http://dbd.game/killswitch
Hex perks that really shouldn't be hex perks
Huntress Lullaby: Pretty much only usable on doctor, I've gotten 5 stacks more times than I care to count but survivors still don't miss the skill checks. It takes way to long to build up stacks on a perk with limited value and can be destroyed
Third Seal: Remember this perk? The one that makes people blind when you hit them? No? Me neither.
Blood Favor: It blocks pallets that are 16 meters away from you... meaning this only works on survivors that get hit, but try to camp a pallet nearby instead of running away. Yeah... good luck ever getting use out of that
Retribution: I mean, you'd think that it'd be good for it to be a hex perk, so you can get the effect more often, but if they cleanse it first...
You could even argue that Thrill of the Hunt shouldn't be a hex perk since it's an extra totem you have to defend without knowing if it's even worth defending it.
Or you could just run any of these with undying... and play with 2 perks for most of the game.
Comments
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Third seal is no joke.
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The only one I disagree is Third Seal. It's quite a strong perk for slugging builds.
But the other ones, yeah, pretty "meh" to be a Hex
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It can be powerful, but so can knockout, which is not a hex perk.
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Oh generally it's pretty awful, and doesn't do much unlike knockout. Knockout is easily a much better, more reliable and viable perk....
SWF comms and such negate it as well, same with Knockout.
The thing is third seal is one of those perks that when a team is solo queue, or not expecting it, that it just causes a very brutal and hilarious steam roll because people let down their guard against it. It's a bad perk, but it's no joke either.
Retribution is another one that occasionally causes some brutal like 60 seconds of horror with haunted grounds. Again sure it's far from meta, most of the time it won't work, but when you let your guard down and mess up thinking that, it can ream you into the ground and bury you.
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Knock out only works on ppl on the ground. Third seal still needs to be more powerful tho.
Blood Favour also needs rework to be on par with other Hex perks. IMO, keep it a hex and also a CD, but give it a token every time it activates and increase its radius by 8 meters for each token. After a while looping pallets will be unbearable and the totem needs to be found and destroyed.
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That'd probably be cool
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In defense of Hex: Huntress Lullaby, if it wasn't a Hex Perk, it would absolutely ruin most new Survivors. When I first started out on Killer I had many games that ground to a halt when Lullaby hit 5 tokens. Without them being able to cleanse it, it would have been an instant win. Of course it did stop working eventually, but it worked way better than you're giving it credit for.
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I recently learned the value of Thrill of the Hunt from a killer that used it wisely. They were using it with both Ruin and Devour Hope as well as I think Huntress Lullaby. They made it impossible to ignore totems, but with Thrill of the Hunt they kept getting notifications when totems were being cleansed. I don’t think anybody managed to cleanse a single one without being interrupted. We thought it was just a standard Ruin/Undying combo, but when Devour Hope kicked in, that’s when we knew we were really in trouble. Genius play, actually. I don’t think any of us expected a full totem build. Hindsight being 20-20 we should have just gen rushed.
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Third seal is honestly underrated especially on nurse
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That does seem like it would be good, but if multiple survivors got on totems, or you are playing a killer without mobility, you might not be able to defend the totems well enough
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Most perks will stomp new survivors. I mean, it would be brutal don't get me wrong, but you could probably steam roll survivors with no perks
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No hex perk is strong enough to justify being a hex perk.
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ruin,noed, and devour hope:am i a joke to you
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they need to be buffed these this is what they should do to them however im not sure what to do about lullaby tho that really only affects new players or ones that rely too much on the skill check warning sound and even then they quickly get used to it.
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 15/20/25 seconds.
Hex: retribution: As long as this hex is active when a survivor cleanses any totem they become oblivious for 45 seconds, when any hex totem becomes cleansed you gain the undetectable status effect for 60/70/80 seconds or until you down a survivor.
Hex: Undying: When another hex totem is cleansed it replaces this totem and keeps all of it’s tokens. For each totem in the trial cleansing speed is reduced by 5%/10%/15%.
Hex: Thrill of the hunt: While this hex is active when a survivor is within 4 meters of any totem their aura is revealed for 2/4/6 seconds. When a survivor cleanses any totem their aura is revealed once more for 10 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.
Hex: Blood favor: When you hit a survivor with your basic attack while this hex is active and Blood favor isn’t already in effect all pallets within 16 meters will be held in place for 10/15/20 seconds.
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But knock out is guaranteed to last the whole game
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Agreed. It’s actually my favourite Hex perk. Just like Devour Hope, you’ve never seen a SWF suddenly stop doing gens so quickly once their OoO and Rainbow Map user are blind.
It also makes slugging ridiculously powerful on indoor maps.
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It is better than Third Seal, I want to say that out right.
That being said, third seal makes it so you can't see anyone when up, can't see people who are downed even when close. can't see people who are on hooks (Other than that dumb perma black hole aura thing for a sec), can't see auras from most of your perks, and so on.
It can be a lot more disruptive, the problems are you have to m1 everyone once, totem not be cleansed, and SWF on comms negates a lot of it's effect.
