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A new slot for a Hex perk?

TheBus4K
TheBus4K Member Posts: 256
edited July 2021 in Feedback and Suggestions

Since I started playing, there is one thing that I have never understood, why does the killer have to face 16 perks while the survivors only face 4 perks, of which some can be destroyed if they are Hex?

A new slot for a Hex perk I think would be great, since the problem with the Hex is that it's absurdly easy to break. "High risk high reward", the favorite phrase of the main survivors, the "high risk" part should only apply to the fact that that perk can be destroyed and leave the killer without a perk, but the problem is that there is another "high risk", and is that totems are absurdly easy to find (in the vast majority of maps).

What is your opinion? Don't start with "bro I don't want to find every game with tinkerer, undying, ruin, bbq and pop !!", it's the only "annoying" combo for survivors and one of the few strong combos for killers, while survivors have tons of possible combos, both annoying and strong.

Post edited by Rizzo on

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    Whats the reason that Killers want their most powerful Perks (which are Hex-Perks, at least those which are used frequently, e.g. Ruin is the best Slowdown-Perk) without using a Perk Slot for them?

    Like, this comes up frequently that Killers want something for free...

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    Oh, I can read. But saying that it is high risk to bring a Hex-Perk is not really a reason.

    If the risk is too high for you, dont use Hex-Perks.

    If you think they are worth the risk, bring Hex-Perks, but dont complain if they get found easy, they are not meant to last the whole game anyway.

    And I am not talking about your thread only, just yesterday someone wanted Corrupt Intervention Basekit and another thread a few days ago asked for NOED (or CI) Basekit...

  • Venzhas
    Venzhas Member Posts: 684

    16 perks VS 4 perks

    This point of vue lmao

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917
    edited July 2021

    I think minor hexes could have their own dedicated 5th slot while major hexes like NOED/Ruin/Devour hope/Haunted Grounds still take up a normal slot.

    Minor hexes can still be put into normal perk slots.

    A minor hex are simply the hex perks that have a minor effect or have a very situational effect.

    Minor hexes:

    Hex: Blood Favor.

    Hex: Crowd Control.

    Hex: Retribution.

    Hex: Thrill of the Hunt.

    Hex: Third Seal.

    Hex: Lullaby?(If it stays as is then its minor but could easily be buffed to be worth a slot)

    Minor hexes will also be labeled as such.

  • TheBus4K
    TheBus4K Member Posts: 256

    "If the risk is too high for you, dont use Hex-Perks."

    Your mindset is absurdly survivor sided. Totems are found incredibly easy without perks, and there are more and more perks to destroy totems. Saying "If the risk is too high for you, dont use Hex-Perks" is like saying several versions ago "if you don't like infinite loops, don't chase", infinite loops was an absurd part of the game and they changed it. The part of finding totems so easily is something that should be completely changed or, as I said, at least add a new slot for Hex perks, because it is completely absurd that they find totems so easily.

    And regarding the other topics asking for base kit perks, one thing is to say that they give me "X perk" of base kit without providing arguments, but if they provide you with valid arguments, I don't know why to complain.

  • TheBus4K
    TheBus4K Member Posts: 256

    This would be a rare thing for some players. "Hex: Retribution" doesn't seem like a bad perk at all, honestly I have used it several times and it provides a lot of information and help. Other people would say that NOED isn't strong enough, others that Devour Hope isn't strong, etc. etc.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    The difference is, you think your arguments are valid, I dont think that they are.

    And sorry, but if you dont want a Perk to be removed from your Kit by breaking a Totem, then dont use this Perk. This is why I dont use Hex-Perks, but you dont see me complaining about those the whole time, because I use other Perks instead.

    You just want very powerful Perks without dedicating Perk Slots to it.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Notice one of the conditions for a minor hex is niche as retribution is a niche hex perk as without a major hex to actually get people to cleanse totems.

    So by itself there's a high chance that it will never do anything falling into the niche category for minor hexes.

    As for the major ones all exposed status Hexes I'd keep as major given that getting one of those on a snowball heavy killer can end the game very quickly.

  • TheBus4K
    TheBus4K Member Posts: 256

    At what point did I say that I don't want them to break my totems? I understand that you want to make things up to make it sound like you're right, but it's kind of sad.

    The problem with totems is that in the first 20 seconds of the game they can destroy them, and that is something that doesn't make sense. Even new players who are unfamiliar with totem spawns can find them easily, because most are near gens and / or outdoors with nothing covering them.

    The killer must face 16 perks and him having 4 perks seems like something nonsensical, but on top of that, the Hex perks are most of the time completely useless. Saying "bro, don't use them if you don't like them" is to have a very sad mentality, if something in the game (like the totem mechanics) is bad, instead of changing it, do we just stop using it? Wow, I hope you never belong on the balancing team.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    Yeah, but Totems can also stay up the whole game. Granted, this is not as common, but it can happen. Especially on the reworked Maps there are some pretty good Totem Spots (and some terrible as well, e.g. Autohaven). But I have played multiple games already were Ruin was not found, even on Maps like Coldwind Farm.

