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Tell Me If This Makes Sense

Rezblaze
Rezblaze Member Posts: 843

Let me play you a scenario.

You're in a chase with a survivor. You're heading toward a jungle gym, and they vault and give you the slip. You hear nothing, see no scratch marks.

Then, there's a little pop up at the edge of your screen that reads "Quick and Quiet"

Now imagine that the perk will only work if you gain stacks, and does nothing until then. But when a Killer enters a chase with you, he sees that notification each time you vault.

This is how it is with Hex perks. Barring NoED, they're all based on late game pressure but require heavy early game defense. They usually don't get value until later or the perks themselves are so weak it's insulting that it's a Hex Perk (looking at you Third Seal).

Can we stop getting notifications for stuff like Huntress Lullaby? It makes the perk overall just pathetic.

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Comments

  • BenZ0
    BenZ0 Member Posts: 4,125

    Agree, same goes too Ruin. They shoukld disable the "damage" animation. But that is not the only issue, totem spawns are making those perks garbage aswell.

  • Rezblaze
    Rezblaze Member Posts: 843

    Okay but who above rank 15 actually misses Skill Checks?

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,036

    Yeah...haha...who would miss Skill Checks at red Ranks?...haha...

    :I

  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited March 2020

    I agree. Except for NOED, because it only activates late game, and Devour Hope, hex perks are weak. Ruin is a shadow of it's former self. Lullaby is strong but only if you somehow get 5 stacks before all the gens are completed and it doesn't get cleansed. Which I may have had that happen only twice. I never really used 3rd seal. Sometimes I ran DH with haunted grounds but I don't use the speedy killers so I didn't get much use out of it. TOTH is just doubling down. You can't see which totem is toth and which is the one you want to protect. Your already risking 3 perks a match when running a hex perk. toth brings it to 2 perks a match. DH is by far my favorite hex because it pays off at 3 stacks instead of 5 and they don't get a notification until exposure. By then I can guard it. 2 more stacks and I can mori people which is fair because I had to work for that mori. Lullaby gets revealed the moment they touch a gen before any stacks are built. Even if you manage to get 5 stacks the pay off isn't nearly as good as Devour Hope. Then there's the very good chance the totem is out in the open or they spawn right next to it.

    Survivors don't need a notice when a hex is up. They should play the game and learn what to expect instead of being given more information. If your healthy and you got one shoted but the gens aren't completed you should assume it's DH. If there's no audio que for skill checks that's lullaby.

  • Tactless_Ninja
    Tactless_Ninja Member Posts: 1,791

    Notification disappearing is fine. But the only tell that something is wrong? Why don't we just disable the entire HUD while we're at it. Hell, animations too. I want to see my character floating across the ground T-posing while slapping my toolbox rectangle against a checkered box.

    @Rezblaze Next time you scratch your nose and a skillcheck appears with no warning, remember you started digging that hole you're now standing in. I'd wear a bandana at all times to keep the sweat out of your eyes.

  • Raptorrotas
    Raptorrotas Member Posts: 3,380
    edited March 2020

    ^^^And theres the hypervole survivor answer.

    Survivors get way to many notifications. (Might aplly to killers too, except powerrole yadda yadda)

    If you're getting affected by thanatophobia, you get the perk icon, the debuff iconson the right, the icons on the action bars AND the "AFFECTED BY THANATOPHOBIA" message on the left.

  • smappdooda
    smappdooda Member Posts: 563

    Killers don't get anywhere NEAR the same info survivors do. We get a DS icon AFTER we been hit with it which isn't really necessary and we get a horsie for Boil over... that's about it. There are status effects we should get when certain perks are in play. Why not give us a motorcycle icon when breakout is being used? It's affecting the killer like our perks affect survivors so it only seems fair right?

    There is far too much hand holding in this game for survivors. For new players I totally get it too. It's good for NEW players. Past a certain rank, hours played or whatever, those icons should go away and we should HAVE to play using our senses and awareness... you know.. some skill.

    Currently it's getting out of hand. Hell, I'm pretty sure I have seen an icon telling me my credit score and blood pressure pop up before.

  • Fibijean
    Fibijean Member Posts: 8,342

    I would agree with you, if Quick and Quiet had the power to blind the killer or knock them out.

