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Not a single killer has used a hex totem perk in my 24 hour survivor dbd run
Basically hex perks are absolutely crap and is overnerfed like Hex: Ruin, and the fact that it sits somewhere with clear line of sight is quite infuriating for the killer. The hex totem is a lighthouse and the ships are the survivors but they crash in it like bumper cars, except, this time, not a single killer used a hex totem in my 24 hour survivor run.
This is just crazy to me and I don't think the devs have played enough Dead by Daylight to fully understand the dire situation that are Hex totems.
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I feel that. I don't use us em myself, but not even 1. That's insane.
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none of the hexes are really meta right Now
I'm surprised you didn't go against hex plaything and pentimento that's becoming more common to see
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It just means regular killers perks like stbfl, pain resonance, lethal pursuer etc are way too overpowered that's why nobody needs to risk with "weak" hex perks. Classic powercreep that was caused by uncontrollable buffs for one side.
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Most Hex perks are not even worth running. They're suppose to have a lot more power in them than what v perks would have that survivors can easily turn off. Now a days they're providing too little reward for high risk and all to often they get popped with in the first min or 2 of the match considering a lot of times they're not hidden and just out in the worst hiding spots.
Some of them prob work just fine if they're just a basic perk.
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Needing to run Undying to secure Hex value for more than 30 seconds is a big turn off.
Rather run Unrelenting than a Hex, and I haven't missed an M1 without being pallet stunned in about 2 years.
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Only time I run hexes is for tomes or once in a blue moon Pentimento + Plaything. Ever since I started I avoided them. I'd much rather get consistent value from a perk that can't be removed before I even have a chance to walk to the totem.
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Pentimento it kind of bad. Everyone sees the 30% slowdown, but forget to factor in the fact you have to go to the totem spot that was cleansed and that's not always doable if you aren't in a winning position. Not to mention it has to be ran with another perk to get value.
Plaything by itself is a good perk. Slowdown due to cleansing the totem and obliviousness can really catch survivors off guard.
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Ruin has always been the most common hex since its inception, and it's dead now. Right now, Blood Favor, Devour, and Plaything are the only ones worth running without some fully dedicated hex build, and the first two are so unreliable on their own that you shouldn't bother unless you're in mid-low MMR.
I guess there's also NOED, but NOED got worse at the thing it was best at doing and I've also been seeing it much less.
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Hex should work like Plaything, instead 1 Hex applies to all survivor. It should be each Dull turned into a Hex by hook condition and apply only one 1 survivor
Example
- Huntress lullaby: hook a survivor once will turn a dull into a Hex, that survivor cant hear skill check noti sound until their Hex is cleansed
- 3rd seal: hook a survivor once will turn a dull into a Hex, that survivor cant see aura until their Hex is cleansed
If there are more than 1 Hex in play (Lullaby + 3rd seal + Plaything). After hooked a survivor, 1 of 5 dulls turned into a Hex that only apply that survivor, they will not see aura, not hearing TR, not hearing skill check noti until the Hex is cleansed.
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Speaking of the worst hiding spots, that's another ding against hexes lately. The latest maps (Eyrie, new Haddonfield, Garden of Joy, new RPD) have some of the most half-assed totem spots since Ormond. It's like they didn't even try to hide them and just dropped them wherever. Hexes can actually be good on a map like Swamp, Lery's or Midwich where the hex can spawn in some hidden nook or off in a corner of the map that nobody will ever visit unless they're looking for bones, but you're automatically screwed if you load into Autohaven or Macmillan and your totem options are either out in the open, on a hill, or next to a generator. After a string of maps with good totem placement (Hawkins, Dead Dawg, Yamaoka, Midwich), it seems like their design philosophy has regressed back to option 2.
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The "high risk, high reward" mantra doesn't really work when the risk has never been higher, the uptime has never been lower, and the reward has been nerfed into virtually oblivion. Considering hexes need 1-2 MORE perks just to get any kind of protection (Undying) or actual use (Pentimento), the whole thing has become a total joke. And let's not forget that survivors have WAY better boon totems (that don't disappear) so they're on the lookout for totems now more than ever.
