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Idea: What if instead of Hex's being fully cleansed, they retain a minor version of their effect ?

Title, and this is applicable to possibly Boon totems as well.

Like, if Ruin gets cleansed, instead of it being completely gone, it keeps a regression of 50%, and you gain the ability to kick gens so it stacks regression and it still works with Pop?

Devour upon being cleansed loses 2 tokens, so if you get 5 you will keep the effect of 3 tokens.

NOED gets cleansed and Killers lose the Survivors being Exposed, but keep the movement speed.

Hex totems are powerful perks that sadly in many high MMR games are basically useless because Survivors find them like they had a neon sign above them.

Comments

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    Always thought it would be interesting if the survivor that breaks a hex would solely take on its effects to spare the team. Similar to activating glyphs.

  • Top_Secret_117
    Top_Secret_117 Member Posts: 154

    I think both those suggestions are too powerful for a minor version of their effect. Maybe a 5% bonus to any regression a gen takes from perks or failed skill checks after ruin is cleansed. pop would do 30% etc.

    for devour, if you reached 5 tokens, you can still mori one survivor of your choice after its cleansed.

    Noed can keep the movement speed for 15 seconds after its cleansed, as its allready a zero skill perk with too much advantage.

    haunted grounds after being cleansed once has the ability to take over another hex totem if the killer should choose to do so, example killer walks up to ruin when he knows people are looking for it and after a 1.5 seconds animation plays its haunted grounds now but the original curse on survivors screens remains, the only clue would be that ruin isnt regressing gens anymore. would be good with devour too.

    hex retribution, any survivor that cleanses a lit totem after retribution has been cleansed will be revealed for 10 seconds. similar to main effect but only applys to the person who cleanses.

    hex blood favour will randomly destroy a dropped pallet every 60 seconds after its cleansed.

    hex huntress lullaby will silence the next 3 skill checks every 60 seconds after it is cleansed if it reaches level 5 before being cleansed

    hex play thing will spawn 1 additional dull totem once the last dull totem is cleansed , giving it one more potential use

    hex the third seal will block aura reading abilities while injured by an m1 attack for the next 20 seconds after its cleansed

    hex undying will block the next lit totem that is attempted to be cleansed for 10 seconds 1 time after undying has been cleansed.


    Hope this helps your post and for the record I like the idea a lot, a little value on these would make huge quality of life changes

  • Purgatorian
    Purgatorian Member Posts: 1,146

    Devour is definitely too strong considering after cleansing they may still be exposed if 5 tokens were gathered. They would have to drop it to the extra movement speed for 10 seconds.

    Ruin would probably drop to base regression without kicking it.

    Noed will just have the movement speed.

    Have no idea about haunted, definitely don't about lullaby since less than 4 stacks makes lullaby pointless.

    I am all for it instead of wasted perk slots but then survivors would complain they have wasted perk slots once ds or unbreakable has been used.