Hex: Haunted Ground

I understand why the second one turns into a Dull Totem.
It's their idea of balance and all that.
And i'm not here to argue with that.
But i'm REALLY liking my current idea of: What if the 2nd one wouldn't turn Dull?
This could be a GREAT way to mindfuck the Survivors. (It's not fool-proof though: They're still Hexes after all, and that's how they're designed, to not be fool-proof.)
So let's imagine a match where H: HG DOES have the ability to keep the 2nd one trapped...
If they cleanse the 1st one, they'll become Exposed.
So then they know H: HG is in play.
And then they'll now be very cautious about cleansing other Hex Totems, since it might lead to them just getting 1-hit again.
Like, when you see one, you might think: "If i cleanse this now, that Meg that's in a chase right now might get 1-shot."
It could be a pretty good play if you ask me.
Comments
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I think the second one should stay lit but instead of 60 seconds of exposed, make it like 20 or 30 when it's cleansed. So it's risky and still a major threat but the survivors have some leeway to work with. The full duration of it a second time would be huge and potentially overpowered.
Alternatively instead of the second totem staying dull after the first is cleansed, there's a cool down and after the cooldown a random totem lights up with the same effect. Maybe the CD could be like 90 seconds.0 -
They'll still cleanse it and just continue pallet looping till the last gen is done.
But still a cool idea nonetheless.0 -
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@Doc_W__HOLLIDAY said:
They'll still cleanse it and just continue pallet looping till the last gen is done.But still a cool idea nonetheless.
Well yeah, no Perk stops them from looping.
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