Done with Hexes
So at my sad rank 10 killer hexes seem totally pointless. In my last 10,no joke 10 games, my active totem was cleansed in under 90 seconds.
IMO hexes at anything but potato rank are totally pointless because every survivor has the maps memorized and knows their spawn locations. Am I going nuts or is this actually the case for everyone else?
Comments
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What do you mean? Totem Spawns are perfectly fine :)
/s
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Good ol' lighthouse hex totem
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They are still really good with an indoor map offering. I don’t use them going to a random map though.
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Remember this from Patch 2.5.0:
- Totem placement improvements: Recent upgrades to the totem interaction method allows the level design team to place the totems closer to other objects and as such, totem placement and hiding spots will be continuously improved starting with this update.
I wonder how did this particular comment aged...
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Yeah, Hex's suck. Undying is needed to make them last more than five seconds into the match.
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Totems should be harder to find tbh
I play both sides equally btw
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Hexes are the most unreliable thing. First, they spawn in the worst places ever, they can be broken within the first few seconds of the game and they are just very inconsistent.
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I agree, I think hexes are completely pointless imo
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Duh. It's high risk, high return mechanic.
What did you expect? A frickin treasure hunt for survivors?
Hex totems are supposed to be vulnerable.
90 seconds cleanse? Too bad.
They have the most powerful effects in all of DBD and yet you want to have the cake and eat it too.
Either don't equip Hex totems if you're scared of them being cleansed or just suck it up and think it's bad luck.
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Ummmm yeah they should be a hunt. I guess we found the survivor main who gets NOED smacked every game lol
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Yeah, and I found an entitled killer who wants everything revolving around himself.
Why should hexes be a treasure hunt?
It's your obligation to secure those totems if you chose to play risky tactics. That's why you see the god damn totem the entire time.
Yet you blame the survivors for cleansing what's there?
Pathetic to say the least.
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You clearly don't play killer if you think they have the time to guard totems. Why do you think no one runs Thrill Of The Hunt?
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So what's your point?
Make Hex totem effects apply with no totems?
You killers ######### and moan making excuses and yet you guys clearly don't get the mechanic of the totems in the first place.
You SHOULD guard the totems. That's your secondary job if you decided to run hex totem perks.
I don't get why it's so hard for you guys to understand.
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It must be a treasure hunt because killers do not have time to protect totems. If they had, you would see Hex: Thrill of the Hunt every match, which I doubt you do.
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Aha, aha...
Haha...
:')
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I play at rank 1 and I absolutely love Hex perks. My main Spirit/Ghostface/Pig build involves Hex perks. Ruin/Undying is one of my favourite combo's of all time now that it's not a free win.
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So just because the killers CHOSE to run hex and just because they have no time to GUARD their totems, the SURVIVORS must run around for a treasure hunt?
Wut?
What logic does that make?
Did anybody force you to run a risky Hex totem?
Cuz if they did, please tell me so I can report them for hacking.
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Just use NOED. High ranks don’t cleanse full totems. Only lit ones cause they have tunnel vision of just doing gens and nothing else. Then when they get hit with NOED prepare for the salt lol
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They're used a lot at high rank/red. Its high risk high reward. Thats why they are hexes. The longer they are left up during a match, the more the survivors will be punished.
Yes, it sucks when they are cleansed early game.
Yes, its very rewarding if survivors can't find it/try to and its left up for 75% of the match.
RNG can be a real bi*ch sometimes.
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My point is that totems should be high risk high reward. Right now they high risk low reward because they spawn in the middle of an open field. Not to mention most of them don't even have that strong of an effect anyway.
Your point is that hex's should be easy to find and that it should be the killers responsibility to guard them. Except that's the problem, the killer doesn't have the time to guard totems. They have to juggle patrolling five different gens, they simply do not have time to guard multiple hex's as well, which means it should be the survivors responsibility to find them (since gens go to fast anyways).
Also, calm down. You're turning this into a "Us vs Them" argument when OP's point was that hex's are too easy to find.
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Some maps need to have their totem spawn locations worked on. I think some of the maps that were designed later on have better totem spawns. Dead Dawg saloon seems to be a good example of a map with good hiding spots. I've gotten totem spawns on some maps that are literally right out in the open right next to a gen. There should at least be some effort to conceal totems instead of just plopping them in plain sight.
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My point was that hexes are supposed to be easy to find?
Where in tf did you get that? Please find where I exactly worded my point in that manner.
Here's my point in case you haven't gotten it already:
HEXES ARE SUPPOSED TO BE VULNERABLE.
