[Good Hex Ideas] Devs/Players please read

I know we've all had that game as a killer. The game starts and a couple seconds later your Hex becomes cleansed making your perk slot wasted. However, I don't want Hexes to be unfair to survivors. But Hexes are luck based wither or not they spawn somewhere good. That is why I have been thinking of ideas for over 3 months on how to make hexes easier for killers to use and fair for both sides. Here's what I've come up with.
- Cooldown Timer: Once the Hex has been cleansed, the hex perk goes a certain timer until the hex is applied to another dull totem. Certain hexes would get certain times and all tokens would reset for that hex. For example, if Hex: Third Seal is cleansed it takes 3 minutes before it's applied to the next dull totem, and Hex: Ruin takes 8 minutes to go to a dull totem. In games, dull totems are just there for extra points, instead they should be used for more than just things survivors can just ignore. Survivors would have to try and cleanse all totems they see so that Hexes can't come back online. Admittedly, this screws us killers out of trying to use NOED. Certain hexes can only be respawned a certain amount of times. For example, Hex: Ruin can only respawn once and Hex: Huntresses Lullaby can only respawn twice. (P.S, NOED would still be gone the second it's cleanesed.)
-OR-
- Killers apply the Hex to totems they want: The main problem with hexes is that they can spawn out in the open so survivors can get it cleansed early game. If killers could chose a more strategic place during the game, killers wouldn't have to rely on luck for their hexes. The hex wouldn't be apply to survivors until the killer sets a hex to a totem. If the killer had more than one Hex, then they have a small menu ask which hex they want to use. Killers can also be strategic and use hexes halfway through the game. Dull totems auras would be reveled with a grey aura until all hexes have been applied, so killers can find the totems. (P.S, NOED would still automatically apply to totems.)
-OR-
- Hexes require skill checks and take a little bit longer: This one isn't the best idea, but I figured I'd throw it out there. The skill checks would be like getting out of the Doctor's Madness. All skill checks are great skill checks with no progression and failing one resets the progress. The skill checks are the same size as Sabotage skill checks without a toolbox. They can't be made smaller or bigger.
The major thing I want the devs to know is if any of these ideas are fair or not. That's where you come in. If you think these ideas are good or could be improved on then let be know in the below.
Comments
-
I like the first and third ideas, with the exception of the tokens resetting in the first one. The fact that the perk is disabled should be a big enough detriment for the Killer. Otherwise, you have to keep wasting time to get zero benefit from your hex perks.
The second one sounds good, but would never work due to the time constraints the Killer has.
2 -
@Orion said:
I like the first and third ideas, with the exception of the tokens resetting in the first one. The fact that the perk is disabled should be a big enough detriment for the Killer. Otherwise, you have to keep wasting time to get zero benefit from your hex perks.The second one sounds good, but would never work due to the time constraints the Killer has.
I'm glad you agree. Once a hex is gone, it's like a waste of a perk slot. The second one would have that problem of time.
0 -
How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.
1 -
The ability to place your own totems is likely to be the best solution. It gives survivors time to do generators while the killer sets up so I would be a fool to complain.1
-
@HookedonDemand said:
How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.That's actually a really good idea. But the problem is early rank survivors wouldn't be able to destroy it as easily.
0 -
@Peasant said:
The ability to place your own totems is likely to be the best solution. It gives survivors time to do generators while the killer sets up so I would be a fool to complain.I actually had an idea where you could place Hexes anywhere but then I thought that survivors would complain that the totems would be to hard to find. But it's still an option.
1 -
So what about (and it can't be applied to all hex's) that the totem simply stops gaining power when cleansed? Many totems use tokens, what if once cleansed they simply don't gain additional tokens?
1 -
@CL4P_TRAP_ER said:
@HookedonDemand said:
How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.That's actually a really good idea. But the problem is early rank survivors wouldn't be able to destroy it as easily.
True, but early rank killers will hardly throw around powerful hex totems either.
1 -
I would prefer number 3, and I think the skill check should be very small like unnerving presence.
Also number 1 is a brilliant idea. If they was to follow this path I think they would need to increase the amountsñ of dull totems that appear on the map.This would also encourage players to bring perks like small game. On top of that it will make the game a bit longer instead of focusing on generators.
I hope somewhere down the line we can have something else to do as a survivor. I get tired of generators and totems.1 -
How about this:
You're totem is active at the start of the game but will spawn on a random timer between 2-5 minutes on any of the dull totems on the map. That means the Hex will be active while survivors are trying to repair gens at the start of the game but can't immediately cleanse the totem. During this phase, survivors can run around cleansing dull totems. If they cleanse all the dull totems before the Hex totem spawns, then the perk is disabled and doesn't spawn. If there are remaining dull totems, then the Hex will spawn on one of the remaining totems. This will give more experienced survivors the ability to just power through the hex while less experienced survivors can start cleansing the totems.
IMO this is a balanced buff. It will generate enough pressure on the map so gen rushing is significantly reduced, give the killers enough edge to generate kills without feeling so rushed, give the survivors the ability to still rid the Hex and generate more BPs for everyone in the game due to more chases/rescues etc. It'd be a win-win for everyone.
0 -
@HookedonDemand said:
@CL4P_TRAP_ER said:
@HookedonDemand said:
How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.That's actually a really good idea. But the problem is early rank survivors wouldn't be able to destroy it as easily.
True, but early rank killers will hardly throw around powerful hex totems either.
That's also true.
0 -
The first one doesnt fix the problem of totems being too easy to find/destroy, and still relies on RNG for totem placement.
Also, those timers are way, way, way too long. The game will be over by the time Ruin respawns in most matches.The second doesnt solve the too easy to find/destroy either, and still relies on RNG because theres no way to pick where the dull totems spawn. Since totem spawns are so bad it doesnt really change much.
The third is pretty irrelevant considering how absurdly easy skillchecks are.
0 -
If a Surv destroys a totem, he has to sacrifice one of his perks too. Random chosen, with a bit more percent if DC,SC or other meta-rank1-perks are in the setup. so it hurts the survs and they will think about cleaning a totem twice before they start with cleansing.
0 -
The problem with the first solution is that the survivors will just go around and destroy all of your totems instantly.
0