Hexes should be OP
yeah, perks that can be deleted from killers at any point of the game should be as strong as possible.
share your thoughts below ;)
Comments
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High risk, high reward should be a thing, yes. Devour Hope is a good example of a well made Hex.
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Aren't they op? Devor hope is op when u get use of it,noed is too op if not cleansed,haunted ground can come in clutch just like that instant down,ruin&undying gives u basically no gen progress when chasing ppl off gen etc etc
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DH is probably the only hex perk that actually lives up to "high risk/high reward" which is what they're supposed to be.
Almost all the hexes currently are high risk/low-okayish reward. No joke almost 50% of the hexes are even completely ignorable..like if you find them cool, if not, cool.
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Ruin can get substantially stronger the later it lives on but yeah the rest are kinda bad
Third seal has some use against non comms teams aswell
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Ruin I would agree can be decent. Problem is its decent value comes late, which is where it's unlikely to last till anyway. That's also note even from looking for the totem, like by end game the hiding spots are generally speaking so garbage that the survivors will have just ran past it on their way to gens.
Third Seal could have potential if they improved Blindness, but unfortunately they still haven't after years. IE you still get a notification ping when someone gets hooked, meaning the no aura reading is nearly useless bar a hard slugging killer scenario which really doesn't feel that common.
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I don't want anything in the game can legitimately be described as "overpowered". That goes for both sides.
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For hexes they are more getting at that they should all be:
"Ignore at your own peril." (Ruin) or "Do bones or die" (Devour Hope/NOED)
Style of perks which only ruin and devour hope(And NOED in a round about way) currently are.
Hexes NEED to be stronger then normal perks because unlike normal perks they can be destroyed which is a massive inherent downside.
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Devour, Noed and Ruin are strong enough. Retribution, Haunted, Toth and Undying are only supporthexes in my opinion. But lullaby, blood favor and third seal are too weak. Crowd control idk.
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Not really. There are A LOT of games which are just carried by ruin (undying) and noone of the survivors is able to find that totem.
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Only if there's a significant skill difference between the 2 sides which then it's not the ruin carrying anyway. Ruin isn't free regression, it requires skill with creating high map pressure otherwise it does nothing. Most games ruin is found early anyway.
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Again not really. You can even watch some dbd gods like ZubatLEL struggle with ruin if its not found early.
Regardking the skill level of map pressure: many killers combine ruin with tinkerer but with some experience you will gain nowledge on what survivors are doing and which gens are pushed at any given point.
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I never understood the mentality of people getting "Carried" by ruin when it does literally nothing unless the killer is actively pressuring the survivors.
Pop/Surge are both regression perk that do nothing unless the killer is actively pressuring the survivors with Hooks/Downs respectively as well.
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Agreed, the hexes should be something that would be insane *if* it couldn't be removed from the match. Imo the only two that don't fit are huntress' lullaby and blood favour
(yes third seal and crowd control need to be removable)
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Or conversely, it's a perfect example of a Hex perk holding back all the rest because it's so OP that making all totems as difficult to find as on Dead Dawg or Lery's would be unfair for as long as this perk exists.
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More powerful, sure, but to me the term "OP" implies massively imbalanced. I just don't want that.
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Not with undying around imo
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So when do survivors get hexs as their perks
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Yeah, that's kind of the point. Blows my mind when people complain about Ruin being cleansed a minute in. That's part of the risk.
Problem is that outside of Ruin, Devour and maaaaybe that Trickster one they aren't worth potentially losing a perk slot 1 minute in. A lot of them like Lullaby, Third Seal, REtribution, etc are all complete trash.
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Not fully OP. High risk, high rewards perks are good but I wouldn't want a broken OP hex perk on Hawkins or Midwitch. Especially if they have Undying.
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running under the assumption that Ruin lives for that long, which is very rarely given that Detective's Hunch and Small Game exist
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no. nothing should be overpowered. i cant possibly understand why you would ever want anything to be overpowered.
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I think they mean OP in the sense that if you couldn’t get rid of them by cleansing a totem they’d be game breaking
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While I understand your reasoning, if all hex perks were buffed to be amazing, people would just run a buffed hex perk coupled with two hex protection perks, ensuring the OP perk never becomes broken or if it does it costs survivors a good amount of time/hooks. For hexes to be buffed a lot, hex protection perks would need to be nerfed heavily or reworked/removed. It makes more sense to just make hexes harder to find or take longer to break, as this way they avoid having to rework a ton of perks.
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Nothing should be OP.
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Agreed. The only two hex’s people even has issues with are ruin because every killer ruins it and it is boring seeing it every damn game, and NOED because it takes away the high risk part of a hex since in 95% of games all dull totems won’t be cleansed before egc.
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That problem doesn't feel intrinsic to hexes, but rather map design. Maps shouldn't be in this inconsistent area where they can have Where's Waldo levels of difficulty or they can have hexes just sitting buck naked out in the open - or hex perks shouldn't be map-dependent in order to last more than a minute on average.
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I agree, but when a whole perk slot can be vanished from existence, it would be fair and balanced if that perk was significantly more impactfull and simply speaking ,,stronger" and other perks.
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That is just a temporary solution though. The better thing to do would just be to rework totems.
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But, if you run 4 hex perks, you are now at the risk of having 0 perks the whole game. I think that stands to reason that you should be extremely OP if all 4 of those hexes stay up. That is the point of them. They are indirect game delay. the problem is survivors are so used to slamming gens no matter what that they can't fathom the idea of having to do another objective.
