http://dbd.game/killswitch
Should HEX perks be able to be relit like BOONS?
At least certain HEX's such as Ruin for example. I guess at the same time though if you bring two HEX's which gets precedent when being relit? Also I'm sure certain HEX's wouldn't really work with this concept. Maybe even a new category of perk for killer that would basically be relightable HEX's. I'm just looking for opinions and discussion, I'm curious to see where people stand on this sort of thing.
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Hey devs
remember that bloodlust test weekend? Test this
You have the code for it thanks to Pentimento
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I think how you get around that is if Behavior introduces a perk that allows you to reactivate a hex, but in doing so it's only effective at half its original strength.
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sounds like an interesting idea. But i think Hex perks are balanced around the idea that they are strong effects that can be lost.
Haunted grounds relit with ruin would be a 50/50 on possibly losing the game right there.
relit Undying and now hex totems are even more harder to deal with.
Devour Hope "oh you thought u got rid of insta down and mori? Think again"
and this is just me thinking about the possibilities less then 30 seconds.
And if it gets to a point where we have conditions like "oh it can only be done one time" and "you lose all tokens on it" it becomes this mess of a thing, This game is trying super hard to be as unified in their systems as it can. At the expense of everything (balance/design/Fun) . cool idea but i don't know boys might be too chaotic.
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What? No. That's absurd and would make hexes mandatory.
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I believe it would only be fair, if a hex relights only after stomping out a boon. For Example, say you cleansed Ruin, and then lit up a boon, if the killer stomps out the boon it relights as Hex: Ruin. Of course for certain hexes like NOED or Plaything the rules are pretty strict for their activation: if there are no dull totems available at the time they are supposed to activate, this simply means they don't activate, so stomping out a boon AFTER the gates have powered doesn't light up NOED, and doing the same after you've hooked a survivor for the first time doesn't activate a Plaything totem. Also 1 Use hexes like Undying or Haunted Grounds wouldn't be able to be relit after they activate, because Undying simply takes the place of another hex that was supposed to be cleansed, and Haunted grounds only affects 2 totems. The reason HG works with Undying is because the survivors actually originally cleansed an HG totem and undying took the hit for it instead. Otherwise if they cleanse the undying totem first, HG only gets 1 activation per trial. The reason HG or Undying can't be reactivated is because once they're cleansed, that's it for them, since their effects rely on survivors cleansing/blessing totems.
Edit: As for Hex: Pentimento, once a totem is re-kindled, the only option a survivor has is to cleanse it, which removes it entirely from the map, so there's no chance this upcoming hex will be re-re-kindled by stomping out a boon.
What this does is create a power struggle for who has control over the bones in the map, and this wouldn't really be broken for the killer because whatever boon they stomp out is replaced with a hex, so as a survivor, you already know where that totem is since it was a boon, and can go over to it to either cleanse it or bless it again depending upon how much time you want to spend on it, or how crucial controlling that territory is.
This way boons have better risk and reward for using them. You are rewarded with the boon's effects as long as they stand, but risk giving the killer back any number of hexes they brought in that have been cleansed/blessed. In Ruins case this isn't really a problem, because you'll automatically know where it is after the killer stomps it out bringing back ruin, but for something like Devour Hope, it can be very dangerous using Boons because no one wants that back, even if its only around for a short time.
I think this is the only feasible way to allow killers to relight hexes in that it requires survivors to allow it via their own choice of blessing a totem in the first place.
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GREAT IDEA! A killer can keep kicking RUIN on. I like the way you think. You should apply for lead in game design!!
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Unfortunately, Stranger things returning is most likely to happen than this idea.
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Hexs harder to deal with?????
That has to be a joke right because Hexs are so easy to deal with now that most killers dont use them.
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Hey it's the same idea as Boons and relighting them over and over again.
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Boon perks are powerful too, the difference is that survivors can bless the same totem again and again with impunity. Also, it's a 1v4, Hex perks should be more powerful since its 4 perks against the 16 that survivors can bring. Relighting Devour Hope should obviously reset the stacks back to 0, and Undying would have to be reworked.
I think relighting Hex perks would be okay, but there should be a cooldown when the Hex is cleansed/blessed before the killer can relight it. Same goes for Boon perks tbh, there should be a lengthy cooldown when the killer snuffs it before the survivor can bless another totem.
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i tried to re read like what you said like 10 times and then re-read what i wrote like 8 times. i don't understand the point.
