http://dbd.game/killswitch
hex system rework
Hex rework
they all already suck and make you play with 3 perks after 60 seconds.
harder to find, longer to cleanse
and a small passive affect for the killers benefit even if they are cleansed like reduced repair for all survivors by 2% or something so its not a wasted slot
For survivors benefit
shrine /a large jar that fills with bones after each dull cleanse so they know or can at least check how many are left. This can be in the map center in the open killer basement, I do NOT want any more UI stuff I want something Emersive
Also for survivors benefits
dont activate any randomly. Make the killer take the time to place them by action skill over existing dull totems, and in order of perk slot if multiple. Dull totems auras faintly glow inside the radius only so the killer at least have to find them as well.
For the killers benefit
bonus BP, killer instinct on survivor who cleansed
edit-Thanks mod who moved this. I appreciate you <3
Comments
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Hex totems are very powerful but can be destroyed.Add power to the killer as long as it exists in the game.To protect or not to protect you and they should never start the game in a safe place as they can change the direction of the game very quickly(random assignment is much better),enter a non-hex perk if you don't want to play with 3 perk in the game
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I'm actually with OP on this one, most Hex perks are very underwhelming for the risk/reward that they offer. Pretty much the only ones consistently in use are Ruin, Devour Hope, and Haunted Grounds (mainly to protect other Hexes). And I guess NOED too, but it's not likely for that one to be cleansed within the first minute of a match. It is surprising to see things like Huntress Lullaby or Third Seal because they simply take too long to build up and aren't even particularly devastating like Devour Hope can be (Lullaby takes the same amount of work as Devour Hope does). Thrill of the Hunt and Retribution see almost no use without also running one of the more popular Hex perks (basically extra Hex insurance).
For the most part, I think some kind of small lingering effect made unique to each Hex could be a great boost to these perks. Obviously you want to keep the non-trap totems active for as long as possible to benefit from their strong effects, but with a light passive effect the killer doesn't have to potentially lose an entire perk slot for the match. It's not like survivors have many perks that killer can just straight up take away early in a match (the only one which any killer can completely shut down before it can be used is Deliverance).
I've seen plenty of complaints asking for a totem counter (which is NOT something I want included). However, I do think the idea of this "bone jar" could actually be pretty neat. Perhaps it could be hidden away within the basement or somewhere else that survivors do not normally wish to venture? I would also suggest that it should not indicate exactly how many totems are left, but rather change in appearance when NO totems remain (lighting up like a Hex when all are cleansed).
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Thrill- gives no real information and barely increases time.
Lullaby- noones missed a skillcheck since 2017
Third seal- aura reading perks are limited, hitting requirement means you have to slug to gain value, swf or eyeballs defeat this.
Devour- would be strong but never lasts long enough to mori. Never in life.
Ruin- gutted and doesnt work with any other slowdown.
Noed only useful during endgame to punish people who don't walk out the gates fast enough and needs a endgame build.
Everything else is a trap for a single minute and then gone. Worthless if you are already busy applying pressure or are on the other side of the map regressing gens.
Dont... don't... pretend like you can defend a totem. The second you need to hook someone its gone. And gens fly games over. That's just a wack thing to say.
I'm not the only one who doesn't use them. I almost never see any killers I face use anything but maybe ruin/noed and you don't see them once you hit purple because they aren't meta.
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Hex totems are overly underestimated, leaving a devastating effect every second they stay.One-shot killers can easily turn them into an advantage and make closed maps impossible.The slightest difficulty in hexadecimal totems causes the game to end in a few minutes (due to deveour)
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