A Hex that ONLY gives movement speed would be broken?
There's only 2 perks in the game that gives you movement speed, NOED (4%) and Play with your food(5%-10%-15%).
Do you think a Hex that only gives you a movement speed would be broken or not? For example:
Increases your Movement speed by 5/6/7%. The effects persist as long as the related Hex Totem is standing.
Comments
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On most Killers? Maybe not? It depends.
On 110% Killers? Almost certainly. Pretty sure that turns any pallet into an unsafe one versus Huntress.
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That shouldn't be a Hex Totem not worthy of it should just be a base thing. I as a Killer am not gonna waste a slot for a movement speed totem that has the chance of being gone in 3 seconds wasted perk slot.
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Haste is actually game changing on most scenarios, I just giving are example of 7%, but it could be 7/7.5/8% you know.
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Just shows that you dont really have an idea how strong it would be...
@Topic:
You cannot ######### around with Movement Speed too much. We got a Movement Speed-Boon and this is super-weak, because it has to be weak, otherwise it would be broken (and the Perk will never be able to be buffed).
A Hex-Totem which grants Movement Speed would be the same, you would make it so weak that you will never use it. So 7% is way too much, with the 4% from NOED most Loops become laughable, let alone 7%.
I would rather not have a Perk which has to be super-weak because it would be broken otherwise without any chance of getting buffed.
(There is a reason why only two Perks grant Movement Speed on the Killer SIde. And one of them is pretty bad (Play with your food) and the other one is only active in Endgame)
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Play with your food would still be instantly better it can't be destroyed. Why use the Hex perk which will be destroyed when you could use PWYF and keep getting stacks. It's a no brainer.
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PWYF is highly situational (I dont think there is any Killer anymore which can utilize it in a good way) and you waste so much time to acquire Stacks.
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You also still have to find and lose chase with your Obsession 2 times to get the same benefit.
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It's not situational at all and you turn your back for 3 seconds and get a stack.
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3 seconds.
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It takes longer than 3 seconds to lose chase and PWYF has a cooldown of a few seconds.
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Killer could have a hex that slowed survivors imo
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Again I use it on Myers you turn you back for a short period of time and get a stack stop acting as if it takes minutes to get a token it doesn't. It's also still really good on Myers.
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PWYF have a cooldown of 5seconds to you be able to get another stack and just turning around do not end chases instantly. So yeah, you kinda lose time getting at least 2 stacks of PWYF. And you lose them too easy.
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I don't think will be crazy on huntress, If you're think that with this she will be able to hold her hatchets and zoning people easier.
She is 110%(4.4) walking and moves at 77%(3.08) holding a hatchet. With this perk she will move at 117%(4.68) and 84%(3.36).
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Yeah, you right. On my mind Huntress wouldn't be crazy, compared to Trickster that will move at 117%(4.68) walking and 103%(4.12) while holding his knives. Thinking now, both would probably obliterate on small/medium pallet loops
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There's only 2 perks in the game that gives you movement speed, NOED (4%) and Play with your food(5%-10%-15%).
*sad devour hope noises*
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That's only for ten seconds though AND it only procs when you've hooked them.
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noed by itself, 4% is not that strong. Many killers get bloodlust 1 in a chase. Bloodlust 1 itself is not very impactful.
NOED+Bloodlust 1 is powerful. You are hitting thresholds of movement speed where its making some loops that were originally safe into unsafe territory.
a totem perk that gives 5%-7% speed is probably not really game-breaking, but once you start factor in that it improves bloodlust 1 into bloodlust 2 in efficient time window of 15 seconds, your getting like 12% speed boost, almost bloodlust 3 from bloodlust 1.
imagine myers with that. 127% instant down myer after 15 seconds of a chase.
in general, movement speed is not good stat to play on because its not interesting form of gameplay. Anyone can play killer if they just won through movement speed. A few killer win through movement speed like Old freddy snares, clown bottles etc. Making every killer win through movement speed is not very skill expressive. It is like ok on couple but not everyone.
Its more interesting when the killer does not win through movement speed but wins by customized ability that helps them win a chase. Blight moves at 230% m/s in blight charge, much faster than these numbers but he has to use skills into mastering the new movement to win chase.
conclusion, do not buff movement speed. buff abilities. they're more skill expressive than flat movement speed.
