Suggestions regarding Hex perks and Totems
In my experience Hex Perks are cleansed before they've served any real purpose. The only exceptions here are that 'No One Escapes Death' can sometimes last for a hit or two, and 'Haunted Ground' has regularly gotten me some sacrifices. However, these are easily countered; for NOED, survivors can cleanse the totems over the course of 40 - 100 seconds if multiple survivors cleanse, which most do at higher ranks do; and for Haunted Ground, survivors merely hide for 60 seconds.
'Thrill of the Hunt' is helpful, but it's never been worth an entire perk slot - at rank 3 it only adds maybe 10 seconds total (?) to cleansing 5 totems. The sound notification has never helped me prevent a totem from being cleansed, only occasionally given me the opportunity to slap a surv.
Hex Perks are definitely more powerful than regular perks, so I get why they're tied to totems and can be disarmed, but above rank 9 they become too fragile. In ranks 1-9 the hex perks haven't performed very well for me; devour hope has never acquired more than three tokens; huntress lullaby can reach 4 tokens, but averages 3 tokens; ruin lasts between 60 and 120 seconds, which is actually very powerful; the third seal usually lasts about a minute after blinding one or two survivors.
Suggestions:
(One, or any combination of them, really.)
1. Make the noise alert from Thrill of the Hunt a built-in effect for all hex perks
2. Change Thrill of the Hunt by one or more of the following:
a) modify the cleansing speed percentages to be much higher
b) add skill checks to cleansing for all survivors, on top of the existing percentages to cleansing speeds
c) require the survivor to successfully pass 5 special skill checks, instead of just holding a button down
d) require survivors to have an item or perk to cleanse totems when a killer has TotH.
e) instead of making the sound alert built-in to all hex perks, instead show the surv's aura for 5 seconds after cleansing
3. Change some Hex perks to have two states, the regular state, and a cleansed state. For example, when devour hope has been cleansed, the only effect that functions is the two token haste effect.
4. Hide totems a little bit better than they're hidden now,
Comments
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What you say about them being useless at high levels is interesting. Personally as a crappy killer most survivors dont even touch my totems and they still leave the match being on average lvl 15 killer.(I dont kill very often lol) As a survivor who plays around the 8 to 12 killer range find the killers guard them like crazy. instantly stopping chases to go after someone on a hex with the alert. Hags using almost all of their traps to guard them, trappers using several traps on them. I have also seen them sit on a hill or every 30 seconds run up it and look for it if it is in a reasonable location compared to the hill. So I want to ask what changes the strategy up so drastically that makes it useless? is it on the killer side or survivor side that causes it?
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I say, stick the hex totems on the killer’s back.
LETS SEE THOSE RING-POP CRYBABIES CLEANSE THAT.
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I agree with what you've said. I think the pruposed buffs would be nice. However, the only differance I would say is that have the aura feature you mentioned exclusive to TOTH. Just so not everybody has what is effectivelly a rare+ add-on affect built in. But otherwise, good concepts. +1
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