Removing Hex: from some perks

So ive been playing a lot lately and think its real unfair that survivors can remove perks from killers. Devour hope and ruin immediately spring to mind.


I hear the argument "But then theres no counter for it" but really? Survivors dont need as much as they have...i feel sorry for every killer i remove 1-3 hexes from as now they have basically no perks while we still have our full four.

Im sick of losing my perks AND having fun games. For both sides! As killer im nerfed i to the ground. As survivor the killer now is weaker and less fun to fight.

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Comments

  • twistedmonkey
    twistedmonkey Member Posts: 4,307

    Using hex perks are a choice. They have always been designed to be risk v reward. The more hex perks you use the more you risk playing with less perks but they also mean survivors will do totems taking them off gens.

    While some hex perks don't really seem strong at the start they most always gain in strength as the game progresses. Without being able to cleanse them they could be too strong in certain scenarios leading to prolonged games.

    Personally I don't use them as I find other perks more useful for how I play.

  • Wolf_Imperial
    Wolf_Imperial Member Posts: 3

    Make it so it needs more tokens, its not risk vs reward at all...i just played 5 games to test this i has Ruin and devour hope, Demo btw, placed portals near them and began my hunt. A gen in i sensed someone on both totems. I go to one...boom there went my ruin. I saved my devour hope but not for long at all so now all i had was BBQNC. Survivors dont have that risk vs reward killers cant just wipe perks of survivors. The game is stupidly unbalanced towards survivors. Im not wealthy so i cant buy all the dlc to get different perks. So im actively being punished for not having money?


    Devour hope could easily be changed to where its when you down, not hook and increase the tokens required for each effect.


    In 5 games ive had my two hexs past the second gen 0 times. Yes, i defend them. Also i had, full torch stun lock team, a team that sabotaged almost EVERY hook and to top it all off a tean i finally killed one person in and got immediately told of for playing because i was "wasting their play time"

  • shane32
    shane32 Member Posts: 383

    I dont Mind when my hex gets removed as thats the point to them. But to have my ruin go in 10 sec of the start of every game is ridiculous. That is what I have a problem with.

  • JustCats
    JustCats Member Posts: 298
    edited June 2020

    I think that they should just make totems respawn after a certain period of time, so it would be more like a cooldown than a disable. It'd add some strategy to clearing them and provide a little more wax and wane to the killer's power rather than an instant neuter. Also make for some pretty harrowing and frantic end-game and EGC moments.

  • Aneurysm
    Aneurysm Member Posts: 5,270
    edited June 2020

    even the weaker hexes would be miserable if not hex perks. Third seal destroys non-swf and having it unable to be removed would widen the solo/swf gap. Huntress' lullaby isn't rated highly but if you think survivors hate doc now imagine him with that and it can't be removed either. Every doc would run it (I already do) Devour hope I don't think I need to say why that's a bad idea.

    Post edited by Aneurysm on
  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    On any killer that would be broken lol. I feel some hex perks need a rework or tweaking. Devour Hope imo is what a hex perk should be. No notification until it becomes dangerous and gains major benefits half way instead of just at the end. They don't get a notification until 3 stacks and by then you already have exposure. Which makes cleansing it very difficult. 5 stacks is bragging rights.

    Haunted Grounds is more like a 1 min punisher for cleansing a hex totem.

    TOTH kinda sucks if you ask me. Hex perks are already very high risk high reward and running a 2nd perk that can be removed feels like doubling down.

    Lullaby is fun but 5 stacks is way too much work for too little pay off. Unless your doing very well the gens are done by the time you hit 5 stacks. If should remove the audio que right off the bat and more stacks increases the penalty of a failed skill check.

    Ruin is crap now unless your a mobile killer.

    Third Seal is for annoying the survivors.

    Retribution needs a complete rework because it's a half ass bitter murmur.

    Despite various threads NOED is perfectly fine.

  • KingFrost
    KingFrost Member Posts: 3,014

    Just give killers a perk to protect their hex's for roughly two minutes. Seems fair. You'd have to significantly weaken most hex perks to make them a non-hex.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    I love all-hex builds Usually depends mostly on the map but it's either living hell for the survivors or I'm playing perkless by mid-game.

  • emptyCups
    emptyCups Member Posts: 1,262
    edited June 2020

    Give killers the ability to retain power after hex cleanz at a lesser affect.

    Give killers ability to reset totems

    Give killers ability to re place hex on dull after its destroyed

  • Spooky13
    Spooky13 Member Posts: 1,486

    I don't think the solution is to remove the Hex part from Hex perks. Instead, make it so the killer has the ability to place a Hex on a specific totem, and the perk isn't active before that. You don't get to choose where totems spawn, but get to choose which totem your Hex occupies. This prevents them from being too strong cause they can't be removed, and removes the RNG of having a totem spawn literally next to a survivor or gen and losing it extremely fast, which seems to be the main problem you're having with Hexes.