The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Killers I curious about something.
I know a majority of hex perks aren't used for a multitude of reasons. But I'm curious if you had the opportunity to change all the hex perks to be better how would you do it.
How would you buff all the hex perks in a way that warrants it to be a hex?
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hex are fine. totem placements aren't.
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Make it so that you can relight hex totems <infinitely> after Ten seconds channeling a dull totem.
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Well a lot of the weak hexes are currently being buffed on the ptb chapter and most of those changes I would say is how I would start to buff the weaker hexes.
But ultimately it doesn't really matter how strong a hex is, unless you are playing on a new map or an indoor map where totem spawns are much harder to find then the hex is going to get cleansed and you will be down a perk. And even then, survivors will learn those totem placements so the advantage of being a new map or an indoor map becomes that totems take a bit longer to be cleansed.
Ultimately the best way to make hexes more appealing would be to change how hex totems work in the first place.
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A change I want would be is huntress lullaby affecting different skillchecks again
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i have a related post that details a totem rework, but to make it simple.
each totem remaining on the map gives the killer 1 token (up to 5). blessed and hexed totems count toward tokens.
hexes that might require a totem will still inhabit a totem and will work as normal.
also you can use multiple hexes that go over 5. (example: if ruin needed 3 and devour needed 3. that totals 6, but both will activate since neither go past 5 tokens)
so to cleanse ruin if it needed 3 tokens. you'd have to cleanse 3 totems.
if crowd control needed 1 token, you'd have to cleanse all totems.
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Originally, I would've said: Hexes should be Limit One and it lights up ALL totems. Then, for every cleansed totem, the Hex effect gets weaker and weaker, finally vanishing when they're all cleansed. You would've had to remove the 'protection only' hexes, and buff the super weak ones, but it would've been a good secondary objective for survivors, since it wouldn't be subject to the all-or-nothing of a single totem that can spawn directly next to the players' starting positions.
But with boon totems being added, that's not an option any more. A compromise would be: all hex totems start with charges on them, and when a hex totem is cleansed, your perk loses a charge, grows weaker, and automatically respawns on a dull totem. If all the dull totems are blessed, the hex just vanishes instead. And, again, remove the protection-only ones and buff the really, really crummy ones.
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undying becomes base for every hex.
they get 1 respawn.
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Please don't spawn survivors near my hex totems.
Maybe it's an idea to spawn totems 15-30 seconds after loading into the match.
Just like zombies they can come out of the ground.
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Allow the KILLER to place it on a totem much like the boon totems rn. that would balance the ######### positions hexes always spawn and give the killer a chance to be able to protect it better as most ruins last 30 seconds tops in a game. Also if a hex totem is destroyed it shouldnt be gone, like boons killer should have to find a different totem to place it on. would give hex totems more of a feeling of "the KILLER is hexing you, THEY and the entity put it on a totem"
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Kinda easy i would make it so killer dont need to run 2 or 3 gen oriented perk. Just like that all hex are better
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I never use them. They're just a liability outside of Ruin.
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Hex are just a lost cause with Boon Totems. Any improvements would be pointless.
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Rework Hex Perks to have 2 effects, 1 thats stronger while a totem is lit and a weaker effect that will remain even if the associated totem is cleansed. That way you don't lose them completely even with bad maps and ######### survivor spawns.
For exemple, Ruin:
- While the totem is active gens will start regressing at 100/150/200% the normal rate whenever its untouched.
- If the totem got cleansed gens will start regressing at normal rate if they are left alone for 5/4/3 seconds.
Notice that even tho it might look strong, you have to take in account that by equipping ruin it will become almost impossible to use Pop on the same build, or other "gen kicking" perks.
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This exactly ^
I would say a good 70% of my games my Ruin gets taken out within the first 30 seconds of the game.
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Id make it so you choose where your hex spawns.
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