New spin on hexes
What problems does this fix?:
First it fixes the issue that the killer doesn't know what totem holds what perk.
It eliminates bad RNG. instead of the killer being screwed over, by a bad spawn, it becomes more of a freebe for the survivor, while not punishing the killer 5 seconds in.
Helps to protract the game.
Is this OP?:
it is a buff, but the core mechanic is the same. It's high risk, high reward still because survivors are still capable of destroying totems and shutting down killer perks.
Spawn locations are the same so survivors still have chances to get easy picks like on top of hills, or spawning next to one.
Survivors already have tools to help hunt totems. Small game and detectives hunch are perfect for making it easier to find totems, but not essential because all but the newest of fog dwellers know most of the usual spawn locations.
Comments
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It could be that depending on how many hex perks you are using let's say you have 3 hex totems normally the 3 would get destroyed one by one but if they changed it so that you now have to cleanse all 3 and then all 3 perks would be disabled at the same time. This would incite high risk high reward gameplay since hex perks are usually much more powerful than regular perks. It would benefit high rank killers and create some variation in perk builds you see at high ranks.
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PolarBear said:
It could be that depending on how many hex perks you are using let's say you have 3 hex totems normally the 3 would get destroyed one by one but if they changed it so that you now have to cleanse all 3 and then all 3 perks would be disabled at the same time. This would incite high risk high reward gameplay since hex perks are usually much more powerful than regular perks. It would benefit high rank killers and create some variation in perk builds you see at high ranks.
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How about we make it to where once a Hex totem is destroyed, it has a timer, so its effects still apply so you can get some use out of it even if it goes early. Or, my other idea, of respawning totems. Have all totems respawn after being destroyed. Hex totems after 1 minute, and dull totems after 2 minutes. And all totems have a 20 second immunity/grace period after spawning. This way, Ruin isn't as simple as finding a totem and then gen rushing. You have to find the totem, do generators, and then when it comes back, find it again. It would make Hex perks not something you can just deal with or power through. They're real penalties that suck to deal with, so it shouldn't be a one and done thing to get rid of them. Also, for those wondering, if no totems are available when the Exit Gates are powered, one will be created in a relatively far spot, to prevent early tampering. This would make it so Killers can keep their Hex perks up, and actually allow Killers to have a fourth perk if they're running a Hex.
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ItsDaEmuDood said:
How about we make it to where once a Hex totem is destroyed, it has a timer, so its effects still apply so you can get some use out of it even if it goes early. Or, my other idea, of respawning totems. Have all totems respawn after being destroyed. Hex totems after 1 minute, and dull totems after 2 minutes. And all totems have a 20 second immunity/grace period after spawning. This way, Ruin isn't as simple as finding a totem and then gen rushing. You have to find the totem, do generators, and then when it comes back, find it again. It would make Hex perks not something you can just deal with or power through. They're real penalties that suck to deal with, so it shouldn't be a one and done thing to get rid of them. Also, for those wondering, if no totems are available when the Exit Gates are powered, one will be created in a relatively far spot, to prevent early tampering. This would make it so Killers can keep their Hex perks up, and actually allow Killers to have a fourth perk if they're running a Hex.
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The killer should be allowed to place their own totem at the start of the match.. there's 5 totems therefore killer should have 5 total opportunities to use their hex ... once totems are gone no more hex so it would be the same case with NOED if you break all totems no threat. have to where the killer can see all the totems and when the hex is broken they have to light a dull totem...
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How about it an active totem is cleansed, move it onto a dull totem until all of the totems are cleansed, or there are no dull totems available for the perk to move to.
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@azazer said:
PolarBear said:It could be that depending on how many hex perks you are using let's say you have 3 hex totems normally the 3 would get destroyed one by one but if they changed it so that you now have to cleanse all 3 and then all 3 perks would be disabled at the same time. This would incite high risk high reward gameplay since hex perks are usually much more powerful than regular perks. It would benefit high rank killers and create some variation in perk builds you see at high ranks.
The problem I see with that is that it would encourage you to play more hex perks. By your system playing only hex ruin would give you the chance you have now. to ensure any kind of longevity you'd have to play as many hex perks as possible and this quash the variety you seek
Yeah they'd need to add a lot more hex perks for my suggestion to work.
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