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Hex's Are CompleteTrash
Boy oh boy, do I LOVE that, on top of Survivors have their perks of: a faster dash, removable of their hitbox, the ability to get off a Killers shoulders, etc etc..Hexes let them remove a Killers perk!
You heard right! Perks so 'strong' that Survivors can remove them! ..Except most of them are utter garbage! I mean NOED has to last until the exit gates are powered..except I have never, NEVER had any hex last more than 30 seconds. This is not hyperbole.
Survivors know to look for the glowing '######### me' light and kick it apart. And, by now, know where every hex spawns.
Such a terrible idea. A decent fix would be if, instead of all-or-nothing, each Hex lost half power when the totem is destroyed.
This could be something like a 50% reduction of the buffs/debuffs a Hex gives, to having 2 effects, and one is lost if the Hex is lost.
As it is, Hex's are complete and utter trash taking up space on Bloodwebs that will never see use but the last thing a Killer wants is to give the Survivors the way to NEGATE A PERK.
Comments
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Bad bait, but I'll bite.
Hexes are a fair type of perk usually having benefits that far out weigh the ability to have them lost mid match. Why do you think ruin and noed are two of the most run killer perks in dbd?
The only two hex's that are problematic and can be cleansed before you get their full use are huntress lullaby (which should gain a slight buff Imo) and devour hope (which is fair considering the abilitys it gives you.)
If your finding your totems cleansed too quickly, take thrill of the hunt. Not only does it itself act as extra bait, but it slows down people cleansing your totems and allows you to protect them
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Isn't thrill of the hunt bad since it encourages survivors to find all the totems? You won't get the chance to use NOED and other perks in that regard.
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I guess that's why no one uses Hex perks.
Oh wait...
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Is not hex fault, is just totem spawning in this game are SO BAD it make hex perks 90% useless all over
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I only use ruin to try to get someone down before the first gen pops. It can be a game changer for me.
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Devour hope would be OP if it kept half of its power (insta-down).
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They should allow the killer to choose the spawn points of each active Hex.
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Hexes are trash. They can be easily removed by survivors.
Back in the days when killers dribbled survivors to avoid DS, they called it an exploit. Stating that they couldn't use their perk. This logic somehow doesn't seem to apply when it's about killer perks.
Most of the hex perks don't even justify being hex perks. They are not powerful or bound to so many requirements. That they could have made them normal perks and no one would have complained.
TotH only exists to protect other hexes. Totally redundant on it's own.
Lullaby is mediocre at best, and would survivors require to actually pay attention to skill checks, instead of doing them half afk.
Same goes for ruin. Imagine being so desperate as killer that you waste a perk slot to slow down the match by a minute. Experienced survivors push through it, noob survivors gen tap.
Third seal is useless against SWF anyway.
NOED halves the amount of hits required to down a survivor once the gates are powered. Imagine MoM or DS only working exactly during that short time frame. Those perks are countering each other out. But one can be simply negated from the start.
HG exists to protect other hex perks. Those 60 seconds exposed give barely 1 down.
Devour Hope would make for a perfect anti camp perk. But again, survivors seem to love to get camped. Or so it seems.
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I do not understand why this fail mechanic made it to 2019.
Hex totem spawning near generator
Hex totem spawning on survival spawn
Hex totem vs SWF...
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Because the devs don't give a ######### about Killer balance. They want to keep the frothing Survivors happy, since there's more of them to use the cash shop.
So bugs like floating beartraps, and badly-coded Hex placements stay in the game while the cash shop and cosmetics get an overhaul and Survivors are bat on the head and given a lollipop and more and more broken perks.
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Yeah, the spawn locations as well as how quickly they can be cleansed mean hexes are usually going to be destroyed. The only decent one is ruin because it has an immediate effect, and even that isn't that strong. While I think Devour Hope is good in theory, it rarely even makes it to 3 stacks to be useful. Haunted ground I agree is just to try and protect your real totems, I rarely get the insta down from it. Huntress lullaby is just bad, it shouldn't be a hex, make it into an obsession perk or something. And having to devote a slot to Thrill of the Hunt is just never worth it. And finally Third seal is just pretty meh and again dosen't deserve to be a hex perk. Maybe make it so its an effect that has to be cleansed by another survivor?
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You forgot "Hex totem spawning near exit gate"
so that NOED become completely useless if you're unlucky1 -
it could be argued that those hunting totems are not doing gens. so it's a game delaying perk much like Ruin is. they just get found too easy.
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