Perk: Carry Your Hex
This perk allows the killer to carry 1 hex totem strapped to his back. In other words it’s guaranteed to never be cleansed, but it costs the use of a 2nd perk slot. High price! If no hexes were chosen in the loadout, then you carry a dull totem instead (useful for NOED). if multiple hexes are chosen in the loadout, then the carried one is randomly selected.
As for the levels, hmmmm. Maybe the totem is very bright on the killer’s back and is dimmer with each level of the perk.
Comments
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By the way, the title of this post is not the name of the perk (that would be a terrible name!). Perhaps we call it “My Burden” or something like that.
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The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.
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@fluffybunny said:
The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.Good point. Maybe this could be where we build in the perk levels. “You carry a hex totem on your back until there are 4/3/2 generators remaining, at which point it spawns at a random location. Dull totems remain on your back for the entire match” (or maybe the killer drops it where he stands upon completion of the target generator)
I don’t see this being a problem for NOED as the survivors have nearly escaped anyway. It’s really only an issue if they want to stick around and taunt the killer. In games without the taunters, the NOED hex very rarely gets cleansed anyway.
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What if the killer gets burned?0
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@Eveline said:
What if the killer gets burned?Then he’ll have a few harsh words for The Entity....
“All you ever do is eat! Eat eat eat! And you expect me to catch your food every time. You don’t even have the decency to start your meal when I hook it for you. Take your sweet time whydontcha... do you know how many times I’ve had to re-catch your dinner!?!? Oooooh this hot wax on my back is killing me!!”1 -
Survivors and Killers need to team up and defeat entity.3
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@yobuddd said:
@fluffybunny said:
The only thing is there'd have to be a way to make the killer lose their totem, 'cause otherwise you're just gonna have people running around with Devour Hope on their back and there'd be no counter to such a strong perk. Same with NOED. People are left with the one-down and the mori.Good point. Maybe this could be where we build in the perk levels. “You carry a hex totem on your back until there are 4/3/2 generators remaining, at which point it spawns at a random location. Dull totems remain on your back for the entire match” (or maybe the killer drops it where he stands upon completion of the target generator)
I don’t see this being a problem for NOED as the survivors have nearly escaped anyway. It’s really only an issue if they want to stick around and taunt the killer. In games without the taunters, the NOED hex very rarely gets cleansed anyway.
Blood Warden punishes that sort of cockiness. NOED gives the killer extra help to kill their victims if they're struggling. If the survivor has time to taunt the killer, they're often well out regardless of NOED. From what I've heard, it used to be a problem and became a totem due to that, so I doubt we want to rewind to those times. Carrying around a dull totem would be fair to ensure you would have a possibility of it, though perhaps the lit variation could have a timer attached to it so that you can't just hold onto it for the rest of the time the survivor's are present.
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@Eveline said:
Survivors and Killers need to team up and defeat entity.We got this, guys. I have its feet.
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@yobuddd said:
This perk allows the killer to carry 1 hex totem strapped to his back. In other words it’s guaranteed to never be cleansed, but it costs the use of a 2nd perk slot. High price! If no hexes were chosen in the loadout, then you carry a dull totem instead (useful for NOED). if multiple hexes are chosen in the loadout, then the carried one is randomly selected.As for the levels, hmmmm. Maybe the totem is very bright on the killer’s back and is dimmer with each level of the perk.
Uhm no, that would be quite OP.
Just imagine devour..... hehe
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@Master said:
@yobuddd said:
This perk allows the killer to carry 1 hex totem strapped to his back. In other words it’s guaranteed to never be cleansed, but it costs the use of a 2nd perk slot. High price! If no hexes were chosen in the loadout, then you carry a dull totem instead (useful for NOED). if multiple hexes are chosen in the loadout, then the carried one is randomly selected.As for the levels, hmmmm. Maybe the totem is very bright on the killer’s back and is dimmer with each level of the perk.
Uhm no, that would be quite OP.
Just imagine devour..... hehe
Very true! That’s why I like fluffybunny’s suggestion earlier that it shouldn’t be permanent. If it drops off the killer after a certain number of generators are complete, then this would even the odds a bit. Imagine if it drops off wherever the killer is standing (instead of respawning elsewhere). There is a high likelihood that it would drop into the middle of a highly visible, heavily travelled pathway. Survivors would have a much better chance of finding and destroying it than they normally would, so long as they finish enough gens.
This could apply to dull totems as well. If you’re using NOED, then there’s no guarantee that the dull totem you carry would become the hex (if the others haven’t been cleansed). However, a smart killer who knows it’ll drop after the next gen could go stand in a well-hidden spot until the repair is complete. I suppose this applies to hexes too.
Survivors who see the hex on his back would know to try to time their gen completions for when there is an active chase (openly visible areas) or when he killer is carrying/hooking someone so they know the general direction to look in.
Yeah! I think this could be a lot of fun and introduce new strategies!
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What if it was something like, they can either carry the totem.. or their weapon, but not both?
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Now that I think about it, that might make this more doable.. I bet the possibility of actually moving totems is very low; it would probably be difficult to code and make a lot of things need to be reworked. But a perk where you could move the hex from a totem into your weapon, where it can be placed on another dull totem, or broken if you hit a survivor with it.... That might work
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@p1ague said:
Now that I think about it, that might make this more doable.. I bet the possibility of actually moving totems is very low; it would probably be difficult to code and make a lot of things need to be reworked. But a perk where you could move the hex from a totem into your weapon, where it can be placed on another dull totem, or broken if you hit a survivor with it.... That might workHey that’s a good idea! I like the the thought of a greedy killer taking an easy hit only to realize he just destroyed his own hex! On the other hand, there’s a good chance that survivors who see him imbue his weapon will circle around and harass him. He can either hit one and lose his hex, or have them follow him to every dull totem. Hmmmmm, maybe an imbued weapon should give survivors Exposed status.
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Hmm, I think the counter for that might just be.. Let it apply to haunted ground also
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You might just have to roll the dice, same as if you see a survivor eying your totem now
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Though I do agree that something like color coded hex totems would also be pretty cool - - maybe as its own separate perk..
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