Hex cleansing disables a random perk slot for all survivors.
Since the visual and placement changes fall on deaf ears and with the addition of a perk that literally shows you the exact location of a totem, here's a fair play change:
Once an active hex totem gets cleansed, one perk of every survivor (Picked at random) gets disabled for the rest of the match.
If your survivor doesn't have access to all 4 perk slots (or you decide to not bring all 4 because of adept for example), the empty slots will be "disabled" first. Meaning if you only have one perk and 3 hexes get cleansed, you will be unaffected.
If all 5 totems were cleared before NOED would have activated, the perk disable would happen once the final dull totem gets cleansed. (Killer gets no notification.)
The fair play comes from forcing the RNG on both sides. Currently the killer can have games where a hex is active all game and pulls a lot of weight, games where it's active all game but does very little to nothing or games where it gets cleansed in the first 30 seconds of the match because the survivors can see it from their spawn or it's in the open and can be seen from basically across the map.
There is no negative tied to cleansing a totem outside of Haunted Grounds and that's a singular case. Like DS, once you see it trigger, you know you're safe to clean any other totem you find.
The killer doesn't know what perks got disabled on the survivors. All that is known is that they are missing one of their perks now. That way getting a hex cleansed in the first 10 seconds of the game wouldn't be as much of a "Screw you" from the game RNG, because maybe someone just lost BT, maybe someone just lost DS, maybe someone just lost Prove Thyself, maybe someone lost Unbreakable or Soul Guard.
Killers have no clue which hex is which and also have no control over spawns. So the choice is on the survivors: You want to cleanse Ruin because you keep getting chased off of gens and lose the progress? Go ahead, but pay the price of also becoming weaker.
An offering could be added to prevent one randomized perk disable. Meaning 4 survivors could counter a 4 hex killer this way at the cost of 4 offerings.
Comments
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Nah, the thing that balances Hex perks is the fact that they can be removed from the game. Ruin is the best gen regression perk while it stands and Devour can win you the game just because it exists. Adding a debuff to cleansing any hex perk defeats the point of them and would make them too strong.
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Hexes aren't strong enough from the get go to justify it. Your "best gen regression perk" does absolute jack about that guy that sat on a gen for 80 seconds in the distance. Devour doesn't become strong until you get 3 unhooks while you're 24 meters away. (Unhooking near you with BT gives you ######### all.) And by the time it starts being good, it may be cleansed so it may have done a grand total of ######### all too.
Old Ruin was exactly the level of power which hexes should be at. (Not taking gen-tapping into account.) That ruin worked for you even on that gen in the distance unless the survivor can hit great skill checks 100% of the time. (Which most can't.) That effect is much more powerful than the typical perk which justifies why it's a hex. Currently you have to work for the effect and pray to the Entity that you don't lose all that work the moment it was about to pay off.
This puts them on par with other perks which they shouldn't ever be at as they're cleansable. (And the game has a permanent perk which lets you physically see the exact position of every single totem in the game to even further reduce the chance of you getting good value out of a hex perk.)
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I wouldn't mind this feature being a Hex perk in itself, once cleansed one random perk slot is disabled for the reminder of the trial.
I don't think it would change the meta but it will be an interesting perk to see
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New ruin is far stronger than old ruin. With old ruin if you could even hit half of your greats would only buy you about 10-25 seconds per gen. If you could hit 90% of your greats old ruin did next to nothing. Maybe 7 seconds worth of regression if you're lucky.
With new ruin if you push someone off a gen, even if someone gets back on it within 15 seconds it regresses 7 seconds worth of repair. If it takes 30 seconds for someone to get on it it regresses 15. If it takes a minute, 30 seconds of repair gone. And you can do that over and over again and keep pushing survivors off gens.
New ruin can easily total up to over 3 minutes of regression if never cleansed and you play well. If it's cleansed half way through a match you can still easily get over 1.5 minutes of regression out of it.
If you're letting survivors sit on gens for 80 seconds uninterrupted that's (usually) your fault. You're taking a bad chase or protecting the wrong gens, unless a gen is really far out of your way for gen defense, in which case letting them have it is fine so that they don't have that gen to do safely in the late game.
By comparison. pop will probably buy you 20 seconds per use. So in order to match a ruin that stayed up only half the match, you'd have to use it 5 times. And in those 5 times you use it, you had to spend the time kicking the gen which is precious time you could be chasing survivors with, where as ruin does it's thing on it's own if you give it the conditions to do so.
Losing hexes early on before they do anything is just a risk you run with hexes, overall I think devour, ruin, undying are all pretty balanced hexes, the other's are underwhelming.
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And you proved my point. In order for New Ruin to do any work whatsoever you have to put in work. And I don't know what kind of speed hacks you're on but I'm not able to be at 5 places at once as killer. If you get 2 good loopers on one gen, you can't do a thing. Especially if they're on comms. You chase one, the other one does the gen and vice versa. You defend the single gen, other gens pop if at least 1 other survivor is alive. (Or your ruin pops.)
And it's definitely my fault when a gen or totem pops before I even manage to walk to it for the first time. (Which regularly happens.) Survivors already get an upper hand by default because they are able to learn totem spawn points and just run by (Sometimes pretty far from them.) just to see if they're lit up or not. Same way killers with multiple hexes have no clue which hex is which in order to protect an important one.
Literally all cards are on the survivors' side with Hexes. The higher in rank you go, the more prominent the difference. On old Ruin it hindered the survivor unless they put in the work of getting constant greats. That's the difference between the killer having to do work in order for a hex to work (Like it mostly is now.) and the survivors doing work to not be affected by the hex. It's the survivors who are meant to be worse off, not the killer who already has to think about 3 gens, X hexes (Spread out god knows how.) and 4 survivors during the game.
In higher ranks Ruin usually doesn't have the total life span of 3 minutes let alone put in the work of 3 minutes worth of regression. Plus there's even more totem commandos now than ever before thanks to Counterforce.
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Needing to work for your slowdown is a good thing for the game, if you have problems with gens popping before you patrol them, use corrupt or play a killer with better mobility. Look at gen placements at the start of the match and decide which gens aren't worth defending at all because of their position. If 2 good loopers are on a gen, you need to burn their resources at the gen so they don't have anything to work with. That's one of the most important aspects of playing killer, especially the weaker ones; creating, defending, and forcing survivors into dead zones.
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So no one would ever cleanse hexes, where being able to cleanse them is part of the balance, because no one would lock off their own perks. We already have trap hexes.
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So you'd actually cleanse a hex if the hassle of the effect were unbearable. Meaning you'd cleanse only if you must. Allowing the killer to actually use his perks even if a survivor spawns right next to it. And you have a grand total of 2 trap hexes... (3 if you count Undying paired Haunted Grounds as being used twice.)
An alternative would be for the perks to be disabled in order. (First slot, second slot, third, fourth.) That way you could pick what you give up in what order. But the randomness reflects the randomness behind hexes from the killer's perspective. (Not knowing which is which.)
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