    The "logic" of "16 Perks vs 4 Perks" is pretty flawed since you never face those 16 Perks. E.g. if you are chasing one Survivor, their Perks (Second Chance or stuff like Iron Will), matter, but at this point, not any of the other Perks of the other Survivors. Let alone that some Perks might not even go into effect, e.g. I run BT and DS, but if the Killer does not camp/tunnel, I will not have to use any of my two Perks.

    Also, if we start with this "16 Perks vs 4 Perks", I wonder how many Perks are equivalent to the ability to press M1 to remove a Health State from Survivors...

  • TheBus4K
    TheBus4K Member Posts: 256

    In high-level games you will never see a Hex perk last the whole game, and considering that (I think) they will soon put the MMR system, I will constantly have high-level games, and Hex perks will become completely useless. Even on a map like Midwich, if you have enough hours in the DbD, you end up learning all the totem spawns (not my case, but I know people who do).


    "you never face those 16 Perk"

    Prove Thiself? Leader? Botany/Empathy/Autodidact/Bond/Desperate Measures/etc, perks to heal faster and find injured survivors? Detective's Hunch/Small Game/Counterforce, perks to find and destroy totems? All those perks are used off the chase and screw the killer. And I could go on naming more perks, but I think I've had enough.

    It seems ironic that you have almost 9000 posts, I thought that number indicated that you were quite a veteran in the DbD, but it seems that you don't even know its perks.


    "Perks are equivalent to the ability to press M1 to remove a Health State from Survivors"

    I don't understand this phrase. Do you want the killer to not be able to remove a health state from the survivors with the M1? What?

  • BioX
    BioX Member Posts: 1,378

    Perks should not determine the outcome of matches, ever.

    Nerf all meta, let skill and experience determine the outcome

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    Sure you will only get high-level games... "high level" is just something people mention to justify strong stuff (or broken stuff even) in the game.

    "Prove Thiself? Leader? Botany/Empathy/Autodidact/Bond/Desperate Measures/etc, perks to heal faster and find injured survivors? Detective's Hunch/Small Game/Counterforce, perks to find and destroy totems? All those perks are used off the chase and screw the killer. And I could go on naming more perks, but I think I've had enough."

    And? This just proves my point, you never go against 16 Perks at once.

    What does Prove Thyself do when you chase this Survivor? What does leader to? What does Botany do if the person is not healing? What do Totem Detection Perks do when you dont run any Hex-Perks?

  • Lascivar
    Lascivar Member Posts: 41


    Third Seal and Lullaby are definitely not minor things. :P Lullaby is brutal even against fantastic survivors when it's 5-stacked and can cause even the best survivors to mess up skill checks or have to stay visually focused on the skill check and no longer camming around.

  • nursewannabe
    nursewannabe Member Posts: 1,075
    edited July 2021

    Can we get a 5th perk slot for an exhaustion perk too has already been said?

    Otherwise here i am saying it

  • Bran
    Bran Member Posts: 2,096

    i agree with a dedicated hex spot and here are some reasons.

    • some hexes are not very strong or good. a lot of em would likely not effect games anyway.
    • some hexes could stay as normal perks. ex. thrill, noed, undying. it does help the whole hex support perks for other hexes area.
    • if you think about, it doesn't tip the scales too much. plus, hexes are more utility than power...not all of them provide hit ability.

    there are probably some other points, but that does seem like a pretty neato idea.

    i mean maybe even re class some perks as hexes just to add killer utility like lethal pursuer..now you don;t need to use a perk slot it.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Hex perks are already strong enough. The risk of bringing them is that they can get destroyed

  • TheBus4K
    TheBus4K Member Posts: 256
    edited July 2021

    Are you telling me that survivors with 4k hours will take the same time to find the totems as survivors with 100 hours? High-level games are going to completely destroy the use of Hex perks, whether you want to or not.

    Prove Thyself makes survivors repair generators faster. Whether you are in chase with a survivor or not has nothing to do with it, so that perk is constantly in use and is annoying the killer, because the generators are repairing faster. Even if you are chasing the survivor with that perk, someone else may have that perk as well. I don't understand how you can't understand something so simple. The healing perks you will ALWAYS be able to use, there is or will always be a wounded survivor, especially if he is a killer like the Legion. Totem perks are ALWAYS good as well, because there may not be a Hex active at the moment, but the killer may have NOED and prevent it from activating by destroying all the totems.

    Kindred, OoO, Alert, etc., perks that aren't always active but that are activated many times and provide a lot of information to the survivor (or to all survivors if they are on Discord). It may be that in one game you will literally face 16 perks AT A TIME, it may not be at the same time in another, but you will face at one point or another at 16 perks, be it at the same time or not.

    I have the DbD Wiki open, can I name you some more perks? Or is it enough?

