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My Hex Totem rework

UnknownKiller
UnknownKiller Member Posts: 3,024
edited August 2021 in Feedback and Suggestions

Hex mechanic

All Hexes would need at least a minimun of totem cleansed for being desactivated.

Each totem cleansed decrease the effectivity of the perks others would need certain quantity

Huntress lullaby: Lose a token per each totem done.

Hex: Ruin: Lose 50% effectivity per each totem done.

Haunted grounds: Now haunted grounds deny 2 totem tokens.


Those are some examples so now surv have a reason to do totems as a side objective with reward and killers wont experiment the "10 secs hex duration"

Post edited by Rizzo on

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,355

    So, basically old Undying with a Twist?

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    So just take all the risk out of running a hex perk for free, baseline

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    More or less.Now survivors will feel doing totems do something instead of praying that they broke undying

  • UnknownKiller
    UnknownKiller Member Posts: 3,024
    edited August 2021

    Well boon totems not gonna be the killer stomping it for sure so whats the risk of boon totems too?

    When ruin is up all the game or NOED too op there are complains cuz no one did totems becuz totems doesnt help so now Im giving a reason to make it.

    Btw did you noticed it reduce the power of the hexes too?

  • Bjario
    Bjario Member Posts: 313

    Devour hope with Lethal Pursuer will be amazing if you start out with 5 tokens

  • TAG
    TAG Member Posts: 12,871
    edited August 2021

    More like making the Totems less swingy on a game to game basis. Rather than centralizing all of a Hex perk's power onto one Totem, spread it out across all Totems. Now Survivors can cleanse any Totem on the Map to reduce the power level of any equipped Hex perks to more manageable levels.

    (Obviously, some Hex perks would have to be changed to accomodate this, either by nerfing the top end a bit or by reworking the structure of the perk, like with Devour Hope.)

  • Seraphor
    Seraphor Member Posts: 9,429

    Have suggested this before:

    Unshackle Hex perks from specific totems.

    If you are running any Hex perks, all totems are lit. (potentially with varying brightness as the number decreases)

    Each Hex perk is rebalanced with five stages of strength, and as such may be weaker in general at max level 5, but is not completely removed upon one totem being cleansed.

    Obviously things like Devour Hope wouldn't start with 5 tokens, more like, the maximum number of tokens you can gain is equal to the number of uncleansed totems +1. So cleansing 2 totems removes mori potential, cleansing 4 removes exposed, and cleansing all of them removes the speed buff.

    Ruin wouldn't be entirely removed with 1 cleansed totem, but would take all 5 totems to remove entirely, however if only 4 totems are cleansed, it only has 50% regression, which would mean at 4 cleansed totems it's probably weaker than not having Ruin at all. Survivors could play this strategically by leaving the final totem uncleansed so you can't use Pop, or you play another Hex perk that still gets value with 1 remaining totem to encourage them to cleanse entirely.

    It's very easy for survivors to find and cleanse 3-4 totems throughout the course of the game through regular play. So this shouldn't be overbearing for survivors at all.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    On the part is very easy to clean 3-4 totems but they dont do it.