How to make HEX'es less frustrating from killers perspective?
i just played like 4 games and in all of them my hex was cleansed after 20s of the match, cuz survivours spawned near and i wasnt able to stop them.
What about making something like new Corrupt intervention has, which is block hexes until first survivour is downed? Hexes at least would work for a couple of seconds more
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Let Hexes have full effect from the beginning of the game, but let The Entity only spawn in Hex totems 1min after the trial started max distance from all survivors and the killer, pretty much like Pinheads cube.
This alone would allow killers to always gain something from Hexes, while so inclined survivor groups could start the trial by cleansing any totems they see.
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I dont think they should recover. They should be buffed and totem spawns should be changed cuz now only good hex will be devour hope (maybe ruin but with that nerf and looking how fast hexes are cleanse i dont think it will be as strong).
And that "pinhead like" change (from akumakaji): Perfect idea. But i think it still should appear after survivour down no matter what.
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The pinhead's cube idea wouldn't work with multiple Hexes, imagine if you had a full Hex build incl. haunted grounds, you'd get all 5 totems in one small area.
A 30s corrupt-like effect would probably the best option at this point.
Personally I think Hexes should have been reworked a while ago, instead of each one spawning one Hex totem, every totem in the game contributes towards it as 1/5 of a token. E.g. Hex: Ruin, generators automatically regress at a rate of 50% for each totem on the map, maximum of 250%. etc. They could all be lit from the start, but as they get cleansed the get dimmer and dimmer, until 2 remaining totems are barely perceptible and when there's only one left there's no light at all.
But, it's way too late for that sort of change, they would have to rework way too much.
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Probably hex itself could be scrapped altogether.
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Hexes only applies once you hit a survivor once like The 3rd seal
After hitting Dwight, one of the Dulls turned into Hex that only applied to Dwight, that Hex totem applies all the Hex perks you have on to Dwight.
Which is, for example you have Lullaby and The 3rd seal, hitting Dwight once will make him Blind and unable to hear skillcheck noti.
This way, you only need 1 Hex perk to proper slowdown survivors. Since it will spawn on 4 Dulls.
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They'll always be frustrating due to the randomness and survivors having control over it
I wouldn't care if they were deleted
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I like this idea. Another idea might be to give the killer the ability to light a hex totem which would transfer the hex from where it spawned by default to a totem that is hidden better or not so close to a generator.
In their current state, hex totems are basically useless against anybody but noob solo q’s. Even then, your totems will often spawn in plain sight or 3 ft from a generator
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This is a great idea. Obviously it should spawn on any remaining dull totem.
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Yes, thats the idea! So if three survivors cleanse totems at the start of the match to get their Overzealous going, an the killer started with a build with 3 Hex totems, all three totems would have full effect for 1min, but after that one would fizzle out and the other two would transfer to the two remaining dull totems.
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I've talked about this before, but I believe the best way to fix hexes insofar as making them a tiny bit more consistent but a lot less frustrating is to have them only light up a totem once they've actually affected something.
For most hexes, this would be pretty obvious- Ruin lights up when it first starts regressing a generator, Devour and Lullaby both light up when gaining a stack, Crowd Control lights up when it blocks a window, and so on. There are a few that'd need some tweaks, though, like the 'trap' hexes and Undying.
First, Undying: I think that it should simply light up a second dull totem if one is on the trial, and its aura reading should be removed + (maybe?) put on Shattered Hope. In addition, all hexes should be able to snuff a boon to spawn in if they need to, since survivors can just go bless again, that's not a huge deal.
For 'trap' hexes like Haunted Grounds, I'd have them either activate at the same time as any other hexes in your loadout, or if you don't have any other hexes, give them a small trigger that's really likely to happen fairly quickly, like a basic attack or a pallet break, something like that.
These changes wouldn't fundamentally change hexes in a major way, but they'd offer them a little more reliability - and if you're a really industrious survivor you can still cleanse some dulls to prevent a hex from spawning in, which would functionally be the same as them being cleansed very early on anyway.
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thrill of the hunt should not be a hex and have the effect of giving notification when survivor touches it
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That's good. If that's too complicated, at least wait until hexes do take effect before they can be cleansed, like NOED, Plaything, etc.
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