We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Hexes should be protected for the first 60 seconds of the game

Rythoriak
Rythoriak Member Posts: 137
edited April 2022 in Feedback and Suggestions

I know I will sound salty, but I'm getting tired of matches where the hex literally spawns next to the survivors and they destroy it before I can even walk across the map to it to check it. Being down a perk in the first 30 seconds of a match permanently is pretty stupid. In my 100-200ish matches as a killer WITH a hex, I've lost my hex in the first 30 seconds around 20 times. 10% of my matches I'm down a perk immediately at no cost to the survivors. I understand many hexes are very strong, but at least you'll know where it is and can destroy it later.

Post edited by EQWashu on

Comments

  • jajay119
    jajay119 Member Posts: 1,102

    Sounds fair enough to me.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,051
    edited April 2022

    All totems should just be invisible to survivors and unable to be interacted with for the first 30 seconds.

    This ensures no matter what the killer has enough time to at least get there, even if someone did spawn near it.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    I think that's pretty fair

  • OneGoodBoyDemo
    OneGoodBoyDemo Member Posts: 424

    Corrupt intervention for hexes seems to be good.

  • Lastchild
    Lastchild Member Posts: 333

    Suggestions for Totem Hexes:


     - Hex totems should be hidden in hard to reach or narrow places.


     - The mini corrupt on the hexes should activate when the survivor tries to destroy the totem.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    I disagree. If a hex perk is in play, it should immediately be cleansable or blessable. That being said, I would be all for something similar to @sizzlingmario4 ’s idea above. A hex totem is completely invisible to survivors until its effects first take place (two stacks of Devour Hope, the first time a survivor rush vaults with Crowd Control, etc. etc.).

  • Lastchild
    Lastchild Member Posts: 333

    Can we at least make the totem hard to reach?

    For example a staircase with only one entrance.

    See why not put at least one totem in the basement for once.

  • dugman
    dugman Member Posts: 9,713

    60 seconds might be a bit long? Keep in mind it takes at least another 14 seconds for them to cleanse the totem plus any travel to it. But I could see maybe blocking hex totems (not dull totems) for 30-45 seconds if statistically Hexes are too weak overall?

  • JPLongstreet
    JPLongstreet Member Posts: 6,057

    Better totem placement on the maps is the best solution imo.

  • MrPotato
    MrPotato Member Posts: 71

    The only thing hexes truly need are to be hidden in places that survivors shouldn't actively be around, so not in loops, at a rock near a gen, probably not hills because those spots are awful. They should be hidden around undesirable places like the border "loops," and almost always should be nestled into something, like how they are in Dead Dawg. If the totem's protection is supposed to be that it's hidden, then I should not be finding it by looping the killer or going to the gen.

    Maybe the "undesirable" idea might be much, but at least have it be nestled like dead dawg.

  • Wampirita
    Wampirita Member Posts: 809

    I have some ideas:

    1. Make Hexes "claim" the totem after like 30s or more from the start of the game. They wouldn't work in that time, so survivors wouldn't have to stress about early Haunted Grounds cleanse or something.
    2. Same as 1st, but make Totems overall spawn later, so they cannot be tracked immidiately.
    3. Introduce a perk that works kinda like Grim Embrace or Thrilling Tremors, but with protection over totems (or just add it to those perks, idk)
    4. Rework totem spawns completely, cuz on some maps (cough... Macmillan...cough) they're literally a joke for both boons and hexes. No one wants their totem on top of a hill or in the middle of the open space with 1 tree around
  • smappdooda
    smappdooda Member Posts: 546

    How about like Pentimento, the killer can decide when to light the totems? Light ruin early, or light it later? Survivors can choose when to bless, let killers decide when to hex.

    Tho' they already have the totem block animation from Plaything. They could easily use that as an Early Game Collapse mechanic. Let the totems live a bit and be blocked. Some obviously it would do no good like Haunted grounds until later but.... trade offs are trade offs.

  • yobuddd
    yobuddd Member Posts: 2,259

    I think there should be piles of dirt/leaves/debris around the map. 10-20 of them (RNG can pick a fair number.) Spend 5 seconds to clear one and see if there’s a totem there. Use your ears because hexes can still make noise. This would also make boons a bit more difficult to place.

  • Nos37
    Nos37 Member Posts: 4,142

    Make totems like Commune Glyphs: invisible from a distance

  • Rythoriak
    Rythoriak Member Posts: 137

    Had another match where I wasn't even 3/4 of the way to my single hex and it was broken. Went almost as straight as possible. Even 15-30 seconds of protection would be nice.