Simple idea to fix Hex perks for the devs.
We all know Hex perks are by and large a gamble that almost always fails to work out. This typically has to do with horrible RNG spawns for totems such as a survivor spawning on a hex, the hex being out in the open IE on a hill, or the hex being next to a generator. This means the hex generally has an incredibly short life span to the point that it might not get any use at all. Killers are lucky if their hex totem isn't brought down after 1 minute. Rather than investing alot of time into creating better RNG spots for the totems i propose a simple rework to fix how hex perks work. Instead of a hex perk being tied to a single, specific totem have it tied to all 5 dull totems in the match. For example you run hex ruin. Rather than the ruin being on one of the 5 totems on the match it is applied to all 5 and in order to defeat the ruin you have to cleanse all 5 of the totems. This would work the same way for if you run multiple hex perks. You have to cleanse all 5 of the totems or the perks remain active.
This would achieve two things. One Hex perks would no longer be an RNG nightmare for the killer meaning that out of the 5 totems only one needs to be good so the chances of the killer getting some use out of the hex is drastically increased. Two it would have excellent potential to slow the game down. Survivors would have cause to search for all 5 totems or suffer the consequences of not doing so. They can either try and work around the active hex/s or take the time to find all the totems. This would also mean that a garbage perk like small game could be elevated to Meta status.
What do you guys think? Would this be a good change? It seems like it would be simple to implement and would be great material for a PTB.
Comments
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I love the idea of making hex totems better, as they are incredibly weak against competent survivors. Your idea though sounds a little strong, especially on maps like the Game where the totems are a lot harder to find. But then again, it's still a better solution than leaving it as it is right now.
I always thought it'd make everyone happy if the killer got to choose which totem he wants to activate, so at the start of the game you can see all dull totems and you go towards one and activate the one you choose but that's just my opinion.
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@deadmaster98 said:
I love the idea of making hex totems better, as they are incredibly weak against competent survivors. Your idea though sounds a little strong, especially on maps like the Game where the totems are a lot harder to find. But then again, it's still a better solution than leaving it as it is right now.I always thought it'd make everyone happy if the killer got to choose which totem he wants to activate, so at the start of the game you can see all dull totems and you go towards one and activate the one you choose but that's just my opinion.
It does have the potential to be strong but honestly that is what hex totems need. Thats also why small game would be so good. It would be an excellent counter to the totems. Its just an idea. It would be really nice to try out in a PTB. If it turned out to be too strong the devs could make it so that you can only run one hex perk at a time.
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I see a flaw in this, and that is that Thrill of the Hunt could overshadow Ruin and Huntress Lullaby easily and make NOED impossible to combo with other hexes. Survivors would want to cleanse all totems in case of Devour Hope, and TotH would make them waste a lot more time between the slower cleanse speed and the notifications. The Hillbilly and the Nurse could become even stronger, increasing the gap with other killers, thanks to their mobility.
With Ruin and HL survivors could just git gud with skillchecks and ignore totems making this change irrelevant for those perks...0 -
What happened to the idea of letting the killers light the totem themselves? At the beginning of the game the killer sees all dull totems auras and all 5 are dull. The killer the chooses which totem to light by walking up to it and interacting with it. In turn the totem becomes lit (hella lit) and the hex perk is activated. If the totem is destroyed and the killer doesnt have thrill of the hunt, the perk is lost for good.
If the killer does have thrill of the hunt however the totems light returns back to the killer and he can then place the perk on another dull totem, whose auras he is able to see again.
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I think currently the only reason they haven't touched the core mechanic of Hexes is because of NoED.
It depends on the map too, maps like Lery's and Gideons get lucky with hex totems because they're a pain to find, whereas maps like Coldwind and Ironworks get screwed over because of the simplicity placement the RNG provides.
Just fix the RNG on those maps. Totems on them are hidden enough on the others like the swamp and listed above. Adjusting the RNG + making your suggestion the permanent solution would result in possibly it being too powerful. That's my two cents.
And yeah, smart survivors just work through Ruin. I see people complain that Ruin did nothing even though it never got touched and couldn't recognize that people can be good at skillchecks.
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@deadmaster98 said:
I love the idea of making hex totems better, as they are incredibly weak against competent survivors. Your idea though sounds a little strong, especially on maps like the Game where the totems are a lot harder to find. But then again, it's still a better solution than leaving it as it is right now.I always thought it'd make everyone happy if the killer got to choose which totem he wants to activate, so at the start of the game you can see all dull totems and you go towards one and activate the one you choose but that's just my opinion.
Dont think that survivors would be happy waiting ages till the killer finally managed to choose which totem he likes to light up. Dont forget that a game can easily be finished in 5 mins
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