Is Hex Undying worth running?
I’ve never ran this perk before but I see it often in my matches paired with ruin. I’m currently leveling up blight for the perk.
For those of you that use undying what’s your opinion and do you sometimes pair it with another hex totem other than ruin??
Comments
-
Trash perk. Not worth the perk slot since its nerf.
8 -
It’s great for defending totems and is better on most hexes since the change. Ruin and devour are your best combos for it
1 -
Yeah, it basically gives a Hex perk 2 totems instead of 1. That's a pretty sweet deal, especially with Ruin, Devour Hope or a full Hex build.
1 -
It gives a 100% guarantee that no matter what Hex totem survivors cleanse first, it will always be Undying. That’s pretty useful.
9 -
I personally don't think mulitpile hexes are worth the perk slots. Undying and ruin is neat, but if both totems get cleansed early you're stuck with only 2 perks.
Last time i played undying was with bubba (ruin+undying+crowd control) and i lost my undying and crowd controll after 40 seconds (also funnily enough both literally at the same time) and ruin followed 60 seconds later because the totems was in the open. So i had to play iron works with only bbq left.
So yeah, i wouldn't recommend mulitpile hex totems unless you're playing on indoor maps.
Ruin+Undying is still strong though. Also Undying+Devour is also kinda good if the totems stay, but hexes are strong in general if they stay.
2 -
Not worth it. If survivors look for totems they find both Ruin and Undying anyway. Better take something more reliable instead.
1 -
Terrible perk, don't run it. If you run ruin + undying you have a 50% chance of them cleansing ruin first, and undying after.
Run haunted grounds instead: you have only a 33% chance of them cleansing ruin first
😎
0 -
Undying+ruin+tinkerer on blight is near unplayable if you are good with blight.
2 -
It is not. I am using it on Blight with Ruin. And it is perfect perk. But i would not use for other killers, i think it only works well for Blight.
0 -
If you can pressure correctly its good with Ruin. While it does work with other hex perks now its not incredible with them.
It's basically just a distraction perk, if a player is focused on taking down your totems it won't help, but a random player just accidentally happening across your ruin is what its good for.
Hasn't worked like that since the rework, undying is cleansed first 100% of the time now.
0 -
That's impossible. If you run undying it will always be the first perk cleansed. That's how it works.
1 -
Its a great perk.
On wraith run undying + haunted grounds + devour. Amazing combo on him. If they break haunted grounds first you get to use it twice so lots of free downs. If they break one of the other 2 you dont lose your hexes. Survivors end up spending a lot of time totem hunting, while exposed, versus wraith.
1 -
Depends on the killer. It's only ever used with ruin so:
For the twins it's basically a must because ruin is the only gen regression victor can use.
I've also had some success with it on nemesis if the zombies decide to defend your totems.
But on most other killers it is simply too inconsistent. Totem spawns are trash on every map except lery's so bringing two hexes that are gone in ~30-50 seconds isn't worth it. Better use ruin/pgtw or corrupt/pgtw, it's a lot more consistent
0 -
No there are only two lit totems so one of them is undying and one of them is ruin do the maths it's 50% chance
0 -
On outdoor maps, hex totems usually spawn next to gens, on hills or out in the open. So 30 to 60 seconds after the match started, Undying is gone.
There are better alternatives like Thrill, that gives a warning and slows the cleansing down or Haunted Grounds that exposes the survivors. But Undying is just trash.
Your Ruin will live longer with Thrill than with Undying when you play Blight.
0 -
Yeah, this is reason i am not using Undying or any hex totem on other killers. With Blight, this is really not problem. Even i lose my both hex totems early, they are still bad againts Blight. But Ruin & Pop combo also good on Blight.
0 -
i think it is worth it...try using it with a map offering of midwich, hawkins, or meat plant. if your lobby has a survivor with a map, you can leave or bring franklins.
0 -
Read the description of Undying. If you cleanse another Hex totem that Hex replaces Undying, meaning Undying will always be the first Hex to go.
3 -
Have you read the perk description? What Undying does is that if another hex is cleansed before Undying, any on-destroy effects happen as normal (so Haunted Grounds will apply exposed), the destroyed hex respawns on a dull totem, and Undying is destroyed instead. Undying 100% goes first.
Anyway, Ruin/Undying is a great combo, but I'm not as sold on Devour/Undying because every single time I've gone against it, I run by a dull totem, see Undying, go "wait, but there's no Ruin?" and then Devour completely loses its surprise factor through process of elimination and I'll start hunting it at 0 stacks instead of 3.
0 -
You need to read what Undying does. It swaps places with the first totem cleansed so that Undying is always the first to be cleansed.
