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Some HEX perks should still have a tiny effect after they got destroyed

The problem of hex perks is that they can get destroyed in the first minute of a match and give you 0 value. Wasted perkslot. It's often high risk for mediocre value.

So, why not make them still give some tiny little value after they got cleansed?

For example

Ruin: after cleaning it auto regress gens with normal kick regress speed for 10 seconds after a gen gets untouched.

Lullaby: after cleansed the effect of its achieved stacks accurses rng based. One time you get a normal skill check, the other time you get a lullaby skillcheck

Comments

  • Breque
    Breque Member Posts: 427

    Its not an bad idea to bad honest

  • vogit10102
    vogit10102 Member Posts: 225

    Or improve as killer. It's damn easy

  • HectorBrando
    HectorBrando Member Posts: 3,167

    I love how when someone comes with this idea its always the powerful Hexes the ones they ask to maintain some kind of effect after being cleansed, never Third Seal or Retribution.

  • clem1710
    clem1710 Member Posts: 275

    You missed the point. Nobody use hex perks because they are almost useless.

  • 28_stabs
    28_stabs Member Posts: 1,470
    edited August 2020

    I have a good idea, too. Whoever cleanse active Hex totem can be moried. :^)


    EDIT: BOOM, Haunted Grounds can be a new meta. :D

  • Athanar90
    Athanar90 Member Posts: 123

    I like this. A lot. Cleansing transfers it to the survivor instead of all survivors.

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    i mean i dont want to be rude but hex its like high risk high reward the only solution its fixing maps that are big and reduce it and also rework the hex totem spots thats it

  • clem1710
    clem1710 Member Posts: 275

    Yep, they should buff some survivor perks too. Because that DS/BT/dead hard/unbreakable/iron will meta is boring as hell

  • Kai6864
    Kai6864 Member Posts: 377

    I don’t really think there’s a big issue with the hexes and losing their powers, high risk, high reward. However, look at the Dead Dawg Saloon map, some of those totem spots are darn near impossible to find because they’re so good- hidden in the bush, underneath a log pile, on the outskirts of the map, etc. We need more excellent hiding spots and maybe then hex perks would be a tad more useful.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    How would that work with haunted grounds? Forever exposed?

    How about ruin?

    There are quite a few of these global effects that you can't quite paste onto a survivor

  • chargernick85
    chargernick85 Member Posts: 3,171

    HG is the exception as that is supposed to be cleansed. As for Retribution seeing ones Aura the remainder of the game just pretend bigger/badder Object of Obsession.

  • Nysos
    Nysos Member Posts: 19

    I think the biggest problem is hex perks aren't worth it, (R.I.P old ruin) for the risk of having them. Hate to sound one sided but Hex perks should be OP in facts that you can cleanse and rid the game of them. I kinda get placement for the totems because survivors need to be able to cleanse them but spawn locations are piss poor at best. It's supposed to be high risk high reward perk and frankly i don't see reward in the risk. Sorry to disagree but no to any lingering affects all hex perks should have a hugh buff though

  • Crowman
    Crowman Member Posts: 9,518

    It's really more of a problem of some hex perks being really good value and others just being not much better than non hex perks. I think really the devs just need to make the weaker hex totems stronger so there's more incentive to run them. Also older maps just need some better totem hiding spots, because it certainly sucks when your totem spawns out in the open field.

    Good hex totems are:

    Haunted Grounds: expose and can protect another hex

    Ruin: the regression is really strong and it's easy to get good value from this perk before it's destroyed.

    Devour Hope: expose and the ability to mori

    NOED: It's really hard to not get value from this perk and expose and extra ms are just huge effects that you are almost guaranteed to get benefit from.

    Bad Hex Totems:

    Thrill: Making it take longer to cleanse is nice, but it doesn't matter if you'll never reach them before the totem is cleansed anyways.

    Retribution: Alone seeing auras of survivors isn't bad, but it's a 1 time deal. It has potential with Haunted Grounds if you get lucky, but really it's too reliant on using other Hex Totems.

    Lullaby: Same issue as old ruin being reliant on the rng nature of skill checks. And even without the noise warning, it's not hard to hit skill checks as long as you pay attention. It works well with Doctor due to reverse skillchecks, but it's just not good enough to run on other killers.

    Third Seal: Really it's just blindness doing nothing but blocking auras which does nothing against swf groups. Even against solos, blindness isn't the worst thing in the world either unless you are running OoO.