What's the point for even trying to cleanse them, if hexes are so damn hard to find?
It's like the searching for red glyphs.
They are HIGH RISK & HIGH RETURN.
Some find them in 10 seconds, some may not even find it at all the whole match.
I had Ruin be cleansed in 20 seconds into match and another one with not even a single attempt.
It's case by case.
It's not whether it should be easy or hard.
It needs to be absolutely vulnerable so that it's high risk high return.
If hexes get too difficult to find, then it'll be low risk high return, which is stupid in my opinion.
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"They have the most powerful effects in all of DBD"
Let's take a look, shall we? https://deadbydaylight.fandom.com/wiki/Hex_Perks
- Blood Favor: Blocks palettes in an extremely small radius after hitting a target, with a very short duration and a long cool down. The only time this is ever going to be useful is if you down someone inside a palette before they can drop it and another survivor is right nearby waiting to drop the palette on your head when you go for the pickup. Extremely niche and significantly less powerful than almost every non-hex perk
- Crowd Control: Rushed Vaults block windows for a short period. It can block multiple spots, is not limited by range, and has no cool down. THIS is strong.
- Devour Hope: Rescuing people from hooks while the killer is gone builds stacks. At 3, you're exposed. At 5, you can be killed. Hilariously difficult to keep up before, with Undying, there's a chance that this may actually affect your game, though the killer is using two perks to do it. This is a strong perk, but requires the killer to already be doing very well to get any mileage out of it due to the build-up time.
- Haunted Ground: A trap that exposes everyone if cleansed. Literally only there to punish survivors for cleansing or to (theoretically) protect other hexes. Exposed lasts 60 seconds, but everyone is alerted, so unless you're very unlucky AND your team is playing foolishly, it's rare to get more than down down out of this, even against solo queues. This effect CAN be strong, but considering it's a one-shot, it almost never is.
- Huntress' Lullaby: Makes skill checks slightly harder by messing with audio cues. This also has to build up by hooking survivors, and has almost zero effect against experienced players whose muscle memory nails every skill check instantly. It has limited play against new survivors, but you have to be doing VERY well to build up to that point. Very bad.
- No One Escapes Death: Very Strong, but only in the end game and does not suffer the effects of all other hex totems by not lighting up until it's good to go. Some of those token-based totems could learn from this. Very strong.
- Retribution: Reveals the auras of survivors who cleanse hex totems (but not dull ones) for 10 seconds. Hilariously weak.
- Ruin: Gens automatically regress. Very Strong.
- The Third Seal: Inflicts Blindness on survivors you hit. You'd think this would be strong, but you can still see when a survivor gets downed or hooked. It just shuts off being able to see slugs and still-on-hooks. If you remember where the alert came from, you can find the target easily. Weak perk
- Thrill of the Hunt: Reduces cleansing speed and increases BP gain. Increases a cleanse from 14 seconds to 18 seconds. Extremely weak.
- Undying: Saves one of your other hexes from being trashed (and now preserves the tokens on it). Also reveals auras, but only around Dull totems, not hexes. Literally does nothing other than keep another totem up. It's basically a perk tax to try to avoid a bad spawn. Wouldn't be needed if totems were hidden better. Only as strong as the perk it's protecting.
So, that's 3 strong hexes (Crowd Control, Ruin, Noed), 2 situational hexes (Devour, Undying), and 6 worthless hexes (everybody else).
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It's also worth noting that even if all hex totem powers got buffed and all hex totem spawns were very well hidden, it would still be perfectly fine, because survivors already have all the tools they need to deal with totems. You have maps. They auto-detect totems you pass by, higher tier maps that start with objects pre-tracked, addons that increase auto-detection range, and an addon that shows detected objects to everyone. You also have Small Game, that pings you when you're looking in the direction of a totem (or trap) on a very short cool down, making totem hunting far, far easier (and giving you some advance warning against Trapper, Freddy, and Hag)
And that's on top of a perk that auto-detects everything in a very large radius whenever a generator is done, which is already your main objective, removing the need to get off gens and go treasure hunting instead. This was run constantly during old Ruin/Undying days, with great success, and that hasn't changed now. Buffing hexes in any way is literally not a problem that doesn't already have hard counters survivors have easy access to.
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Bloodfavor works nice on killers that have a secondary attack that doesnt count as a basic attack. And people being downed near pallets is quite more common than you'd expect. Let alone that in most cases, 16 meters is plenty of distance to gain a second hit without having to care about any pallets. It is a bit too niche to work as it does right now, but the devs are a bit too afraid to block pallets too long(look at Cruel Limits for example, it blocks ALL vaulting locations, except for dropped pallets). This is simply indicative that this game needs more counterplay than just pallets. Like breakable windows.
