Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Hexes should be reworked and should not be cleansed at the beginning of the match at 5 gens.

HexBloodBath
HexBloodBath Member Posts: 157
edited August 26 in Feedback and Suggestions

Hex ruin is one of them I have trouble running because it gets cleansed too early in the match and I hardly get any value of the perk. I feel like totem spawns should be changed as well and also have hex perks activate on a certain time throughout the match. And when I say hex ruin I don’t mean I also can run undying but the thing is I can only choose 4 perks I do not want to run all 4 hex builds and all of them getting cleansed early. Theres times I want to run hex ruin pain res and dms and surge in order to have some time of value of gen regression

Comments

  • radiantHero23
    radiantHero23 Member Posts: 5,060

    Quad Gen will often not lead to the intended effect, as the killer lacks info- and chase perks. To get value from them.

    In regard to hexes, I think that them lasting longer back then was either to undying being way too strong or that survivors didn't know the spawn locations as well as they do now. Dbd has been out for a long time. Therefore people had enough time to figure all the locations out. Changing up the totem locations will only postpone the issue, not solve it.

    Because of this, some hex perks should maybe receive some form of rework imo.

    A good example is devour hope, which can either become a game ender or be useless outside of the time it gives (survivor going to totem and cleansing totem = time not spend on gens). My idea would be to make the perk only cleansable when it has 3 stacks but not go beyond these 3 stacks. This way, the killer is very likely to get at least one down through the perk while it doesn't become overbearing for survivors if they fail to cleanse it early.

    Perks like ruin however are not as bad. As I said, a survivor wastes time by looking for the totem and cleansing it. That is time not spend healing, unhooking and most importantly, doing a gen. With ruin being the auto regression that it is, it will do even more damage to started gens while survivors look for it. For ruin, my proposal would therefore be, that it first gets it 200% back, as with 100% there is often no incentive to even go out and destroy it and to re-enable the deactivation requirement. Ruin should be a perk that provides slowdown for not tunneling.

    This leaves us with the problem that ruin can be cleansed in the first minutes of the game if survivors spawn right on top of it.

    For this, there should either he a grace period, in which the totem is blocked or it should start somewhere around the killers spawn to make the perks provide some value outside of the cleaning time.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,971
    edited August 26

    Should be simply buffed so it matches risk involved.
    I think ruin at 200% was fine, or make it least 150%

    I think Devour hope is good perk even with current state of hex perks simply because the effect is good enough for it.

  • JPLongstreet
    JPLongstreet Member Posts: 6,996

    Maybe a take on old BBQ and Chile, where if all four survs are hooked at least once then a hex relights? Prolly on a different totem than it was broken on, with a global audio cue like boons or broken hex's already make.

  • KeefCheif
    KeefCheif Member Posts: 145

    hex perks obliterate solo survivors, so I don't think they should buff them at all until they find a way to rectify that discrepancy.

    Simply equipping plaything or devour is enough to massacre most solo survivor squads except at very high mmr.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,382

    I think hex perks shouldn't show visible light until the first chase has started or survivor injured

  • Falcao
    Falcao Member Posts: 214

    there are too strong totems, for example blocking pallets. how to play then if not to clear it? will have to make them much weaker.

  • Whitey
    Whitey Member Posts: 32

    Hexes shouldn't even be interactable before the survivor knows they're cursed.

  • Memesis
    Memesis Member Posts: 729

    Ruin shouldn't even ignite until the first survivor lets go of an unfinished gen, when the first "cursed" status effects actually shows up. All the other hexes should start unlit until their effects actually occur. Devour for example shouldn't light a dull totem until the first survivor is hooked. Crowd control shouldn't ignite until the first survivor fast faults. So on so forth.