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Nothing is ever good enough huh. Ruin is literally a game changer to this day. NOED and Devour Hope are powerful. Retribution, Haunted and Crowd Control are underrated.
Hex perks should never be inherently broken in terms of their power. I understand it can be frustrating to have survivors load in on a hex totem but that's a problem BHVR needs to fix.
If you don't like the way Hexes work then just use other perks that are more consistent like Pop, Oppression, Discordance etc
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Haunted is fine, but the others being "underrated"... sorry but no. No mention to Blood Favor and Lullaby by the way?
"Hex perks should never be inherently broken in terms of their power." So, you want low-medium reward for a high risk perk. Proof that this community should not be in charge of balance, because they're the ones who don't want things changing ever.
"Then use another peeerk" Why, good idea! That's exactly what everyone does instead of running these hex perks! Which is EXACTLY what this TC is talking about! Pop is INDEED superior, so why use these bad hexes? Because you're too scared that you might have to deal with something new?
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I'd agree they shouldn't be map dependent but unfortunately this game is set up that way. Indoor maps will always be the best for totems.
I just would hate very OP hex totems. Some games you literally don't have time to look for totems due to the team being terrible. I like how most of them are designed currently 👍
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Hex are already powerful. Except Lullaby and may be Blood favor.
Hex only need to hide better.
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It's not that deep. They're there as options. Something a lot of people tend to overlook with hexes is that they get survivors to do secondary objectives in cleansing them which is in and of itself a positive thing for the killer. Yes obviously you don't want to lose your hex perk but a survivor cleansing is a survivor not doing a generator. That's why people who use hex builds tend to go a little heavy on them like with undying, haunted and retribution to protect something like Ruin and waste survivors time cleansing and punishing them for it. Never mind the fact that if you happen to interrupt a survivor cleansing one they lose all their progress which is a massive waste of time.
I switch it up from time to time and use hexes or more reliable perks depending on how I feel.
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"the problem is survivors are so used to slamming gens no matter what that they can't fathom the idea of having to do another objective." - I don't think this is very accurate, as in a lot of higher-rank games ruin (very commonly run) gets destroyed pretty fast, and if not it is an objective a lot of survivors keep in mind as it lowers their ability to do the primary objective. I don't sea lot of what you're saying, but maybe I am just a little inexperienced and haven't played enough games to determine if what you're saying is actually true.
Also, running 4 hex perks means you're likely running one protection perk, making the three or two other hex perks fairly hard to break. Either way you get a ton of time waste or an op perk in this case.
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Most Hex perks are good, but a lot are garbage. Thrill of the Hunt is eh... Third Seal either needs a blindness rework and/or an additional effect. I think TS could be improved if it hid affected survivors aura from other survivors and could be applied by non-basic attacks, like Corrupt Purge and Hatchets.
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honestly all totems should be blocked for the first minute of the game like what corrupt intervention does.
I'm tired of losing hex ruin at the first 30 ######### seconds of the game.
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There was the event addon from last year's blighted that gave that effect
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"Why do survivors just focus on gens 😡 they should do bones 😡"
"Please block all totems for like a minute at the start of the game so survivors can't do them"
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oh okay so let my totem be cleansed at the first 10 seconds of the game because the survivors spawned right next to it.
Fair
FAIR
FAIR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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You signed up for it from the moment you decided to take a hex perk stop crying
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no it's ######### bullshit.
totem placements are GARBAGEEEEEEEEEEEEEE
as if this game needs to be more survivor ######### sided.
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Most of them are besides Undying, Thrill, and Blood Favor (which makes 0 sense why it's a hex with a cooldiwn).
The problem comes from totem placement and how survivor's either spawn on them or they are hidden in obvious places.
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imagine defending bad totem placements.
WhY ArE KiLLeRS So WeAK?
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This is because ruin is the only hex perk that prevents you from slamming gens and is very clear it is already active. Do you think survivors will stop to cleanse blood favor or crowd control? Those perks are so bad, it is actually a waste of time to bother cleansing them. The only reason it even happens is for the extra bloodpoints.
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I get that, but i'd say if crowd control stays up all match it can work really well with a bunch of builds. Other than that instance, I get what you're saying and I agree that they need buffs.
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Oh, but it is that deep, and your mentality is the problem with DBD. Your mindset is exactly why we have so many weak perks in general: The DBD community fears change and anything that might switch things up.
"They're there as options." Uh huh, if you want to run Ruin.
"Secondary objectives" Only applies to NOED and Ruin, 10 seconds is not that long to cleanse a totem. Stop defending weak perks.
Hexes should be strong because once the hex is gone, you lose the perk. High risk high reward, THAT is ACTUAL balance. If you want to lower the reward because you want to slam gens and don't want to do bones, then you need to lower the risk. You want to defend perks like Blood Favor and make sure they stay weak? Make them not hexes or give hexes natural defenses. Dedicating another precious perk slot to defend a weak totem is unacceptable and I shouldn't have to explain why.
You're defending high risk, mediocre-low reward because "YOU CAN RUN IT IF YOU WANT TO USE IT" even though absolutely nobody would want to run Lullaby or Blood Favor outside of a dedicated build. Which is not good and Lullaby and Blood Favor is most likely EXACTLY what the topic creator had in mind when making this topic.
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I think they’re not fine, but not in the way you think. They shouldn’t be overpowered, but neither should they be super easy to find.
I’m glad they’re reworking maps because it benefits totem spawns, and the older maps have horrible totem spawns. I feel for killer mains, especially when I can see it from miles away.
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