Devour Hope "but requires the killer to already be doing very well to get any mileage out of it due to the build-up time". Not really, there have been plenty of games where I've been able to get 9 hooks and only kill 1 survivor simply due to them tanking hookstates efficiently, Devour Hope, even at 3 stacks, has a lot of value that goes ignored. Especially on m1 killers like Trapper and Myers that dont really have any way of effectively close gaps.
You should be running Haunted Grounds more often I hear. In a lot of cases, if you have ANY information perk, you can easily get more than 1 down out of it.
Lullaby is a tad weak, but not hearing any skillcheck trigger is worthy of it being a hex totem. Even if you already do decent, if ignored too long it makes the difference between a win and a loss. Which is essentially the secondary effect of any hex totem: forcing survivors to do anything other than just gens.
NOED well, you're right, except in your token based totem argument. Lullaby has an effect as long as it is active: if you fail a skillcheck, you get a 5% additional penalty. Devour Hope allows you to kill survivors without finishing any sacrifice.
Retribution is a very strong perk. Especially combined with any other hex totem. Giving survivors the oblivious status when they cleanse any dull totem means they do not hear you coming for 45 seconds. Cleansing any hex totem reveals their aura's for 10 full seconds(remember me saying that Haunted Grounds combined with ANY information perk easily would grant you more than 1 down? Retribution with Haunted Grounds is powerful enough to end games THAT is why it's a hex totem).
Ruin, nothing to add
Third Seal, VERY strong perk might I say. A lot of survivors actually dont look for this perk actively when they are affected. "but you can still see when a survivor gets downed or hooked." Well, that has nothing to do with blindness tho, that is simply the survivor HUD. But you CANT see where a survivor is downed, you do NOT get to see an alert where someone gets downed. You can see where a survivor is hooked for 5 seconds, sure, but after that, you do not see them, nor their hook. Heck, if you're on the opposite side of the map, survivors wont have a clue as the bubble they see is the same size on their screen, regardless if you hook them 2 meters away, or 100 meters away. Third Seal is a hidden gem. Remember Trail of Torment originally being buffed to keep killers Undetectable untill they down a survivor, yet quickly getting nerfed to include injuring survivors also? Third Seal is why. It's not the strongest effect, but it's definitely too powerful to be a regular perk. You'd be surprised how many people reach their second hook state because survivors are blinded. Or the new suggested OoO change? Third Seal is going to be it's main counter. My only grudge with this perk, is that it requires you to hit survivors actively and only applies to the survivors you hit.
Thrill of the Hunt, again, ALSO notifies you of people working on any hex totem. Solo it's relatively weak and doesnt do anything but grant you extra BP and a way of telling if survivors are cleansing dull totems(the counter goes down when they do). However, like Retribution, it's amazing at totem defense. So if you have a perk like Ruin and want to make it last, slap on Thrill of the Hunt. It's quite strong.
Undying, I mean, the old perk was far too powerful to be a perk. It's slightly weak right now as I think there should be a difference between cleansing Undying and cleansing a specific hextotem, but it's information is still quite nice(again, Haunted Grounds, people running around a totem without knowing = free down with Haunted Grounds being respawned). Still quite strong as it revives a hex totem that would otherwise be gone.
So out of all the hex totems, only Bloodfavor is one that I argue to be too weak, due to it having a cooldown it does not need as it's already reliant on basic attacks. You thinking other hex perks are worthless is you simply not thinking outside of the box and just slapping whatever is deemed meta by the community.
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Perhaps I should've stated a little more clearly: every one of the hex perks I noted as being weak are Weak BECAUSE they are hex perks. They don't belong in that category, because their abilities are not better than perks you can take that the survivors cannot simply disable (or they have a single effect and you have to just hope you can get the most out of it because then it's gone, more like an item or addon than a perk). If Lullaby were a regular perk that couldn't be removed, sure it might be useful sometimes, even if it just always granted like the effect of 3 tokens and never went up. Retribution might be okay if it were a default power, that just showed auras the whole game, like Bitter Murmur or BBQ, but as something that is basically a one-shot johnny, it's awful. Same with Thrill of the Hunt. If Third Seal put blindness on for, say, 3-5 minutes and wasn't a hex, THAT might be useful. As a hex, you've got to be playing against non-SWF gamers who are just totally oblivious to everything going on and are just holding M1 on that gen all day.