And on top of all that, survivors don't need to devote 25% of their perks just to snuff hexes.
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Plaything is kind of the only good one imo. Every other hex perk suffers from severe inconsitency (e.g. survivors spawning on top of your totem).
Plaything + Pentimento is pretty good tho, if you already are playing a killer that gets good value from both perks.
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Yeah the problem is the more experienced the survivors the worse hex totems are. Very difficult to balance. If you make hexes too strong beginners who already suffer against killers suffer even more, too weak and they don't get used/have minimal impact at higher levels.
Even if totems were placed well (and lets face it they are not) it would only be a matter of time before people who mastered the game knew the spots to look and shut it off very quickly. Just one of those things.
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Now that Ruin has been dumpstered, I think most people are realizing that Hexes are too high-risk. Maybe they’ll finally let the Killer place their Hex where they want it instead of praying to the RNG gods.
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Haddonfield totem spawns sometimes spawn near the cars which are extremely obvious totems spawns lol
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The only good ones were Ruin and NOED. The issue is they completely gutted them. So, yeah, no real reason to run a hex except for challenges or the meme.
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Disagree with what? That Ruin and NOED were the only good ones, or that they were dumpstered?
If it is the former you disagree with, what hex perk do you think is worth running?
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I've had two today.
Far less than it used to be.
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Nah they're totally fine. Bhvr knows what they're doing.
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Hexes were always unreliable, however i stopped using them because of cheaters. Half a year ago there was so many of them, they always go for cleansing in the beginning of match, and then later it was confirmed that they were indeed cheating, when i noticed their wallhacks or subtle speedhacks. Id rather use a perk that cant be deactivated by a subtle cheater, although they can ruin my game in other ways.
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I mean... yeah.
Totems are ridiculously easy to find.
Survivors are seeking totems now that CoH exists.
Most hexes are crap. Let's go through them.
Third Seal - Terrible (unless you're solo)
Ruin - Can't stand on its own anymore.
Devour - Actually amazing, but risky.
Lullaby - Pathetic
Haunted Grounds - Trap, so it needs other hexes.
NOED - Stigmatized and endgame perk
Thrill of the Hunt - Needs other hexes, otherwise it's just slowing boons, in which case, just use Shattered Hope.
Pentimento - Needs other hexes since no one cleanses anymore.
Plaything - Just... ok. Predictable with Pentimento but just alright. Doesn't help in a chase where it matters though.
Crowd Control - very niche, since it's a hex, and if you're counted by windows, use Bamboozle.
Blood Favor - also pretty decent. But most good killers can already effectively play around/ignore pallets, so this more or less collects dust.
Undying - Also needs other hexes
Retribution - Another trap totem
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Honestly Crowd Control in a major way is pretty worse than Bamboozle.
If a survivor fast vaults a window, they are on the otherside of the window and can just run away since they will have the curse now. With Bamboozle you generally trap the survivor on the same side with you and it's easier for survivors to miss over the chase music.
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Hex totems went from extremely powerful, but risky, to completely not worth of using. Not even Pentimento makes them worth playing, because 99% of the times your hex gonna get booned.
Boons are no risk, great reward, while hexes are high risk, barely any reward (except for Devour, which you have to sweat your way to use anyway).
either hexes or boons need a rework
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I've seen a crap ton of blood favor recently
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who likes to use perks that 4 people can find and nullify soon enough making it a wasted perk slot for the rest of the game?
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Devour is the only one I sometimes bring. It's risky and sometimes it does get cleansed right away - and other games you get 2 Moris off at 3 gens and sweep
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I still being hexes but I realize I see them as meme builds or as "could be amazing, but doesn't matter if I don't get value". A fun one can be Monstrous Shrine, another Scourge Hook of your preference and Third Seal on an indoor map. Sometimes Third Seal does nothing or is cleansed before I hooked someone but sometimes it's good value. With Monstrous Shrine every second matters. 😉 And if Third Seal doesnt work then the Scourge Hooks are still good value by themselves and I still have my fourth perk.
