Hex Perk Rework Ideas
Hex perks are fairly bad at the moment. I think a lot of the perks have good effects (some are trash cough Blood Favor cough), but the fact that totem spawns often lead to perks getting cleansed instantly ruins it for a lot of people. This is why Undying is so popular. I think that totem spawn locations should definitely be improved, but also, I think hex perks should keep at least some effect once they've been cleansed. This would make it so that you have a little bit of an advantage, but not too much. Once a perk has been cleansed, the Cursed status effect would go away (otherwise, Soul Guard might be constantly active), but it would still retain some effect. These are my ideas.
Ruin: Gens regress at 150% of normal speed when kicked once cleansed
Lullaby: Stays permanently at 2 stacks once cleansed
Devour Hope: Stays permanently at 2 stacks once cleansed
Third Seal: The last survivor you hit with a basic attack is inflicted with blindness for the next 90 seconds, then the perk deactivates
Undying: Should be changed so that you can see the auras of survivors cleansing, not from 2m away from a totem (although I think it's still stepping on TotH's toes there, if it's possible to get a different effect that would be nice); once cleansed, one random hex perk has one switch and then Undying is deactivated
NOED: Should be changed so that for every totem remaining in the trial, you gain a token and each token gives 1 instadown; perk deactivates once all tokens are gone
Blood Favor: Remove the "Hex" part, and you're good. Either that, or remove cooldown, keep it a hex, and once cleansed, it gets its cooldown back (maybe 50 seconds or so).
Retribution/Haunted Ground/Thrill of the Hunt: stay the same
For those perks like Lullaby and Devour, the perma-two stack rule is so that if you got a ton of value and got it to five stacks, you would still have some effect, but if it gets cleansed instantly you still get some value out of it. These are just my ideas. Suggestions always welcome :)
Comments
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I love this.
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Love all of these ideas tbh.
Blood Favour either needs to be much better or not be a hex, for sure.
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One idea I had: Undying could have a secondary effect of one of these two ideas.
Survivors within 4 meters of a Hex totem suffer from the Oblivious status effect. Within this range, Killers also gain the Undetectable status effect.
or: Survivors cleansing a totem (dull or Hex) while inside the Killer's Terror Radius suffer from the Hindered status effect for 15 seconds once they stop cleansing the totem. This does not apply is the Survivor finishes cleansing it. (Hindered should force medium vaults to make it a better status effect imo)
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i have a rework for hex the third seal and honesty as long as blindness is the only thing it does the perk sucks.
Hex the third seal: As long as this hex is active up to 2/3/4 survivors hit with your basic attack suffer from the blindness effect. When you hit a survivor with a basic attack while this totem is active they also suffer from the oblivious effect for 20/25/30 seconds.
that would make this perk interesting to run and the oblivious can't be abused by OoO because it also applies blindess.
edit: also have a good one for blood favor so it is more useful.
Hex: Blood favor: range stays the same, no cooldown and has a 10/15/20 second duration. can't be activated if it is already activated.
that would make it so the perk is always active when you hit a survivor or at least it will still be active. the point is it is constantly active and can be way more useful this way because even if you remove the perk being a hex it will still suck.
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Yeah, I like that actually. I think it would add some much-needed buffing to Third Seal. Also, Blindness should decrease your FOV by a decent amount (maybe surround the edges of your screen with black mist or something) so that it's more similar to actually being blind. As is, it's a weak effect.
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