A perk that survivors can turn off NEEDS to be game-defining, like Ruin, or perpetually useful, like Crowd Control. Anything linked to a hex totem needs to be stronger than Sloppy Butcher, Whispers, Pop Goes the Weasel, BBQ, or any of the other standard, always-good default perks that are not vulnerable to survivors spawning next to them. The whole travails of totems really only come down to the 3 good ones, with the others being either weaker than normal perks to begin with, or just existing to try to protect your 3 good hex options. That's awful.
But hey, I appreciate your thoughtful response, so please enjoy this:
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Can't really afford to do much about Hexes though, as they can very harshly swing games. If you get a hook in before Ruin is found, the game is pretty much over.
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Lol, fine.
Though I have my own personal opinions on certain perks, let's go with your list.
So there's 5 average and above perks and 6 not so good ones.
That's still half of viable perks that's perfectly usable.
You could literally use 4 perks slots filled with hex perks for that matter.
The problem is that it is true that those certain hex perks are very powerful just like certain survivor perks. And I'm not going to nitpick every single god damn perks that are in the game. Cuz I know for sure that the OP didn't use some underused hex perk for his match.
My point is, regardless of how many viable perks there are, whatever he/she is using is probably going to be some extremely good hex (I'd wager on Ruin or smth) that's probably going to slow the game down for all survivors.
If he/she is willing to use such a perk that would be detrimental for survivor's gameplay, then he/she should also understand that such power comes at a cost which is that it could be turned off by a survivor at any instant without care.
That's nothing to do with the number of hexes that are viable or not.
If he/she is still adamant about using those perks, then he/she should also realize that it's should be their second nature to guard that totem from time to time, since like I mentioned before, only killers can see their hex totems the entire match.
I'd like to see your opinion regarding that.
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You're really looking at hexperks individually for most of the perks. And they are hexperks because their effects are too powerful to be normal perks. Thrill of the Hunt not being a hexperk would essentially give you a permanent Thanatophobia without doing anything. Third Seal being a normal perk would simply be too powerful, unless you give the blindness effect for a limited time(which is at most 1 minute), making it a very weak perk. Giving it '3-5 minutes... ..THAT might be useful." would be too powerful to be a regular perk as you essentially blind a survivor for the entire match without them having any way of reducing that time. Blindness is a heavily underestimated effect. Retribution working whenever a hextotem is cleansed without it being a hextotem itself is utterly worthless unless you add other hextotems, which then doesnt change a thing from what it does now. That would be like DS never working, unless you also use Unbreakable. Besides, Retribution works on ANY hex totem, not just itself.
"As a hex, you've got to be playing against non-SWF gamers who are just totally oblivious to everything going on and are just holding M1 on that gen all day." This would apply to NOED, Ruin and Crowd Control aswell. Heck, 1 quick vault and survivors would be looking for Crowd Control, making it last arguably shorter than the average hex perk as survivors actively search for it. Is Crowd Control being active for 1 minute really stronger than Third Seal being active for 50% of the match untill survivors realize how much they're actually ######### for not having cleansed that totem for so long but then realizing they have no way of finding the totem other than brute forcing or using Small Game? Third Seal is strong because it appears to be weak. Just as the new ruin is stronger than old ruin because it appears to be weak. All hex totems are too powerful to be normal perks(except bloodfavor)
"A perk that survivors can turn off NEEDS to be game-defining"
Not neccesarily, it needs to make an impact on the game that gives you the oppertunity to change the endresult, sure, but they dont need to be game defining. Heck, by that reasoning, NOED and Ruin both do not fit either. As both are not really game defining by equipping them. Ruin is worthless if you do not chase survivors off gens. NOED is worthless if you are unable to get someone on the hook.
"Anything linked to a hex totem needs to be stronger than Sloppy Butcher, Whispers, Pop Goes the Weasel, BBQ, or any of the other standard, always-good default perks that are not vulnerable"
And they all are. Obliviousness in perks is rare and not easy to pull off. Deathbound only works outside a range and only if survivors heal each other. 99 each other and finish yourself with a medkit and there no longer will be Deathbound applied to you, and even then, its only 60 seconds and you can avoid both statusses. Retribution's obliviousness applies to you whenever you finish a dull totem, regardless of the situation, making it far more likely for a survivor to run into you because they do not expect you to be close. Let alone that Retribution's oblivious effect and hex status isnt really noticable since they moved that information to the top right of the screen. Does Whispers, Pop, Sloppy and BBQ give you survivors running into you for free hits? Totem defense perks NEED to be totems themselves, or they need to be having potential totem defense as a secondary effect(like thana, which has a primary effect of reducing gen speeds) otherwise they are essentially empty perk slots.
