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Hex Totem Durability

I played yesterday only totem builds to measure how long it takes to get cleansed. As you can imagine often not that long. I asked the survivors in post game how the cleansed them so fast. The anwsers are all the same like:

Spawned next to it;

It blind my eyes miles away and had to do something about it;

So what if u would change the burn effect on hexes only on like the eye holes of the skull. In addition to that these burning eyes are only visible if the hex perk is triggered.

Example: In early game no one can find hex totems or they think they see only dulls. But if for example ruin triggers on a gen, as long as a gen regresses, you can look out for the totems.

For Devour hope: It only glows on haste effect and later when all survivors are exposed. And so on.

What do you think? Will this make hexes more durable?

Comments

  • Icaurs
    Icaurs Member Posts: 542

    Unfortunately Hex perks vary quite drastically in strength and would be very hard to balance around this. For example devour hope may work as only having the eyes lit up for the first 2 stacks may be fair, however what about Huntress lullaby? 3 stacks of that is nowhere near as strong as 3 of devour hope. I think a simple positive change they could make would be to make it so the Hex only is lit once its in effect, like Hex: NOED. It seems a little unfair that survivors can disable a perk before it has even had any effect on the game. This would ensure you get some value from the perk, even if its is very little, before it is destroyed.

  • Faulds
    Faulds Member Posts: 903
    edited April 2022

    I think what we need the most for hex consistency is more hex defence perks like undying... and some more decoys like haunted/ retribution. Pentimento is able to block all totems if they have been rekindled... maybe a perk that would block other hex totems under certain circumstances would make a great totem defence perk.

    I don't think that the core mechanic of hexes need changes: because, in the end, we need those bad totem spots to make those hex inconsistent.

  • Ula
    Ula Member Posts: 276

    That would require a lot of workaround with existing hex perks, but I can't think of a better idea to fix the rng involved in hex perks.

    Imagine if all hexes perks were no longer tied to one hex totem and their strength were tied with the number of totems you have left:

    • The more totems you have left, the stronger the effect are;
    • No more totem means no more perk or a very tiny effect.


  • JohnWick1654
    JohnWick1654 Member Posts: 509

    it's hard because on some maps the totems could have their bones pink colored and it still would be hard to find

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 436

    I always thought that until the totem has been revealed it shouldn't be lit up. I also believe that Hexes should follow the spawn criteria that the Cenobite's Lament Configuration follows, where it cannot spawn within a certain range of Survivors when the game begins. While hexes are strong, having them be so RNG can feel like a detriment to the killer as you could've just started the match, not even first chase and 1/4 of your perks is gone instantly with no chance for you to defend it or anything.

  • Kommunistkoala
    Kommunistkoala Member Posts: 9

    If it's burning their eyes it's because they are running contrast supper high to counter act the in-game darkness .... Maybe that is what the devs need to work on in contrast adjusters trying to see better through cheating.... Rust for instance is a game where adjusting contrast you see even less

  • Bran
    Bran Member Posts: 2,096

    I've had the same idea so yeah, I'm with it.