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Do you want another hex?
Comments
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Yes
Here are a couple of fun hex ideas I’ve posted in the past.
Hex: Boneyard - 3/4/5 additional totems are spawned, and 1/2/3 of them will be lit as though they were hexes. The killer sees the false hexes with white auras. When cleansed, they make the same noise notification as hexes. Survivors still earn “hex cleansed” points for these fake hexes.
Hex: “That’s Not Fair” - When a survivor begins cleansing this totem, they cannot cancel the action until the cleansing is complete or they are attacked/grabbed. During the cleansing, they will be faced with 6/9/12 skill checks of moderate difficulty. Missing a skill check causes a loud scream, but still does not cancel the cleansing action.
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No
No for just the fact that I don't like the idea of one of my perks being permanently removed.
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No
While I wouldn't mind a Hex that was done well, the only two we have that weren't poorly designed were Haunted Grounds and Devour Hope. And one of those is basically there to make the other Hexes safer.
Thrill is okay, but it shouldn't be a Hex on it's own. Noed is only a hex because they couldn't come up with a different way to balance it (it's in the healthiest spot it's ever been in but it could be better). Third Seal is a joke. Ruin is... A joke that is sometimes passable as a perk when you get lucky.
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Yes
Hexes do tend to be cleansed rather quickly.
A clever idea that I’ve seen in the past was to put 10 or so piles of gravel/leaves/rubble around the map. (10 might be low, maybe up to 20? Not sure.)
Survivors spend a short time clearing the pile (3-4 seconds, not too long) to see if there’s a totem under it or not. If there is, they can break it like normal.
This serves the primary purpose of hiding the glow of a lit hex totem so that it isn’t spotted from a mile away. It serves the secondary purpose of stalling the game slightly (though not too much because of short dig times) and punishing lazy survivors who would rather dig zero piles than empty piles. (They could be tripping over the hex, but never bother to check and see).
Finally, this would open up more of the map to possible spawn location since a pile could be in the middle of a hallway and still be relatively safe if people don't bother to uncover it!
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No
Not until the Totem system gets entirely reworked so that its not just a RNG mess.
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Yes
Nice ideas...
But I have a suggestion: change the wording of That's Not Fair to maybe something like... "Hex: Trap for the Greedy" or something like that. Or maybe... "Hex: Sticky Hands".
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Yes
I seen in a fan made chapter, can't find it in the sea of fan made stuff, a Hex that copies a hex that was taken down. The hex is a copy, so like two ruins, one is active the other is not. Both are lit totems though. If one is destroyed then the effects still last, because of the copycat. I don't remember much but. It was a Mimic/Copycat/Mirror Killer chapter.
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Yes
I have a idea:
Hex: World of Delirium - The Entity is inspired by your odd behaviors and spreads it to others. While this Hex is active, all Skill Checks for Survivors become Delirious Skill Checks. Skill Checks also become 5%/10%/15% more frequent.
Delirious Skill Checks are uncontrollable, unpredictable Skill Checks that are much more difficult to hit. They can appear in random places, rotate rapidly in place, cause the red Skill Check slash to begin from the left instead of the right and move more quickly or slowly. These effects can stack randomly with no limit on how many are allowed at once.
Downing a Survivor and letting them recover from the dying state grants 1 token, up to a maximum of 5 tokens. Each token increases the chances of more effects being added by 7%/14%/28%.
This perk cannot be used with Hex: Ruin.
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Yes
Ooooh. Imagine that with Huntress Lullaby! 😈
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