Regardless, The current power of Ruin for example can be as oppressive as it is BECAUSE you can cleanse it and get rid of it . I will admit that i play like maybe 10 games of Survivor and i don't super pay attention to killer perks. But i for sure have cleansed HEX totems for sure, so i don't know what thats about. The strongest game delay a killer can bring to a Trial is Ruin/Undying BY FAR. so what are we pretending like this hasn't been meta for the last 2 years ??? I really don't know where have you found this idea that Hex perks are suddenly useless or what ever, that's not the case.
The Hex perks as of right now have power IMO relative to the concept of you being able to lose it. I have played against REALLY good players and played terribly and got carried by ruin being up for 6 minutes. The entire concept wages on the idea that its something very powerful that you can lose, and it also has the same counterplay across all perks. We can't have ruin regressing gens at 200% if it can be relit. We can't have Devour hope give you a mori and an instant down if it can be relit.
from just the logistic side, you literally would have to rework every HEX perk. at the speeds that this company works at, we are literally looking at atleast 4 years of a complete hex perk rework.
The real problem with HEX perks is that once people play this game enough, you kind of remember most of the totem placements somewhat. So it becomes easier to find them and easier to cleanse them. But this whole notion that you guys are putting out that somehow HEX perks are not worth or are not powerful enough is just not true in any sense. They are clearly Stronger then their non HEX counterparts and are balanced around the idea that you might lose them. and listen I spam primarily Killer and i am getting put in to a position of defending Survivors gameplay because you guys are talking crazy.
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I have not seen any Hex last more than 2-3 mins top and that's if they just didn't find it yet or just felt sorry for the killer and left it alone. I have seen fewer and fewer killers use Hexs now because Ruin x Undying meta is not very viable when 4 people boon all but 1 totem.
I have stopped using that combo because I'd rather use other perks that wont be blessed away in a matter of seconds and not to get any use out of it.
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Sure, Ruin can give you tremendous value at times. But there's plenty of opportunities where it will spawn right next to a generator or otherwise be cleaned within the first 30 seconds of the game. I'm not at all opposed to the idea that Hex perks can be lit up again, but there should be a cooldown before this can be done when a survivor cleanses/blesses it. Any accumulated stacks on Hex perks would be reset, so I don't see why Hex perks would even need to be reworked, with the exception of Undying.
Either that, or something needs to happen with Boon perks. It's simply very time inefficient for killers to go about to snuff totems when survivors can bless them again with no real penalty. Either Boons need a noticeable cooldown when the killers snuffs the totem, or the totem needs to be destroyed so survivors cannot bless the same totem over and over again.
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I prefer Boons to get some buff like 7sec Bless, makes no noise, 28m range...Then its permanently gone if snuffed
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when you said " But there's plenty of opportunities where it will spawn right next to a generator or otherwise be cleaned within the first 30 seconds of the game" YES this is what's called a HIGH RISK HIGH REWARD situation XD . the reason you can have a 200% regression on gens that are not worked on BECAUSE it has a massive down side. I really don't understand is it that crazy of a concept that something being very powerful would have a massive down side? Even something like Retribution its 10seconds worth of full map info for a killer with out any restrictions like range proximity closest etc.
Yes i agree Brody, Boon totems are Overtuned XD they are not balanced. but that doesn't mean you fight fire with fire . Eye for an eye and the whole world goes blind.
If you want i can lead the charge in saying that YES boon totems are way too strong with out real penalties . But please grant or just think about.... i don't need you to agree with me but just entertain the idea. That the current HEX perks have their power level Higher then non hex perks because it also has a massive down side. As i stated before the real issue is when people get good at the game and know most of the totem locations or some of them are just plane bad places for a totem. Thats where the issues come from. The issues come from Boons being more powerful then actual hexes in a 1v4 game. Its pointless to power creep the game for no reason, because it will just make non hex perks even worse and then they will have to power creep. Hexes are not the issue.
quick edit: basically the main jist of the problem comes from this not being a solution to anything, it just makes more problems. It also tries to change an existing very simple and very universal system with some sort of an abomination "you lose stacks when this is cleansed" "this only works at half of the effect" "this can be relit after 30 seconds" even like thinking about how it would look UI wise just makes my head hurt. not it chief. frfr on a stack no kizmo.
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Nah, both Hexes and Boons should be one-time use.
Once they are dead, they stay dead.
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I would say yes but behind hooks, how? simple.
When the killer hooks ALL survivors one time they generate a token, the moment a hex its destroyed the hex will be reactivated and the token its consumed, the hex apears randomly where totems are placed as long as theres a dull totem in game, additionally the hex becomes indestructible for 70/80/90 seconds (depending on your hex rarity). This would allow hexes two chances to be on game, also rewarding killers for hooking survivors not to mention it would give them active time to be played with
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Yes, and relighting should happen in the same action as snuffing. If the survivors want the hex gone for good, they'll have to cleanse it.
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