    Hex perks give notifications for two reasons: firstly, it's pretty much a rule across the board that anything which has a direct (physical) effect on the player displays a notification when it activates (Decisive Strike being one example). Secondly, hex perks are designed to be powerful and dangerous if left unchecked, and the notification is there to give new players in particular a fighting chance against them.

  • Hoodied
    Hoodied Member Posts: 13,101
  • Rezblaze
    Rezblaze Member Posts: 843

    Okay, we can drop the act that this game is new player friendly.

    Maybe if DbD offered a more in-depth tutorial there wouldn't be an issue with new players. But who are we going to cater to? The guys who know what they're doing or the players who are new?

    Survivors should have to learn and adapt, not be literally told what they're up against, especially since the Killer has no such thing until the perk already has done its job, like Decisive Strike or Head On.

  • OtakuBurrito
    OtakuBurrito Member Posts: 512

    As a survivor main I say either change spawn locations of hex to be a guaranteed down if you get caught in/by them or make it make 2-3 times as long to do a hex totem. IF they remove the ability for everyone to see the hex then add in a perk to be able to see Hexs.

    That's the best way I can think of it to make it balanced for both sides. Because survivors already have ample perks to speed up totem cleansing.

  • Rezblaze
    Rezblaze Member Posts: 843

    I proposed this as a solution:

    • The killer will be able to see all Dull Totems on the map. All Hex Perks are deactivated and there are no Hex Totems active on the map.
    • When a killer is within 32 meters of a Dull Totem, they can look at it and see a red arrow above it. Holding F will allow them to select that Dull Totem for a Hex Perk.
    • After selecting the totem, the perk becomes active like normal.
    • Hex Perks that do not have a Hex Totem selected will not activate nor will they gain stacks.

    This makes it so that Hex Perks are more strategically placed by the Killer, rather than a thing that happens by chance. It gives every killer Prep time, which allows them to reap rewards of hex perks. It also allows you to hold onto certain Hex Totems until late game (assuming they don't cleanse all the Dull Totems) if you want to use Ruin for a 3 gen strategy, or if you want to get some pressure going before selecting a totem. It puts it in the Killer's control, and prevents a Hex Perk being cleansed 20 seconds into the match.

  • Fibijean
    Fibijean Member Posts: 8,342

    I didn't say the game was new player friendly, or that that's why the notification was there. I said it was particularly helpful for new players. And arguing that we shouldn't help try to new players because there's a steep learning curve anyway makes no sense whatsoever.

  • finitethrills
    finitethrills Member Posts: 617

    The decision to tell players about every little thing affecting them in a match instead of encouraging using even the slightest amount of brain cells was the biggest mistake in Dbd history in my mind. Bonus points for continuing to obscure the real numbers behind add-ons despite warning you that someone sneezed in your direction at match start.

  • Flatskull
    Flatskull Member Posts: 332

    Hex perks suck.


    The Devs forget the whole point of Totems was that these perks WERE OP by design but you could lose 'em early. So many of them are pig spit and not worth running because devs get skitterish about 'em.


    Third Seal: Got to hit 'em for an effect you don't even know if it's working and can be removed. It should just be.


    As long as this totem is up 1/2/3/4 survivors are afflicted with blind. When this totem is destroyed all blindness afflicted survivors suffer with it for an additional 5/10/15/20 seconds.


    Or something.


    Same with Thrill of the Hunt. It should just straight up be a normal perk. Who really uses it for the slower cleansing speed, especially since it takes up a lit totem too. I only ever use it because it at least notifies me a hex is being touched so I can actually defend it. Thrill of the hunt if it remains a hex should have a punishing effect like Hex Retritubtion or whatever Deathslinger hex is.


    Like: If a lit hex is destroyed besides this one. The survivors aura is revealed to for 20 seconds and suffers with exthaustion or something ontop of the notification.


    Huntress Lullaby. Do I need to say something. You need hooks...you need to defend the totem....it requires the otherside to bugger up AND not cleanse the totem...and all that for harder skil lchecks and 6% regression. God damn.


    This thing has SO MANY requirements you think it would grant you a stackable haste effect everytime you hit someone or something powerful. But it don't. It's pathetic. It should either be a hex or just have the hook build up requirement. Not both.


    The Only good thing hexes have gotten lately is that Hex Retribution might have good Synergy with Thrill of the Hunt, intheory, and Haunted Grounds.


    The notification is just the tip of the ice berg on the issues with hexes