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thoughts on improvements for hex totems
Hex totems at the moment are pointless even with their effects because of the speed of cleansing, visibility, spawn location and the survivor perks running against them. The main reason for this idea is to lessen the use of ruin undying and similar combos. You shouldn't have to run two hex totem just to ensure that one of them can be used. I also feel it might help with killers running more varied builds surrounding totems. I believe if the following alterations were made to them then they would be more practical in game.
-hex totems won't spawn within 8 meters of any generator
-the vividness of hex totems is slightly reduced.
-hex totems have a minimum activation time before being able to be cleansed. The times would vary greatly depending on the hex of the totem. certain totems would instead have a minimum use before being able to be cleansed.
Ex: the entity's grasp on this totem dissipates after 180 seconds and it is then able to be cleansed.(ruin)
Ex: the entity's grasp on this totem dissipates after 2 uses and it is then able to be cleansed.(blood favor)
(totems like undying would not come with this effect or have the effect severely reduced)
-survivor perks would still allow for the totem to be found and or seen by perks
Please remain open minded, and if you believe any of these changes would be unfair then also express a solution or reasoning as to why.
Comments
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Just remove the glow effect from hex totems and the little sign that shows that you are affected by a hex perk.
Survivors will now have more incentives to cleanse dull totems. Which are in plain sight anyway, but since they usually are no threat, are ignored by most of the survivors.
Problem solved.
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Hex totems aren't pointless at all in their current design. They're some of the strongest perks that are hard set into the meta to the point a buff is simply unnecessary. The fact that Ruin Undying can win you games entirely based on being slotted shows how unnecessary a buff would be.
Buffing actually weak perks nobody uses would be far better than dedicating more time and resources toward hexes.
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You´re like 6+ months late for that statement. Undying Ruin is a trash combo that will lose you matches.
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Hex: Misdirection
All hex totems appear as dull totems and their sound is suppressed, this includes Hex: Misdirection. When a hex totem is cleansed, it explodes causing a flash that temporarily blinds the survivor.
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You bring up an interesting point. Why do survivors get notified if a hex is in play? Not only that, but it tells them which hex it is as well. Why? Is it otherwise too hard to figure out you are cursed?
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the point exactly is that your having to use ruin & undying just to ensure that the hex totem remains standing long enough for it to be useful. Meaning if a killer is wanting to center a build around ruin he would only have two slots remaining, making the killers perk options more restrictive.
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That's a lie.
Ruin Undying is far from trash, or you wouldn't see it used in the majority of matches. It's a staple in the meta because it buys you time. Will it win you matches in every game? No. Can it win you matches based entirely on being present? Yes.
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I take it that you have never been in RPD against ruin undying. Or ruin undying in lery's. Or ruin undying in any map that has decent spawns. Ruin is one of the most used perks for a reason.
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Imagine being this confident while wrong
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Yes, and that gives you more than enough to throw on variations of the same build. Ruin and Undying offer you time from the opposing team needing to look for totems around the map.
Hexes don't need a buff; the majority of perks do. The fact that the best builds are seemingly nothing but slowdown perks shows a definite issue within the game.
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The only 2 Hex perk's that you would need to know are in effect are Haunted Grounds and Devour considering one applies exposed to all for a period and the latter is permanent until it is dealt with when it get's to 3 stacks, not knowing which of these 2 is active would be hard to discern in a game without a notification.
Rest of the Hex's are pretty noticeable off the bat and don't have any similar effect's to other Hex's. That being said the only survivor perk to make use of the curse status effect is Soul Guard but even then i don't think you need the curse status to get it's benefits. Kind of hope Boon Totem's are just benefits for being cursed by killer Hex Totem's but that probably wouldn't be the case.
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But the exposed status for haunted grounds has a little ring around it that goes down until it exposed expires and devour hope's exposed does not have that, so I think they could just remove the notification. Soul guard works even if you have not been notified a hex is in play it I remember correctly
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Survivors get this notification because the devs tried (and failed) to bring solo survivors to the same information level as SWF.
Thats the only reason.
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Oh i see it sometimes. When i hear 2 thunderstrucks within the first 60 seconds. Yeah, those 10 seconds it cost survivors to cleanse this combo really made a difference!
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My bad, forgot it display's a timer on the exposed status icon.
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Prove me wrong. Show me a high skill match where this combo actually does anything except waste 2 perk slots for the killer.
Ruin only has an effect, when the killer gets survivors constantly off gens. But since the survivors constantly get pushed away from gens, they usually stumble on a lit totem, that is conveniently sitting on top of a hill, next to a gen or in another spot in plain sight.
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You can't even cleanse a totem in ten seconds unless you're bringing Counterforce and Leader.
If the survivors are cleansing a totem in ten seconds, you should be happy they're bringing off-meta perks.
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No the survivor needs to be inflicted with the cursed status effect, even if a hex was in play, they don’t get the benefit for fully recovering unless they were cursed. Tried it multiple times and there’s a video by pubsie about it. I believe it’s in his DBD myths series.
