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Why Is Hex Ruin Spawning Next To Survivors?
It's a continuous race every game trying to make it to my Hex Ruin to see if anyone is working on it. As you can see from the link, I finally decided to show the absurd and difficult grind it takes for survivors to find my Hex Ruin.
I'm obviously being sarcastic, the Hex Ruin totem has been spawning closer and closer to survivors with each match, it's pathetic. Am I the only one facing this issue?
What a joke.
I'm a new player and I was 1 pip away from being Rank 1. This match just ruined it.
Comments
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Nope. You’re not alone. It happens to everyone. The devs have claimed to fix totem placement but it’s still messed up.0
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The real question is why are you using Ruin and NOED?
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It's always been like this as far as I know. I believe the devs have said they were planning on working on totem spawns and in general how hex perks work maybe. Hex Perks have always been a high gamble, sadly.
If at least totems wouldn't spawn right at generators or right next to survivors that would already be quite the improvement. They should have more spawn places where totems are a bit better hidden and survivors have to search for the totem a bit, not spawning on them directly and finding them without even searching for them.1 -
What if Hex Totems didn't activate until one Gen was done o.o
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I just had this happen a couple of games so started after my totem to see if anyone spawned by it and by the time I got there it was gone and someone was on the fen right meet to it as well looks like it was going to be a 3 perk game0
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Hex:Pretty Good Job
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An easy fix is for them not to activate until the perk has been activated, a survivor being hooked, a survivor getting a skillcheck on a gen, etc.
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@KillJiggy said:
An easy fix is for them not to activate until the perk has been activated, a survivor being hooked, a survivor getting a skillcheck on a gen, etc.Would prefer the devs to not take a cookie cutter approach to this problem. Totem RNG needs to be seriously looked at. Where it spawns, how it spawns in relation to survivors and generators, overall visibility etc. There is not a one size fits all for this problem especially since there is so much RNG associated with it.
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@SadonicShadow said:
@KillJiggy said:
An easy fix is for them not to activate until the perk has been activated, a survivor being hooked, a survivor getting a skillcheck on a gen, etc.Would prefer the devs to not take a cookie cutter approach to this problem. Totem RNG needs to be seriously looked at. Where it spawns, how it spawns in relation to survivors and generators, overall visibility etc. There is not a one size fits all for this problem especially since there is so much RNG associated with it.
Well i just meant that as a quick easy fix that could potentially be implemented in the next patch lol.
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Here's a quick and easy fix: totems shouldn't glow at all. Survivors want to rush the game? better get good at those great skillchecks or risk getting 1shot by devour hope then.
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@MhhBurgers said:
Here's a quick and easy fix: totems shouldn't glow at all. Survivors want to rush the game? better get good at those great skillchecks or risk getting 1shot by devour hope then.mmmmm no thanks
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Cuz of RNG.
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@MhhBurgers said:
Here's a quick and easy fix: totems shouldn't glow at all. Survivors want to rush the game? better get good at those great skillchecks or risk getting 1shot by devour hope then.Then survivors will jsut break all totems they see.
Killers who cry about hex perks will still cry. Not gonna fix anything.
I had a game today in which the poor killer didn't even get to use their NOED cuz we broke all the totems.2 -
If they aren't going to fix totem spawning, then they need to revert the change that keeps survivors from spawning next to the killer.
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Because hex totems have been a pretty good job by BHVR.
Do I need to say more?
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Because RNG likes doing this to killers:
https://www.youtube.com/watch?v=gyXhysmMNhE0 -
In my opinion they should rework how hexes work, to make them more viable.
First thing they should change - all totems start as a dull totem, if a hex perk effect triggers and it's not placed on the map, then it should immediate select one of the still standing totems that is furthest away from the survivors and apply the hex in question to it.
--> This would seemingly fix bad placement spawn issue.Second, I think they should also allow for is replacing of cleansed totems - giving certain hex totems more usability.
Third, those hex perks that requires an effort to build up tokens to make them usable during the trial, the kille should not lose the accumulated benefits when it's cleansed.
Fourth, make the hexes effects semi-persistent until individually cleansed - what is meant by this that for those where it would apply, it's not enough to remove the hex totem, those affected by the hex would still be so until individually cleansed.
Fifth, it should be possible for the killer to choose to interact with certain hex totem and transfer it's effect to the killer or the killers weapon.
--> Example: Hex: Ruin is now applied to the main weapon where every survivor struck will be cursed with the hex and will require it to be cleansed before it's removed.3 -
Or why not let u on clicking the perks let u place them on each map. So when it loads that map it loads the place u put it. And if it gets caught early it would be on u. Would mean they could be anywhere. But still findable if u honestly looked.
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If it makes you feel better, I had four games in a row where I spawned right next to the hex totem. The first three were Ruin... the last one was Haunted Ground and the whole team got hooked.
I was not popular.
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Because devs. Or next to gens... the only survivor objective and they spawn your fking Hex Totem next to it. OMEGALUL
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You're definitely not alone. I ran about 20 or so matches on killer last night while trying to use up excess Pustula Petals, and of those about 5 of them began with my hex totem being taken out in the first 30 seconds (give or take).
Just an idea, but how about allowing killers to fix their totems? Sure, you'd have to run back to it after it's destroyed again, but the necessity of doing so would depend on each individual match (and hex type).
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