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So. Ive seen the hex talks

Dokta_Carter
Dokta_Carter Member Posts: 614
edited January 2019 in General Discussions
Some say offerings of said perk(like one) or fix placements. Which the latter i agree with but my idea is
Why not make tier three hexs have 2 totems? Wont break the game in my opinion? And prevents instant match starting cleanses.

Unless im to innocent to see the faults of this?
Post edited by Dokta_Carter on

Comments

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301
    edited January 2019

    Unless im to innocent to see the faults of this?

    If they had 2 totems then there wouldn't be enough if you ran 3 or more hex perks.


    We do know that the Draw-A-Line to check if a hex totem spawns in the FOV doesn't really work as you'll still be able to walk right into in.

    Truetalent made a statement about it:

    Someone's complaint about token based hex perks softly suggested that a Hex Perk should only become a Hex the moment it has started to take effect.

    https://forum.deadbydaylight.com/en/discussion/comment/283400/p1

    What could be a solution for the Hex Perk problem is to make them all work like NOED. They only become a Hex the moment they start taking effect. That's when they'll be bound to a dull totem if there is still one on the map.

    -Hex Ruin would only turn on the moment someone gets their first skillcheck.
    -Hex Lullaby would only turn on when someone gets a skillcheck after the first hook etc.
    -Hex: Devour Hope would only turn on the moment you first get your movement speed bonues (or in lower tiers the moment you first insta-down someone. Tier issue is a separate issue with Hex: DH)

    This would mean that every Hex perk would at least be able to minimal value before being destroyed and that at the start or the first few seconds, you'll rarely ever encounter a Hex totem.
    Even in the case of Ruin in the worst possible scenario spawning right next to a Gen and getting your skillcheck the first 5 seconds, will you less frequently encounter a Hex totem then with the system the devs are working on.

    That's just my 2 cents on the perk issue.

  • HatCreature
    HatCreature Member Posts: 3,298

    @AlwaysInAGoodShape said:

    Unless im to innocent to see the faults of this?

    If they had 2 totems then there wouldn't be enough if you ran 3 or more hex perks.


    We do know that the Draw-A-Line to check if a hex totem spawns in the FOV doesn't really work as you'll still be able to walk right into in.

    Truetalent made a statement about it:

    Someone's complaint about token based hex perks softly suggested that a Hex Perk should only become a Hex the moment it has started to take effect.

    https://forum.deadbydaylight.com/en/discussion/comment/283400/p1

    What could be a solution for the Hex Perk problem is to make them all work like NOED. They only become a Hex the moment they start taking effect. That's when they'll be bound to a dull totem if there is still one on the map.

    -Hex Ruin would only turn on the moment someone gets their first skillcheck.
    -Hex Lullaby would only turn on when someone gets a skillcheck after the first hook etc.
    -Hex: Devour Hope would only turn on the moment you first get your movement speed bonues (or in lower tiers the moment you first insta-down someone. Tier issue is a separate issue with Hex: DH)

    This would mean that every Hex perk would at least be able to minimal value before being destroyed and that at the start or the first few seconds, you'll rarely ever encounter a Hex totem.
    Even in the case of Ruin in the worst possible scenario spawning right next to a Gen and getting your skillcheck the first 5 seconds, will you less frequently encounter a Hex totem then with the system the devs are working on.

    That's just my 2 cents on the perk issue.

    This could work, this runs the risk of Survivors searching for totems before doing Gens making your totem worthless. But then again if they spend the beginning of the match searching for totems until they break all 5 then they aren't doing Gens and it still served it's purpose because it slowed the game down.

  • Dokta_Carter
    Dokta_Carter Member Posts: 614

    Unless im to innocent to see the faults of this?

    If they had 2 totems then there wouldn't be enough if you ran 3 or more hex perks.


    We do know that the Draw-A-Line to check if a hex totem spawns in the FOV doesn't really work as you'll still be able to walk right into in.

    Truetalent made a statement about it:

    Someone's complaint about token based hex perks softly suggested that a Hex Perk should only become a Hex the moment it has started to take effect.

    https://forum.deadbydaylight.com/en/discussion/comment/283400/p1

    What could be a solution for the Hex Perk problem is to make them all work like NOED. They only become a Hex the moment they start taking effect. That's when they'll be bound to a dull totem if there is still one on the map.