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Its a noobstomper combo that's why everyone is running it, because its an easy game if survivors don't cleanse or don't know totem spawns. It sucks against survivors who actually have a hint of a brain and cleanse totems or bring 1 perk to counter 2 of yours.
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So all you do is nit pick on a couple of seconds?
Yep, i see now why you consider this combo strong.
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Exactly!
Just to prove this, my last match against a Ruin using Bubba. We didn´t even bother searching for it.
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Ruin Undying is a perfectly acceptable combo. I use it on Plague because I don't want to be wasting time kicking generators with Pop. Essentially Ruin is great for killers who can pressure survivors off of gens, force them to do side objectives or just in general I mean for goodness sake Ruin is just a powerhouse of a regression perk.
Best case scenario is the combo stays up a while, long enough for you to get a down or two and generate some pressure/prevent gens from popping in the early game. Bringing Pop alongside it ensures a backup plan for when and if Ruin Undying does get cleansed. If they both get cleansed then that was (Likely) 28 seconds of time wasted, likely more depending on the time it took to find them and maybe even MORE if you interrupt them cleansing once or twice. And yes I'm aware that sometimes both ruin and undying are found at the same time by two different survivors and cleansed simultaneously. This is rare
Also you can opt to run a nasty all Hexes build to punish survivors for trying to dispel Ruin:
Hex: Ruin / Hex: Undying / Hex: Retribution / Hex: Haunted Grounds
This is disgusting because survivors have to cleanse to get rid of Ruin and in doing so they will always be punished by Retribution and have a very high chance of setting off the Haunted trap. Not to mention all the time spent cleansing is time for you to actually play the game. Nobody ever mentions this aspect of Hex perks.
Anyways, I don't think Hexes need major buffing but hex totems should never be where survivors spawn in it's ridiculous. That just needs to go. Sometimes when I spawn into the trial with Small Game it literally triggers while the camera is rotating before I've even got control of my character and I know that there's a totem behind me lol that's problematic come on BHVR
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It's literally the majority of killers I see in a day
You're trying to tell me that a meta staple is not a meta staple
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Thats not what i said. Just because some low rank killers use this combo to stomp noobs, doesn´t mean that its a stong combo.
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I'm red rank and you're talking out your ass
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So you being red rank means that you don´t get matched against lower ranked killers?
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I think the solution is pretty easy.
During map Generation 10 boxes will spawn at locations where totems are normally placed. If a Box would spawn at the same locations a Totem is already placed the Totem will be Set inside that Box. This means we will have many empty boxes, some totems inside boxes and some totems still staying outside (it is rng, it could happen that all 5 totems are in boxes)
These boxes have the same paintings on their sides like breakable Walls and survs can walk up to them and kick them with the same Animation as kicking Victor. Now they can look inside if there is a (hex) Totem.
With this solution totems are much better hidden because during a chase survs will not see a glowing Totem but instead this Box. And I am sure survs wont go around and kick these boxes to search for potential totems except they know a strong hex is is play.
I can also imagine that weaker hex perks would stay up longer since survs will not waste their time kicking boxes to get rid of 3rd seal es example.
Boxes do not Block auras, boxes can be destroyed by the killer too, many New perks can be invented to work with boxes, a new side objective is created, devs dont have to find New totems spots (with boxes the old ones can stay) and many more positive aspects
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Is that why almost every game where I'm a soloQ survivor and the killer has Devour ends up being an ez win for the killer? I agree with all the suggestions, sure, let's make soloQ even more unbearable, so that killers only get 4-man sweat squads as their opponents.
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Then why do most people run it? If it was terrible everyone would’ve moved to the next meta build
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Small Game was nerfed. Totems appearances changed and they're harder to see. Some spawns have changed, so they're harder to find. They're impossible to find in the corn, and even with a totem finding perk, you waste a lot of time. On an indoor map, good luck cleansing a totem with any perk. You know what you're getting into with using Hex perks. It is what it is.
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Why is SC still meta after the healing nerf?
People that don´t play a lot, tend to see a build from 2 years ago, hear that its meta and start using it despite the fact, that its useless now.
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Then why is it used in red ranks so often? I know it’s not too hard to get there but you have to play somewhat consistently to stay rank 2-1 which is where I see it most
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You don´t have to play very consistently to stay in red ranks. You just need 5 okayish matches to go from rank 5 back to 4.
With how the current rank system works, ranking up and staying at red ranks isn´t really hard.
Fact is, that with the exception of Devour Hope, none of the Hex perks deserve being a Hex perk. Because their power is so lacking or has so many prequisites/timers/restrictions (on top of being a Hex perk) that they won´t see a lot of action anyway.
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Well firstly ruin is 100% the best regression perk hence why it is a hex perk. As for the others (besides haunted and retribution since they work a bit different) I agree. That’s why I want buffs for perks like blood favour or huntress lullaby since they are currently too weak to be a hex.