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The only time I can see 3rd seal being better than knock out is if there's an ooo and I guess kindred because like you said you got the black hole icon just run over there and listen for an injured surivor you will find them
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Huntress Lullaby: you’re greatly overestimating how many of those survivors exist. I’ve lost count of the amount of red rank survivors that just give up when they can’t find and cleanse HL.
TTS: more powerful as a time waster than is given credit.
Blood Favour: will probably be buffed at some point. I can understand why the devs were cautious when making a pallet blocking perk.
Retribution: hmm, yeah I wish it had a bit more oomph. 30 seconds of aura reading would make it a bigger threat.
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I know, but knockout still has a small radius where you can see the aura of the downed survivor, third seal don't. And third seal works for every kind of aura. It would be too powerful if it wasn't a hex
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Third seal is stronger in terms of what it does.
Being able to perma blind everyone 24/7 versus only when they are down and with a range limit are vastly different.
Knockout is rendered just as, if not even more useless by SWF on comms.
Third seal is only worse because it's a totem. That's the only reason. If third seal actually manages to stay up all or most of the game, it is significantly better than Knock out, however it still has all the same drawbacks knockout does but at least it is doing more overall.
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That only works if you know this is the killers strategy. If you think only one hex is in play then you are going to try to cleanse the first lit totem you see. What happened is one person tried to cleanse a totem, got hooked near the totem, and then everybody that came over for the save saw the lit totem and assumed that it was the ruin. It all kind of snowballed from there. Because we all spawned in the same quarter of the map nobody knew how many were actually in play.
Also the beauty of thrill of the huht is that it slows totem cleansing. This was Spirit, but any killer with good map travel can make this build a beast to deal with.
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I’d also like to add that seemingly few think creatively enough with TTS.
For example. It makes Insidious Camping WAY more effective because they don’t need to worry about Kindred or OoO giving the strategy away once their aura suddenly disappears.
Scummy? Sure.
Clever? Yes.
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Insidious already hides you from OoO and Kindred though
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Thrill of the Hunt becomes a weakness when you face a SWF, you can't defend everything in the same time, they tap your totems to get your attention, they start to cleanse at the same time, the game you describe only works when you're solo (even in solo, 4 or 3 hexes ? You just have to start cleansing, and get away the second you hear terror radius, use sound notification at your advantage).
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That’s the point. If a Kindred user or OoO user suddenly sees the killer stand nearby and disappear, they’ll immediately know Insidious is being used. If the survivors are blind, it doesn’t matter how close to the hook a killer tries to use Insidious.
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The game is broken in regards to swf. There’s no point in even mentioning it because with a good team coordinating over coms nothing a killer does is much good.
You say that a solo player can “just” do something, but realistically it takes half the game to figure out a killer’s strategy. A 4 totem tactic is so un meta and unusual that most players aren’t going to be prepared for it.
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I agree with the fact a killer can't win facing a serious SWF, but talking about SWF is important, because 1 game over 5 in red ranks is a full SWF squad Vs killer.
Well, as a main Killer I used to play 3 or 4 totems builds with Thrill of the Hunt, I concluded that Thrill is not a good Hex, and now that Undying conserves tokens, it's so much better to use Undying/Devour Hope/Haunted Grounds than Thrill/Devour/Haunted.
As a survivor (and I play a lot survivor, what I am talking is not theory), when I find a totem, and Thrill is shown, I know I have to be cautious, and rushing totems while the killer is near to them is silly. Killer has an entire map to defend, and that's much more true if he has several Hexes. You can harass him. He has Thrill, he has something important (and maybe you know it too late (often Devour)), and he can't know which totem is important, he would like to protect them all. He's in chase ? Cleanse. He's patrolling the totem you want to cleanse ? He can't protect gen and other totems. That's strategy. A killer can't be everywhere, you have to play, as a survivor, around that point.
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Agree with all but unsure about 3rd seal. It's dependent on survivors if SWF or not. If SWF agree its very weak. As a solo survivor myself, when I rarely come across it it can be a nightmare of a game. I think in that case too strong to be a non hex perk. It's a victim of circumstance 3rd seal
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Yes, they are a joke to me.
Ruin: can be easily ignored. Since it has no real effect unless the killer forces the survivors off the gen and keeps them from coming back.
NOED: a endgame perk, that is inactive during the longest period of the match and which can be disabled in seconds once it spawns. Just treat the killer like you were injured.
Devour Hope: a perk that only gives stacks, when the killer doesn't camp. With the current game speed, killers get usually 3 or 4 hooks, by the time the survivors complete 4 gens. Survivors don't heal up and instead prefer to repair gens while injured. So what's the difference of being exposed anyway?
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Man you're so wrong xD you get some ruin value if you're fast on your chases; NoED, if it was so bad, wouldn't give all the posts concerning it, and it's a good perk for new killers or killers that haven't regression perks; Devour Hope, before it was inconsistent, yet powerful, and now with Undying it's totally broken, bring some friends, I'll 4K you undoubtedly, as I 4k every match, you can't spit on these 3 perks, or you are a good survivor playing in green/yellow ranks, then yes, killers are bad with them
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