    -Hex Ruin would only turn on the moment someone gets their first skillcheck.
    -Hex Lullaby would only turn on when someone gets a skillcheck after the first hook etc.
    -Hex: Devour Hope would only turn on the moment you first get your movement speed bonues (or in lower tiers the moment you first insta-down someone. Tier issue is a separate issue with Hex: DH)

    This would mean that every Hex perk would at least be able to minimal value before being destroyed and that at the start or the first few seconds, you'll rarely ever encounter a Hex totem.
    Even in the case of Ruin in the worst possible scenario spawning right next to a Gen and getting your skillcheck the first 5 seconds, will you less frequently encounter a Hex totem then with the system the devs are working on.

    That's just my 2 cents on the perk issue.

    Ahh i see. That makes sense. Thank you for the reply and length! Thank you for thinking about this and telling me my faults.

    It would be a lot better system to wait till initial activation of said perk, one hook for Hex:DH and Hex:Lullaby it would ensure survival of the perks(till people Totem cleanse first for some reason)
  • ad19970
    ad19970 Member Posts: 6,464

    @AlwaysInAGoodShape said:

    Unless im to innocent to see the faults of this?

    If they had 2 totems then there wouldn't be enough if you ran 3 or more hex perks.


    We do know that the Draw-A-Line to check if a hex totem spawns in the FOV doesn't really work as you'll still be able to walk right into in.

    Truetalent made a statement about it:

    Someone's complaint about token based hex perks softly suggested that a Hex Perk should only become a Hex the moment it has started to take effect.

    https://forum.deadbydaylight.com/en/discussion/comment/283400/p1

    What could be a solution for the Hex Perk problem is to make them all work like NOED. They only become a Hex the moment they start taking effect. That's when they'll be bound to a dull totem if there is still one on the map.

    -Hex Ruin would only turn on the moment someone gets their first skillcheck.
    -Hex Lullaby would only turn on when someone gets a skillcheck after the first hook etc.
    -Hex: Devour Hope would only turn on the moment you first get your movement speed bonues (or in lower tiers the moment you first insta-down someone. Tier issue is a separate issue with Hex: DH)

    This would mean that every Hex perk would at least be able to minimal value before being destroyed and that at the start or the first few seconds, you'll rarely ever encounter a Hex totem.
    Even in the case of Ruin in the worst possible scenario spawning right next to a Gen and getting your skillcheck the first 5 seconds, will you less frequently encounter a Hex totem then with the system the devs are working on.

    That's just my 2 cents on the perk issue.

    I would like that, then survivors couldn't directly spawn on Hex: Ruin, that would be a good change. the only problem I see is Devour Hope. Only having the chance of cleansing that totem until one more unhook seems a little to much given how insanely powerful that Perk can be. Maybe if they made it so the movement speed buff would already be applied after the perk receives one token.

  • Paddy4583
    Paddy4583 Member Posts: 864

    Unless im to innocent to see the faults of this?

    If they had 2 totems then there wouldn't be enough if you ran 3 or more hex perks.


    We do know that the Draw-A-Line to check if a hex totem spawns in the FOV doesn't really work as you'll still be able to walk right into in.

    Truetalent made a statement about it:

    image

    Someone's complaint about token based hex perks softly suggested that a Hex Perk should only become a Hex the moment it has started to take effect.

    https://forum.deadbydaylight.com/en/discussion/comment/283400/p1

    What could be a solution for the Hex Perk problem is to make them all work like NOED. They only become a Hex the moment they start taking effect. That's when they'll be bound to a dull totem if there is still one on the map.

    -Hex Ruin would only turn on the moment someone gets their first skillcheck.
    -Hex Lullaby would only turn on when someone gets a skillcheck after the first hook etc.
    -Hex: Devour Hope would only turn on the moment you first get your movement speed bonues (or in lower tiers the moment you first insta-down someone. Tier issue is a separate issue with Hex: DH)

    This would mean that every Hex perk would at least be able to minimal value before being destroyed and that at the start or the first few seconds, you'll rarely ever encounter a Hex totem.
    Even in the case of Ruin in the worst possible scenario spawning right next to a Gen and getting your skillcheck the first 5 seconds, will you less frequently encounter a Hex totem then with the system the devs are working on.

    That's just my 2 cents on the perk issue.

    I think all totems should look like dull totems all game every game! It would be fairer on killers, only thing now is haunted which would probably not benefit from this change