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If it stayed up, it would be broken. However, maybe change it to be like Corrupt. Have it as an active effect for the first two minutes of the match.
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Honestly I'd love to see a perk that is simply "You move +X/Y/Z% faster" period - no hex, no triggers, just a passive permanent speed boost. Obviously those values need to be small to keep the perk from being too powerful, but there's probably a set of small values where it's good enough that players might use it but not so good that it's super powerful.
And on a tangent, I think a movement speed boost as a revamp to Beast of Prey would be nice. Instead of it making you Undetectable during a chase, have it boost the speed you gain from Bloodlust by +X% per increment, and/or have it make the Bloodlust increments happen more quickly. Again a small boost is all you'd need to make the perk decent instead of pretty much the garbage it is now.
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How bout this, when a survivor breaks the movement Hex totem, it'll increase your movement speed at 5% for 1 min. Make it a Hex totem where cleansing it does something for you for a limited time and Have it synergize with Hexes like Haunted grounds and Retribution.
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I don't think it would be that bad actually with Huntress. Nemesis has 115% movement speed, less of a punishing cooldown, and can still be mindgamed at a fair amount of pallets, though it depends on the pallet loops size and shape.
Though I still agree that a Hex like this would be too much. The biggest problems in my eyes however would probably be Pyramid Head, Artist and Nemesis, which would become way too oppressive in chase until the hex is cleansed.
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A 7% movement speed bonus can make such a difference at loops, and can shut down potential mindgames and counterplay of survivors in certain situations completely down.
Something like that would have to be a Hex, and even then it would probably feel too oppressive on the survivors side.
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But that speed increase can be broken.
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That's why you combine with with a Obsession switching perk.
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7% haste is extremely significant. Don’t underestimate how big that would be especially on slower killers.
Having said that, I do not think it would be a good perk as a hex regardless as it would not necessarily work for very long. But for as long as it stays up, it would be incredibly strong, and probably not fun to play against either.
There’s a reason DT is only 2%.
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Could work, each hooked survivor grants +1% speed, so the maximum is +4%.
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Regardless of movement speed, I think hexes that buff the killer rather than debuff the survivors would be interesting. It would give more utility to perks like Haunted Grounds, because just not seeing a hex affecting you wouldn't mean there isn't a hex in play worth cleansing.
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I think you forget the perk 'Hope'
I believe it gives a survivor a 7% Haste for 120 seconds after the Exit Gates are powered.
'Blood Pact' as well affects Haste but I won't bother typing the description.
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Just yesterday I saw a Hens video that used PWYF on cenobite while using the Iri addon: you don't lose stacks while damaging people with the Iri chain. Not broken, but interesting and situationally good
Anyway judging by some replies in this thread it really shows how people underestimate how impactful movement speed is in this game
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Hex perk design is kinda garbage tbh. Best to use perks that cant be smashed or at the very least have some minor advantage post destruction. It not like boons where you can reset the bonus.
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Agreed noed wouldnt be half the monster it is were it not for the bonus ms.
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Omg yes that would be insanely broken. Movement speed in this game is a very particular thing and messing around with it could just destroy the balance. They only gave survivors 2% movement speed in the boon radius so yeah 7% at all times would be ridiculous.
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It's just example of 7%, but it could be 4%-6%.
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A speed perk would be balanced if it had a time limit like hope.
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If it worked like Haunted Grounds or Retribution than sure I think it could work. A hex that gave the killer an extra 5% movement speed for one or two minutes once cleansed doesn't seem like it would be overpowered, and might even be considered too situational.
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would be a pretty uninspiring perk
also you forgot one
Devour Hope :)
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Why do you say "only" movement speed? It's arguably the most important thing in the game.
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How about a Hex perk that slows down the survivor?
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The 'Only' doesn't mean I don't know this is a strong thing. I'm just saying 'Only' because NOED is a Hex that gives you Movement Speed and also Exposes Survivors, I was thinking of a Hex that exclusively gives you a Movement Speed and nothing more.
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By itself no. When stacked with other perks yes
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Play with your food need buff.
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Maybe if it built up like devour it could work, but a movement boost right off the bat would be shockingly broken on many killers imo
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