Hex perk buffs
Hexes in general
- Hexes look like dull totems for the first 30 seconds in the trial. (new)
- Hex totems look like dull totems until their effects are triggered by survivors. (New)
- Improved better hidden totem locations. Put a bush/grass before them, put them between, in or behind objects, put stuff around them that makes them less visable …
Hex Haunted ground
- (Haunted ground becomes visable after 30 seconds instead of looking like a dull totem)
- The second hex totem doesn‘t disappear after the first got cleansed.
- Cleansing any hex totem causes the exposed effect.
Hex Nothing but misery
- Remove the activation requirement.
Hex Pentimento
- Remove, reduce or make the aura reading more conditional.
- Return the slower exit gate opening speed.
Hex Retribution
- Applies oblivious in a 6-8 meter radius around any totem (was while cleansing or blessing) and the oblivious lingers for 45 seconds.
Hex Ruin
- Increased regression speed to 150 (was 100)%.
- Return the effect of great skill checks not granting any bonus progression from its old version.
Hex Shadowborn (rework)
- Everything becomes darker for survivors and the fog is closer for them. The killer sees everything like normal.
Hex Thrill of the Hunt
- For each stack survivors vault 2 % slower.
Perks in general should have an effect that makes them worth using on their own even when they are a support perk for other perks.
Hex Two can play
- Increased the blinding duration of survivors to 3.5 (was 1,5) seconds.
- No longer a hex, removed activation requirements → it activates each time you get stunned/blinded.
Please behavior buff this perk, so it is finally useable. We need more fun perks. The current duration doesn’t do anything.
Hex Undying (idea 1: revert with some adjustments)
- While Hex: Undying is active, Survivors within 2 meters of any Totem have their Aura revealed for 4/5/6 seconds.
- When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing 2 (was any) Tokens in the process. The same hex perk can only be transferred twice (new).
- Spawns 3 more dull totems in the trial. (new)
Hex Undying (idea 2: buff to current version)
- Reveals the aura of survivor around any (was dull) totem.
- Reveals the aura of survivors for 6 seconds after they entered the radius instead of permanent in its radius.
- Spawns 2 hex totems with its effect.
- Each hex totem looks like a dull totem until another hex got transferred to it.
Thanks for reading!
What are your thoughts about these changes? 💭 Are there other hexes you would buff?
Comments
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Okay, so, here is my feedback:
Agree with the general buffs. Hexes need this sort of help, since the only ones worth running are the trap ones.
Haunted Grounds having 2 uses seems fine, but I wouldn't make it so it punishes EVERY Hex cleanse. You could get a pretty nasty scenario with Plaything and Pentimento in the mix.
Agree with the Pentimento and Nothing But Misery changes.
About Retribution, what effects exactly apply near the totems? The Oblivious or aura reveal? Because the first would be fine, but the second could be too much.
Nice Ruin idea.
I like the Hex: Shadowborn pitch. It's really nice.
Thrill is mostly fine as is, although that effect would give it agency on it's own, so… nice change.
Two Can Play, yeah. Agree.
My opinion on Undying is that it's fine as is. I would maybe make it so the auras keep getting revealed near cleansed totems too, but I'd be fine even if it stayed the same.
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Thanks for the feedback my friend!
Retribution would grants the oblivous in a 6-8meter radius around any totem. The aura reveal only happens when you cleanse the totem.
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Oh ok, that one is fine too then. :)
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I like the change overall and especially the first 30 sec ‘protection’ period. However, I dun know if it will make Devour hope be too strong if ‘Hex totems are dull until their effects are triggered by survivors.’.
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I edited it for clarity. It would only make hex totems look like dull totems. You could still cleanse them before they look like hex totems. It would just be a bit random and involve a lot of luck. With that being said, maybe you are right and devour should be shown after the first 30 seconds in the trial.
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Hex Perks will recieve a buff next patch, as BHVR changes the spawning mechanics for Survivors.
This means that its much more unlikely that a Hex will get destroyed within 1min of match start.Personally I like Kaneki's Hex perk, because it lights up after some time is spent in the match.
Kind of wish this would apply for all Hex Perks.1 -
I fail to see how changing the spawn mechanic makes hexes much better? Survivors can still spawn In front of hexes even when they spawn less spread out. Sure there is a lower chance that they spawn in front of hexes but they can just walk a few meters and run into them. Also don‘t forget the new offering.
I think behavior should stop bandaid fixing every new hex perk by giving them an activation condition and instead fix the general problem for all hexes (why they have to spawn every new hex perk later).
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