Should Hex: Thrill of The Hunt be buffed?

At tier 3, even at 5 tokens it only extends survivor cleaning time from 14 seconds to 18.2 seconds, and diminishes as totems are cleansed.

As a Hex that’s intended to help you protect other Hexes, in many cases the notification it gives off still doesn’t provide enough time on some maps to actually intervene and do something about it.

Should it be buffed?

Extend cleansing time more?

Have an entirely new or additional effect?

Comments

  • Moundshroud
    Moundshroud Member Posts: 4,458

    I do wish it were a bit stronger, say it extends the normal time to cleanse by 25% per Totem left, and thus is by +125% at the start of the game.

  • CheyeneKL
    CheyeneKL Member Posts: 723

    While I can support a slightly stronger effect on how long it takes to cleanse, I think that 25% would be WAY too much tbh- it works for some large maps, but it would be nigh impossible to cleanse totems on smaller maps against high mobility killers, unless you picked to cleanse it at a time when they were deep in a chase and about to down and then hook and they didn't want to lose their prey. The first totem would take about... 32 seconds to cleanse if my math is correct, which is plenty of time for a killer to book it towards you even at 110% speed on the largest map, if they're not occupied at the moment.

    So a decently coordinated SWF could probably handle it, but it would just be another rough thing for solo queues to deal with.

  • Moundshroud
    Moundshroud Member Posts: 4,458

    True... finding the sweet spot is a problem. It isn't enough now... and that might be too much. But right now, the only people who REALLY do a lot of Bone ARE the SWF. :)

  • NursesBootie
    NursesBootie Member Posts: 2,159

    Try running it without other totems. It's big brain trust me.

  • CheyeneKL
    CheyeneKL Member Posts: 723

    I play SWF more often than solo, and you're pretty correct about that. In solo everyone seems a little more focused on at least trying to get gens pumped out so that they have SOME chance of escape, whereas in SWF my teammates and I often feel like we have at least a little bit more time to do secondary objectives, like search chests and cleanse totems.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    When I first started playing this game my build used only ToTH and Haunted grounds as hex perks. This worked

  • Galklife
    Galklife Member Posts: 726

    we're back to talk about balance around soloQ or swf on voice coms?

    if you make it longer, soloQ wont be able to handle it (if you will get mobile killer and camp totems)

    swf might be able to start totems at the same time so it will force to break at least 1

  • Customapple0
    Customapple0 Member Posts: 629

    ToTH should make totems highlight in yellow while they are being cleansed. It’s so easy to miss the notification when you are tied up with chasing a survivor.

    I guess another buff could be to remove the token system and have the cleansing time be a fixed amount rather than going down with each totem cleansed.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    I think the reasoning behind the way it currently works is to try and encourage survivors to find and cleanse dull totems first before attempting the Hexes.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The cleansing time shouldn't be extended. It gives the killer a notification at the beginning of the action, an effect that is strong enough even with 1 token. You've got to remember, totems don't retain their cleanse level when the action is cancelled, so a single interrupt wastes all that time. There's a reason my favourite, and amusingly reliable, Spirit build is a Hex Build with TOTH. It's completely insane how strong that perk is with mobility.

    However, I do think it should have a better secondary effect. Like all BP bonuses, it should be applied after the trial, and it could have a dull-totem buff like Retribution. Perhaps it could give the killer aura reading or a notification post-cleanse.

  • dugman
    dugman Member Posts: 9,714

    I wouldn’t be against it having a flat increase in the cleansing time regardless of how many totems are left. Also its BP bonus is only out of game and doesn’t count for the endgame score so that’s not a huge deal to me, at least. (Then again some people use BBQ and Chili mostly for the bloodpoints so maybe there’s some people who like it on Thrill?)

    I think it’s worth noting though that Thrill does have one advantage over Undying - it’s more compatible with Hexes that use tokens like Devour Hope and Huntress Lullaby. If I want something to protect a Devour Hope totem for instance I’d go with Thrill over Undying.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Heck no. Especially with the introduction of Undying. Totem progress already resets whenever the cleansing is cancelled.

  • BioX
    BioX Member Posts: 1,378
    edited September 2020

    If you had enough time to always intervene it would be far too powerful.

    as it is imo its fine, if you are close you can choose to stop a totem from being destroyed or just use it to locate a survivor, if you are too far away well you have to let that totem go.

  • redsopine00
    redsopine00 Member Posts: 905

    Make it 28/26/24/22/20 seconds when active with a 20% buff for each totem and move the timer from 14 to 18 default