What kind of hexes can you come up with?
if You make one, make sure you include rarity. And maybe even a quote below it.
Hex: Dark Nightmares (Uncommon, Rare, Very Rare)
People have nightmares as they see their friends caught. You gain a token for each survivor you hook up to a maximum of 8 tokens.
2 tokens - Survivors are inflicted by madness tier 1
4 tokens - survivors are inflicted by madness tier 2
6 tokens - survivors are inflicted by madness tier 3 when you start a chase with them.
Survivors interacting with a totem survivors have considerably difficult skillchecks and when they miss it they scream revealing their location for 4/5/6 seconds and the totem progression is reset.
Comments
-
Here's one from the first post I made on these forums:
Hex: Endless Torment
A Hex that torments the Survivors throughout the Trial.
When a Survivor begins working on a Generator, this Hex is applied to a dull totem. Each time the Survivors complete a Generator, if this Hex is not active and there is a Dull Totem remaining on the Map, this Hex is applied to it.
While this Hex is active, all Survivors receive a 30% action speed penalty and hear a constant distant heartbeat. After 60 seconds, the Hex Totem emits a terror radius of 32/28/24 meters and all Survivors are afflicted with Exhaustion.
0 -
Hex- Lethal Distraction
Uncommon/rare/very rare
While this perk is active, survivors within a 8/12/16 meter range of any totem gain the oblivious status effect. Also the glow from active hex totems is darkened by 50%
"The overwhelming images of a better time threaten to shift my focus away from survival. Distraction here is pain and death." From the journal of Vigo
2 -
Hex: Dance of Death
*OVERRIDES ALL OTHER HEX PERKS*
Every Totem on the map is converted to a hex totem. Every 20 seconds, a random totem turns blue for 10 seconds. If the hex is cleansed when blue, the survivor who cleansed Aura is always view able when 32 meter away.
Each totem gives 2x the amount of bloodpoints for the cleanse, and to every other action for 30 seconds after.
[I just had this idea and I love it for some reason]
2 -
Hex: Static Cling
-every 120/100/seconds, the next generator you damage will become "charged." A charged generator regresses 5% faster for 45 seconds.
-If a survivor interacts with it during this time, it will explode like a failed skill check, and the survivor will become Charged. Their repair speed is reduced by 15% for 45 seconds.
-if a Charged survivor attempts to heal another survivor, they must complete a tremendously difficult skill check. If they fail, all survivors involved will be effected based on their current health state:
Healthy-> injured
Injured-> Deep wound
Dying-> reset heal progress
(Charged gens will emit red sparks every few seconds)
Edit: I have this perk posted elsewhere, with some significant changes. Feel free to check it out
Post edited by GeneralSpudmuffin on0 -
Hex: Mastermind-
All other hex perks are temporarily hidden but active.
All totems light up, when a survivor cleanses Hex: mastermind all cleansed totems regenerate with their designated hex’s.
All survivors cleanse speed is reduced by 20/35/50%
Post edited by MysticAdvisor on0 -
Not bad, for the most part. The vault blocking feels a little overkill, though... You're already lighting up all totems and repairing other Hexes, as well as slowing down actually cleansing. Go easy on the poor buggers...
1 -
The moving thing is interesting, but the rest feels a bit odd. Maybe just have it shuffle hexes around on the totems, excluding itself.
0 -
Hex: Null Void (uncommon/rare/very rare)
A trapped totem that locks an insane corruption within it
When cleansed, the ground within 40 meters of it will become inflamed (similar to end game)
Survivors have 30 seconds to escape the ground before the timer ends. Afterwards the ground will instantly be covered in entity spikes and be untraversable by survivors. Any survivor who stays in it will be instantly hooked to the nearest hook within the void.
This effect will last for 40/50/60 seconds.
"Despite my time within the Entity's realm, i have yet to fully comprehend its true power" - Benedict Baker
I'm not that good with numbers so Idk if its good or not.
0 -
Have it drag them to the basement. Make them suffer.
0 -
I came up with this one over here:
Hex: Void - A curse rooted in helplessness; Disables the effects of all survivor's perks for as long as the trapped totem is up.
Not quite like exhaustion, more like survivor perks are just disabled until the hex is broken so like exhaustion perks won't proc exhausted, OoO won't reveal survivor to Killer; it'll just be like survivors brought in no perks.
And then the usual "hex totem protection hex":
Hex: Once More - A curse rooted in complacency; When a Hex Totem is broken while this Totem is still active, the broken Hex Totem's effects will transfer to a dull Totem instead of deactivating. This Hex Totem will become a dull Totem upon taking effect. In order for this Hex to activate, there must be a dull Totem still left for the broken Totem to transfer to. Will not activate for itself if this Totem is broken first.
0 -
Now these are pretty cool, I must say. And your Once More reads very plainly and easily. Honestly, it reads better than some of the in-game perks!
1 -
This is a hex I included in one of the killer ideas I published here: The Pestilence
Hex: Fueled
A hex that is powered by numbers. For every totem remaining on the map, your movement speed while in a chase is increased by 1%./1.5%/2%
This hex totem is protected by the entity. 1/2/3 other totems must be cleansed before this totem can be cleansed. (Uncommon/Rare/Very Rare)
(Unlocks at Level 35)
0 -
Hex: Omniscient Eye
A hex that draws power from sacrificial hooks to strengthen your aura-reading.
When a Survivor is hooked, if there is a dull totem remaining in the trial, this hex is applied to it. While a Survivor is hooked, the action progress of any action can determined by the intensity of its aura if it is being revealed to you. After all Survivors are unhooked, this effect lingers for an additional 4/5/6 seconds.
