.

Destroying a Boon Totem this way reveals the Auras of all Survivors that were within its range at that moment for 6/7/8 seconds.

Buff: When you hang survivor on a hook 1 random bun totem breaks

Dominance:

Calls upon The Entity to block Chests and Totem for 4/6/8 seconds that are interacted with by a Survivor for the first time in the Trial.

The Auras of blocked Chests and Totems are revealed to you in white.

Buff: Entity to block Chests and Totem for 15/20/25 seconds that are interacted with by a Survivor for the first time in the Trial.

Post edited by EQWashu on

Comments

  • crogers271
    crogers271 Member Posts: 1,833

    In the lobby and in the game, by pressing Tab, survivors can see each other's perks and items and items quality

    I'd like it, but I don't see what it has to do with everything else and they've said they want to avoid this.

    screams and hits no reset the totem's progress, instead the totem now regresses at a rate of 5% per second

    Sure.

    Survivors cannot bless hex totems

    Why not?

    Hex Totem сleansing time increased to 32 seconds

    This is meant to offset the 'hexs don't decrease', but this just seems too long. The current setup allows tension, this seems like it would be a bit boring.

    Overall: You mention the dangers of hex perks in that you can lose the effect entirely. On the other hand, sometimes hex perks spawn in really easily defendable locations, and a 32 second break would be way too long.

    I think that if they wanted to make hex perks more of a game element (which I don't think they do, I think they are happy with how they work, but hypothetically), you're right that you'd need to change them on both sides. I think it would be necessary to make them into more of a strategic objective instead of a random luck one. Change: everyone can see the aura of hex totems and they cannot be broken in the first minute of the match. Then both sides could make a strategic decision on how they play the match and whether going for/protecting the hex is a worthwhile goal. You would then incorporate your ideas of the degradation of hex progress and an increase to the cleansing time (though probably not 32 seconds).

    That creates a new problem, anytime you add a strategic layer you create a gulf between SWFs and soloq.

    Those are my thoughts on how I'd approach it, but I'm pretty happy with how hex perks work.

  • Ohyakno
    Ohyakno Member Posts: 1,206
    edited September 20

    You don't see totem perks because hexes unpopular. When ruin/undying was meta I ran small game every game.

    Small game has been powercrept by still sight and counterforce, but if hexes become meta you'll see them again

  • sanees
    sanees Member Posts: 617

    I'd like it, but I don't see what it has to do with everything else and they've said they want to avoid this.


    Apart from the obvious improvement in quality of life for solo Q, this will also allow some solo people to use specialized anti-hex builds, let's say you see someone has already taken an anti-hex build, then you're probably better off focusing on something else, I think you I wouldn’t particularly like to find out that due to a lack of information, your entire group took anti-hex builds

    In my opinion, this should already be a basic function even without the hex buff, but in the hypothetical case of a hex buff it becomes necessary