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Hex Perks Rework Ideas

Avarice1
Avarice1 Member Posts: 3
edited June 2018 in Feedback and Suggestions

Hex totems are one of the most annoying systems in the game from both a killer and survivor perspective. As a survivor when you start a game and immediately get hit by ruin it feels unfair as you're already being penalized literally from starting the game. Then you either have to complete the generator suffering through the skill-checks or spend your time looking for the totem, which costs you bps, can waste time, and might be trapped by the killer. From the killer perspective, your perks can literally be deactivated within seconds of the beginning of the game.

Here are the hex perk reworks I was thinking of that would aim to solve all of these problems
1) All hex perks gain stacks
2)As the number of stacks increases, the perk becomes more powerful.
3)As the number of stacks approaches it's max stacks, the totem becomes more noticeable to survivors. ex: it becomes louder and the candles become brighter.
4) Cleansing a totem will not destroy it.
5) Cleansing a totem causes the associated perk to lose all stacks, and enter a cooldown period.
6) After the cooldown period, which would be dependent on the perk and it's level, the hex will become linked to a random open hex totem with zero stacks.

Explanations
1 and 2) Increasing the power of a hex perk based on the stacks is the core idea that would make it possible for hex perks to be reusable. If hex perks would just refresh after a period of time, then it would mean that perks like ruin would be far too overpowered on the killer side, so making a system by which hex perks grow in power it makes it possible to reuse them.
3)Causing the totem to become more noticeable as the hex gains more stacks would prevent killers from having their totems cleansed before they have any significant impact on the game, while also making survivor capable of finding powerful hex totems more easily.
4)The introduction of unbreakable totems would allow hex perks to appear in various places around the map at various points in time. Additionally, if hex totems could break, then it would be impossible for hex perks to find new totems
5) A cool down prevents totems from instantly regaining power, so that when a totem is cleansed it has a much more significant impact on the survivors
6) The cool down period would mainly be based on two categories. How easily it gains stacks, and how significant each stack is. This system of randomly placing the hex would introduce more variety into the game play as well as allow survivors to cleanse more totems. Also, it means that survivors won't be able to camp and cleanse the same perk over and over again.

**DISCLAIMER: **
The following are examples I just brainstormed, and are meant to be taken as examples of how the system should work. They are not necessarily perfect examples of how what the perks should be

Examples:
Hex: The Third Seal

  • The Third Seal gains a stack every time a survivor is hit.
  • The Third Seal maxes out at 10 stacks
  • The Third Seal applies to the last 2/3/4 survivors hit
  • When a Survivor is successfully hit, all survivors under the effect of third seal gain the blinded status for 3/4/5 seconds per stack.
  • The cool down for The Third Seal is 60/50/30 seconds

Hex: Ruin
-Ruin gains a stack every time a generator skill check is failed, and can earn up to a fraction of its max stacks from good skill checks
-Ruin's stacks max at 12.
-Every two stacks, a new survivor becomes afflicted with ruin (Stacks 2,4,6,8)
-Each stack a new survivor isn't affected, the regression penalty for good skill-checks is increased by 1%
-Ruin is always granted a stack on failed skill-checks
-Ruin's first 4/6/8 stacks are also gained on good skill-checks
-Ruin has a cool down of 120/105/90 seconds
-Every time ruin comes off cool down, it would affect survivors in a new random order.