—
Now this may be a bit confusing to read, so I’ll explain it. It’s an informatory perk. So, while a Survivor is on a hook, you can see the all generators’ repair progress by the intensity of its aura, like Wraith and Legion’s Ultra Rare add-ons. This also applies to every aura you can possibly see.
The point of the perk is to be combined with other aura-reading perks. For example, if you are seeing a Survivor healing with Nurse’s Calling, you can see how much they’ve healed by aura intensity. Injured Survivors’ auras will be red, Healthy Survivors’ auras will be white. Be creative.
0 -
So many (most attached to killer ideas I'm working on). For example...Hex: Time Bomb (for you guessed it a time based killer).....a hex rooting it's power in momentum. At the start of a trial, this hex initiates a 90/75/60 second countdown, visible to all survivors. If this totem still exists at the end of the countdown, all survivors scream and are injured by 1 healthstate and the cycle resets. After the initial countdown, if a different (from the previous) survivor is not hooked before each subsequent timer ends, this hex will instead heal every living survivor by one health state, if applicable. More where that came from.
1 -
A few I've made... I'm not going to bother with rarities since perk rarities are meaningless anyway.
Hex: Balance of Nature
A hex rooting its power on the conservation of suffering. While the hex totem is active, every healthy person who completes a heal action on another person in the injured state screams and immediately goes into the injured state themselves. If you are already in the injured state, or heal somebody from the dying state, you do not scream and take no further injury. If you heal yourself using Self-Care or a medkit, you scream and immediately return to the injured state.
The hex totem only lights up after the first survivor is injured. It only notifies survivors of the hex after anyone heals for the first time. When a survivor screams because of this curse, the hex totem's aura glows for 3/2/1 seconds for the screamer if they are within a range of 32m/24m/18m.
"Nature's a vicious struggle, and someone is going to suffer... the only decision is, is it going to be you, or someone else?"
(It's a rough one since it means you have to be careful with your healing and it essentially ensures one person is injured until the hex is destroyed (save a few specialty perks and death)... this power is why I included the 'totem's aura lights up' mechanic (and also because it's something that has perk tiers)... edit, I've been doing some thinking and may make it so medkits avoid this effect, at least for self-heals... medkits are rare enough that it doesn't completely destroy the perk (unless the whole team goes in with one, in which case the killer can know and choose not to use this perk))
Hex: Searchlight
A hex rooting its power on the unrelenting gaze of the panopticon.
The hex totem associated with this perk reveals survivor auras within a 18m radius as long as the totem is up.
Any other totem that is completed reveals the survivor's aura for 10/15/20 seconds (and alerts the survivor to the Hex).
"Nowhere you can go you don't have eyes on you, inmate. Get used to it."
Hex: You Can't Do Anything Right:
A hex drawing its power on frustration. Every failed skill check while this hex is running makes every survivor's good success zones shrink by 10%/20%/25%. A great result restores 15%/20/20% of that individual survivor's personal success zone size, up to the default non-hexed state. Great zone sizes remain unchanged.
Hex: Extra-Perky
When you select this perk, you choose two extra perks from your list. These perks are loaded onto a Hex Totem when the game starts. If the totem is destroyed, you lose these perks after 30/45/60 seconds.
(This really means only one extra perk because obviously if you didn't have the Hex you could already choose one of them)
Post edited by starpilotsix on1 -
Hey, some of these are really good! In fact, I was hoping I could use Searchlight in one of my chapters. It would fit perfectly, and I'll even link your thread so you get credit!
0 -
Oh, sure, go right ahead, I'm not precious about these things, they're all for fun. Feel free to change up the wording if it makes it fit better too.
0 -
Huh, apparently by editing my comment a few too many times the forum bugged out and deleted it? Anyway, I'm just going to repost it.
Hex: Balance of Nature
A hex rooting its power on the conservation of suffering. While the hex totem is active, every healthy survivor who completes a heal action on another survivor in the injured state screams and immediately goes into the injured state themselves. If you are already in the injured state, or heal somebody from the dying state, you do not scream and take no further injury. If you heal yourself using Self-Care or a medkit, you scream and immediately return to the injured state.
The hex totem only lights up after the first survivor is injured. It only notifies survivors of the hex after anyone heals for the first time. When a survivor screams because of this curse, the hex totem's aura glows for 4/3/2 seconds for the screamer if they are within a range of 32m/24m/18m.
"Nature's a vicious struggle, and someone is going to suffer... the only decision is, is it going to be you, or someone else?"
(It's a bit powerful, ensuring at least on survivor is always injured after you hit the first, outside of a few specialty perks, which is why I included the extra 'totem lights up effect'... and also to give an difference to different tiers. In doing some thinking, I'm considering making the medkits ignore this effect, since they're rare enough not to totally destroy it, unless it's a whole team going in with them and then the killer can decide not to use the perk)
Hex: Searchlight
A hex rooting its power on the unrelenting gaze of the panopticon.
The hex totem associated with this perk reveals survivor auras within a 18m radius as long as the totem is up.
Any other totem that is completed reveals the survivor's aura for 10/15/20 seconds (and alerts the survivor to the Hex).
"Nowhere you can go you don't have eyes on you, inmate. Get used to it."
Hex: You Can't Do Anything Right:
A hex drawing its power on frustration.
Every failed skill check while this hex is running makes every survivor's good success zones shrink by 10%/20%/25%. A great result restores 25/20%/20% of the personal success zone size, up to the default non-hexed state. Great zone sizes remain unchanged.
Hex: Extra-Perky
When you select this perk, you choose two extra perks from your list. These perks are loaded onto a Hex Totem when the game starts. If the totem is destroyed, you lose these perks 30/45/60 seconds later.
0