    Post edited by Rizzo on
  • TheBus4K
    TheBus4K Member Posts: 256

    I fully understand that the "high risk" of using a Hex perk is that they can destroy that perk, but the problem is that it's excessively easy to find the totems, in the first 20-30 seconds of a game they can literally destroy it, and on top of that there are more and more perks to destroy totems.

    I'm not against Hex perks being destroyed, but I would like them to last more than 1 minute, and if it's not possible, at least they don't screw you too much by leaving you with 3 perks throughout the game (hence I am asking a fifth slot for Hex perks, so using multiple Hex perks would already be your responsibility).

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Let’s say there is 1 dedicate hex slot right? Ruin and devour would be the only perks used because they are the strongest and don’t require synergy

    Perks like crowd control or blood favour would never be used

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    "Prove Thyself makes survivors repair generators faster. Whether you are in chase with a survivor or not has nothing to do with it, so that perk is constantly in use and is annoying the killer, because the generators are repairing faster."

    How is that Perk in use when you are chasing that Survivor? If you are in chase with that Survivor, only their Second Chance-Perks or other Perks which are useful in Chases matter, not anything else. And if they are on a Gen, their PT matters, but not DH, Iron Will or any other Perks which are not active at this point.

    "Even if you are chasing the survivor with that perk, someone else may have that perk as well."

    Yeah, but at this point, the 16 Perks vs 4 Perks is already done, because the Survivor is running a Perk which does not affect you at this point.

    Like, my Build is Iron Will, DH, BT, DS. If I am just sitting on a Gen, neither of those Perks matters at all to the Killer. If they are chasing me, DH and Iron Will matter for them, but only when I am injured. And if they want to tunnel me off the Hook, DH, Iron Will and DS matter to them. (And if the Killer never tunnels or camps, they "remove" half of my Perks already. If they are a Spirit with Stridor who never camps or tunnels, they "remove" every Perk except for DH...)

    You never play against 16 Perks at once, because no Survivor runs Perks which are active and useful all the time.

    "Totem perks are ALWAYS good as well, because there may not be a Hex active at the moment, but the killer may have NOED and prevent it from activating by destroying all the totems."

    No, they will not be useful. If you are not running any Hex-Perks, you cannot count Totem Detection Perks to your 16vs4-Argument, because those Perks dont matter against you. In fact, they help you, because the Survivor is more likely to waste time cleansing Totems.


    But in the end, something like discussing about Hex-Perks being Basekit/in a fifth Perk Slot is pointless anyway, at least the Devs know that those are powerful Perks which should not be taken for granted. Bad ideas like Ruin-Basekit are as old as the Perk itself, so it will never happen.

  • Bran
    Bran Member Posts: 2,096

    people be really putting down killer sided ideas just cause they want games handed to them. smh.

  • TheBus4K
    TheBus4K Member Posts: 256
    edited July 2021

    "How is that Perk in use when you are chasing that Survivor?"

    Serious question, I mean, at what point did I say that you can only face 16 perks IF YOU ARE IN CHASE? It's something that you have been saying in all your comments and you don't get it out of your head. You, even if it's not directly in chase, you are facing the Prove Thyself perk, because it's helping the survivors to repair faster and, therefore, they can escape earlier. What the hell don't you understand?


    "Yeah, but at this point, the 16 Perks vs 4 Perks is already done, because the Survivor is running a Perk which does not affect you at this point."

    A perk that helps survivors repair faster and can escape earlier doesn't affect you? Lol, I don't even know why I keep arguing with you.


    "You never play against 16 Perks at once, because no Survivor runs Perks which are active and useful all the time."

    This phrase doesn't even make sense, you just keep making things up to make you think you're right. At what point in my main comment did I say that killers face 16 perks AT A TIME? I said we were up against 16 perks, at no point did I say at once. Let's see if in your comment 9000 you don't invent something.


    "No, they will not be useful. If you are not running any Hex-Perks, you cannot count Totem Detection Perks to your 16vs4-Argument, because those Perks dont matter against you. In fact, they help you, because the Survivor is more likely to waste time cleansing Totems."

    Following your logic, the killer can carry perks like Discordance and that the survivors never repair together, so it's never useful, or use Mindbreaker and that the survivors don't have exhaust perks. In the end, the killer of 4 perks it has, only 3 or 2 are useful, and if the survivors each had a perk to find totems, they would still have 12 useful perks between them, so stop using these useless arguments.


    "But in the end, something like discussing about Hex-Perks being Basekit/in a fifth Perk Slot is pointless anyway, at least the Devs know that those are powerful Perks which should not be taken for granted. Bad ideas like Ruin-Basekit are as old as the Perk itself, so it will never happen."

    Well, you're right, they only look at his incredible statistics, which show that the Pig is a good killer, totally accurate statistics.

    Post edited by Rizzo on
  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,836

    Please keep the discussion civil, no need to attack others over a different opinion.

  • Drak2005
    Drak2005 Member Posts: 23

    No.