And yes, you could rework weaker hexperks into decent or weak normal perks that have a more generic application. But hextotems arent there to be generic applications. The more generic they are, the stronger they are, sure, but lets not forget the original hex totems being ruin, third seal, noed and thrill of the hunt. One totem defense, one endgame perk, one slowdown perk and one effect over time perk.
I have made and tried very effective builds with all the hex totems on different killers. Third Seal has gotten me more kills due to random survivors not being able to locate the correct hook in time of a survivor going into second state, let alone people using maps or Detective's Hunch to find totems, all useless. Thrill of the Hunt is arguably one of the best totem defense perks, the more hexes you have, the stronger this perk gets since survivors need to cleanse dull totems to reduce its effect. You could argue the effect needs to be stronger, but in 99% of your games, you're able to prevent a survivor from fully cleansing that totem. Especially if you add Thana. It's main effect is notifying you that someone is working on a Hex. Something that was one of the reasons why old Undying was considered too powerful. Retribution works really nice with Undying and Haunted Grounds and has ended a lot of games that otherwise would not have ended. Not a single other normal perk combination has that power.
"with the others being either weaker than normal perks to begin with" I mean, I'd argue you to be wrong here. With the exception of bloodfavor ofcourse. Some hex totems could be made stronger, but turn them into normal perks without heavily nerfing them and they'd instantly be meta or useless unless you already use another hex totem. But I'll make a short list just to give a small taste of how perks would be if they were nerfed to be normal perks:
-Lullaby, no longer have the 6% additional regression on missed skillchecks, reduce the warning sound by 10% for each unique hook. Which is far weaker than Lullaby is as a hex and not really worth running as a normal perk.
-Bloodfavor, instead of a 40 second cooldown, an 80 second cooldown(bloodfavor again, being the absolute worst excuse of a hex totem, being even outshined by people running Thrill of the Hunt as their only hextotem for extra BP).
-Third Seal, give survivors blindness for 60 seconds after being hit by a basic attack(maybe 120 seconds if you're lucky).
-Retribution, no longer give the oblivious status effect for cleansing dull totems, instead, give a 3 second aura read on survivors who finished cleansing any totem.
-Devour Hope, no longer can kill survivors by your own hand, get a 2.5% movementspeed bonus after hooking a survivor for each unique hooked survivor, give survivors a 30 second exposed timer everytime you hook someone after having hooked all survivors at least once.
-Haunted Grounds, would be a completely different perk, it cannot be converted to a normal perk as it is now.
-Thrill of the Hunt, no longer gives you a warning for cleansing a hextotem, it just gives BP for totems standing. Maybe an added 1% slowdown per totem standing if you're lucky.
-Undying, gives a 5 second aura read when a survivor passes a dull totem, 30 second cooldown.
Out of all of these, Devour Hope and Bloodfavor have the only potential to be a normal perk and being decent at that. With Bloodfavor obviously being already as close to a normal perk as it can be.
These totems are hexes because they are either designed to be defending totems, or because their effects are too powerful to be a normal perk.(Ignoring bloodfavor, which is an absolute joke of a hex perk).
I might have said Third Seal instead of Thrill a couple of times still, trying to edit them all out.
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You have 14 seconds to stop somebody from taking apart your hex totem. That is in addition to patrolling generators, chasing survivors, navigating loops, finding hiding survivors, kicking gens/palettes/doors, dealing with stuns, and picking up/hooking survivors. And while you're doing all of those things, any of the four survivors could be making a beeline for your totem and, 14 seconds later, it's gone for good. Despite survivors having plenty of extremely strong perks that function identically to hex totems with potent, once-per-game applications (Unbreakable, Deliverance, Adrenaline, etc), there is nothing killers can do to shut those off or prevent them from being available.
And all that is irrelevant when you consider that survivors can literally spawn next to a hex totem and break it before the killer can even walk all the way over to it.
Hex totems are a joke. They SHOULD be high reward and high risk, but unless you're using one of the 3 really, really good ones, it's high risk for low-to-zero reward. And even the really good ones rely on being in-game for a prolonged period. If your argument is "well, that just means that killers should have to patrol them in addition to doing everything else they have to do during the game," then may I suggest that cleansing a hex totem should work like repairing a generator, and it should take 90 seconds instead of 14?
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