1 -
Yeah but no matter which you break ruin stays in the game, meaning you only have a 100% chance of getting rid of undying
1 -
It's decent. It can sometimes really come in clutch and make ruin or devour last way, way longer. However, there's also going to be games where both totems get cleansed very early into the match. In which case, they weren't much help, lol. I guess it's up to you to decide if the risk is worth the potential reward of keeping your totems alive much longer.
0 -
It is decent, but it is not going to win games for you or anything. Using multiple Hex perks is usually a high risk- low reward strategy.
1 -
Yeah but that's only if you cleanse ruin first if you cleanse undying first then undying is gone not ruin with 50% chance but if you have haunted grounds then you have 66% of haunted grounds gone first which is much better chances
0 -
This right here very powerful build as wraith and very effective.
1 -
essentially, this Perk allows the Hex Perk of your choosing to negate the entire downside of being cleansed once.
think about it, Hex Perks are extremely strong, but come with the risk of getting destroyed at any point in time. That makes them inconsistent, which means they arent usually arent going to shake up the meta due to that.
Undying however can negate this downside once, allowing the other Perk to stay active for longer, therefore allowing you to get much more use out of it.
It is a very good Perk, but only in combination with a strong second Hex Perk.
it no longer is as insanely broken & OP as it used to be, but the nerf it got was a very reasonable one and kept it a very good Perk even after.
4 -
Seeing as it quite consistently manages to drag matches through the mud, I'd say it's worth running.
1 -
Haunted Grounds is stronger. It's especially effective on Spirit, because survivors know that if you're running Ruin while playing as her, you're probably also running HG, and they're so scared of it that I've some games where they won't do any totems at all, even when in plain view. And if they do, it's okay, because they're somebody's down immediately. Win-win.
0 -
That's not how it works. If Ruin is cleansed then Ruin will transfer to the Undying totem and deactivate Undying.
When another Perk's Hex Totem
is cleansed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
That's from the DBD wiki.
4 -
It's worth using if you really want to make use of a Hex perk, not necessarily Ruin. It goes amazingly well with Devour Hope for example.
0 -
I think most people use it for the aura rather than the save-a-hex function.
0 -
I highly doubt that
1 -
If you think your Hex is worth running 2 perks for, yeah.
0 -
You seem to have a fundemental misunderstanding of Hex: Undying.
It doesn't matter what hex totem is cleansed first, because the hex perk that gets deactivated will always be Undying. One totem could be in Shack, the other in a Jungle Gym. If they cleanse the Shack totem first, Undying is deactivated. If they cleanse the Jungle Gym totem first... Undying is still the perk that gets deactivated.
The only Hex perk with a unique interaction with Undying is Haunted Grounds. If they cleanse the specific Undying totem first, nothing happens and Haunted Grounds doesn't activate. You just lose Undying. If they cleanse one of the two Haunted Grounds totems, then Haunted Grounds goes off and the Undying totem becomes another Haunted Grounds totem.
0 -
Thanks for the novel but it was just a prank
I assumed after the third reply where i said exactly the same thing people would understand 🗿
0 -
Yeah but undying is first to go and ruin is the one which is still lit. Can you just read what that perk says before coming here to say false rumours
0 -
It wasnt good when that challenge came out to cleanse every totem on the map but after most players got that one done its value is up a little bit. Tho having more than one hex perk weakens a killer if they cant tele unless your hag
0 -
Oh now it's a prank when you have nothing to go for after you misunderstanded what this perk does. We all know that you misunderstanded and went for all in but when you realized that you are wrong, you just went "it's a prank bro" replie.
0 -
If you pair it with Ruin or Devour Hope, it's definitely with running
0 -
Dont run it for ruin you are better off with pgtw for your back up. I use undying for devour of hope its a nice combo but make sure you snowball the game if you use that because the second devour is cleanse you will have a hard time to win.
0 -
Its not as overwhelmingly powerful as it was on release, but I still get value out of it when used. its hit and miss, and I think thats okay
0 -
I appreciate all of the feedback everyone!!!
0 -
It's not a bad perk as it does protect whatever other hex you bring into the game, but if you go up against a team that is dedicated to cleansing totems, be prepared to lose it quick, especially if they're running totem finding perks.
0 -
It depends what hex you are trying to protect with it. In some lucky cases running it with Devour Hope can literally change the game. Its a 50/50 chance it works depending on both totem spots and IF you get three totems before they see both totems. Try running that combo one day, it's super fun
0 -
I would say go for Thrill of the Hunt if you're trying to guard your totem. The cleansing speed penalty as well as the notification you get when survivors start cleansing a hex is pretty nice. Plus it's not run often so people underestimate its power
0