Undying in its current form is good anyway. It’s a extra life for your totem and and slight info perk which is all it needed to be
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The fact that Ruin is being considered the best regression perk, speaks for itself. I mean, most of the time, Ruin can be ignored. Since it does nothing when survivors hug gens.
Undying is a worse Haunted Grounds. With Haunted Grounds, you get at least the exposed status.
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Yeah let me just pull up my invisible MMR ranking
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So you never had rainbow matches outside of the SBMMR TEST?
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Mostly purples and reds unless I'm with my SWF
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I brought it up because you're lying and being ridiculous. If you're not willing to post something factual, I'm going to give you the correct information.
His build doesn't offer many advantages as there's a lack of synergy between the perks. All you're showing is that you went against a new Bubba player with half a build at tier two.
They're running Ruin and Corrupt. A perk that encourages survivors to move around the map and is more likely to find the Ruin. Any experienced player wouldn't recommend using these perks together.
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Bro I run ruin undying on nearly every killer if they get it and I play red ranks. Its never garunteed but you gotta learn to pressure gens over slugs. If you push even 1 surv of a gen thats nearly done, you can wipe that gen in 20 seconds. Pop doesnf compare at that point, and even if the cleanse within 2 mins of the game ( which is actually pretty rare, btw) you still bought yourself a gen in value, easily worth 2 perk slots simce you did next to nothing for that value.
Anyone who complains that ruin undying is bad, plane and simple,
Are bad
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And where exactly was i lying?
Every experienced survivor will ignore Ruin. Because the drawbacks of wasting time by actively searching it vs just hugging gens and cleansing it on the way to the next gen are obvious.
As i said, no high rank killer will use this combo, because he also understands the synergy/uselessness of the perk.
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"wipe a nearly done gen in 20 seconds"
Ruin regresses at half the speed a single survivor takes to repair. So you might wanna check that again.
You try that on me, and watch how i go back to the gen, the second you break the chase. If you don´t break the chase, watch how the other 3 survivors repair gens (which makes Ruin useless). Either way, you lose.
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Well, most killers did it. Ruin is still used, because it usually gives lot of value early game, but way stronger combo is Ruin + Pop now.
I can't remember last time I have seen undying. It is used only on killers, who have trouble to get value from Pop like PH.
I overall hate hex builds, because they are really unreliable. Survivors can spawn literally looking at it.
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Ruin + Pop is better and more reliable.
Everyone who thinks Ruin + Undying is still good is super lucky on spawns and survivors.
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Ruin and pop can be better , but ruin and undying can aswell, when your good enough to hit red ranks, it honestly doesnt make enough of a difference. This whole arguement is in nature flawed because statistical data itself is flawed and its all we got here guys.
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Like i said, learn to pressure gens properly and its not a problem, what your suggesting wouldnt matter because you wouldnt loose chase if the killer is running ruin, ruin is pressuring gen for them. You are going downed, at little risk, if other team mates fill for that gen, you have more pressure for that area your chasing anyways. Pop requires setup that takes precious time, ruin and undying is a gamble but takes no setup, and if your worry about disappearing early game, then you werent confident enough to win without perks anyways, dont do it.
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Ruin isn´t pressuring gens. It´s the absense of survivors that "pressures" gens. Ruin will do nothing on survivors that hold m1.
What you mean with pressure gens doesn´t add up against skilled survivors. Since you can only chase 1 survivor at a time. Means the others will either hug gens or hang around.
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Actually, high rank killers know how to pressure gens, so Ruin is very effective for them.
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And yet, high rank survivors ignore Ruin and just push gens.
Playing as solo, most of the time, the killer gets between 3-5 hooks before the gates are powered. Doesn´t matter if the killer uses Undying Ruin or not.
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Totem spawns: pls add that you cannot spawn right next to a Hex. It is implemented that it can't be in your LOS but it happened multiple times that I just turned around and it was 5m away. Once I was so close I could hear it during the 360 in the beginning! Reduce the glow and burning sound. I find most Hexes because I hear them. Remove lighthouse totems on Ormond and Autoheaven, remove tree totems from MacMillan and Autoheaven. Which maps have imo balanced spots? f.e. Saloon, Yamaoka, Springwood, Hawkins. It should not be too easy nor too difficult (RPD, Midwich)
Buff certain perks: Since totems should be very strong perks to justify they can be destroyed, some of them need buffs.
Crowd Control: Since the survivor can use the tile once it is just not as good as Bamboozle. Yes it blocks multiple windows but LT walls are fine and except Lèry's there is only one window per tile. And for the rare double window you get on some maps it is not worth it. Imo it should not be a Hex at all but be a normal perk. Not even with a cooldown or anything.
Blood Favor: Either remove the cooldown or leave it but make it a non Hex perk. Just not both.
3rd seal: too weak vs swf or people who pay attention. expand it to the bauble when someone gets hooked. Do live tests with it affecting Freddy's clocks, Jigsawboxes, fountains and vaccine chests. For it not to be op with f.e. the Pig, just make these objects' auras invisible outside of a certain radius (like knock out).
Huntress Lullaby: buff the numbers. Maybe to - 10%
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