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your post is golden. They're high risk, low reward reward perks. I find it a bit funny because when developers added these hex perks originally. they said these perks were originally designed to be stronger perks then normal perks with game-changing effects that supposedly were impossible to ignore. As result they could be removed from the match. Ironically, you can ignore all hexes perks as survivor through skill.
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i do, hex perks are strong and very fun to use but they're doomed because of how they spawn but when they stay a decent while they give you good value.
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I just simply dislike the random chance of success hexes provide depending how fast it's found and cleansed, while I am supposed to focus on something else. Like finding, chasing, and killing survivors. So I prefer perks that stay useful through the game.
If it could be reapplied like survivors reapply boons, it would be a different thing, but otherwise a killer has 4 perk slots which he has to use to max potential, survivors have 16 combined. Not much to just discard for a good part of the game
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This. Devour Hope may be awesome the 1 out of 100 games it procs but hexes usually spawn in brilliant spots like next to gens, at the top of hills or right next to a survivor. Even if you get a 3 stack down it's gone 30 seconds afterwards because there are plenty of people who have the totem spawns memorized at this point.
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Shows what happens when ruin is overnerfed.
Devour hope and blood favor are really the only decent ones left other than the weird ones like plaything and pentimento that don't work the way most of them do. Haunted and retribution can still be ok but you kinda need a full build dedicated to those perks most of the time in order for them to work.
And totem spawns aren't exactly getting any better.
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Hexes are kind of a joke. It's not even that they're weak, there's still really strong ones, they just don't last. I like going all in with builds, and I'm not that bothered about whether or not they work, so I'll run four hexes every so often - something like blood favour, crowd control, devour and 3rd seal - half the time all four are gone within a couple of minutes, the other half three are gone and one lasts for a while.
They aren't typically well hidden, survivors spawn on them, they spawn next to gens, the locations are known well to experienced players...I'd add that survivors have many perks and the like to find them but they aren't ran and they aren't needed, either.
As an added bonus it feels kinda horrible getting them booned over, 1/16 of the other team's perks overriding your 1/4 - and I get this one is completely irrational because if a survivor without boons sees your hex it's gone even quicker, there's still a depressing feel to it even so.
I wish they'd take a good look how totems work in general because boons are also kind of a failure in their own, different way.
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I totally get it, the only hexes I will even try occasionally still are devour and blood favor. They are just far too inconsistent
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I tried a few Hex builds with Devour Hope, and when they don't get cleansed in the first minute and you get at least one solid down with 3 tokens and then the gen repairs screech to a grinding halt, as everyone frantically searches for the Devour totem, then you got a fun game. But for every one such game you got 3-5 were your totem gets cleansed without having any effect at all.
The "high risk, high reward" tagline feels like an advertisement lie from the last century: totally out of date and replaced a hundred times by more effective stuff, ie perks.
The one Hex build that you see with any kind of regularity is the Plaything/Pentimento combo, as that one is pretty strong and basically keeps itself alive. You CAN try to sneak a Devour Hope in all those hex totems, but thats again a lot of eggs in one basket and with doubtful efectiveness.
That being said, today I had the most fun match as a survivor: I had a "cleanse 15 totems" tome challenge equiped and a full totem hunter build seasoned with a little bit of effectiveness: Counterforce/Detective Hunch/Inner Healing/Overzealous. The fun thing was that I was up against a Pentimento build using Pyramid Head myself. I cleansed 9 totems that match, 6 of those hex totems. It was pretty wild and strangely exhilarating, like the ultimate fire vs water battle or something. And we even finished all 5 gens, but I was the only one to make it out alive.
But yeah, hexes are in a really bad spot right now. My solution would be a radical rework (well not that radical, but still):
- - at the start of the match all totems are unlit and sustained by The Entity. For the first 1 or 2mins of the match all totems appear as dulls and can be cleansed, blessed or ignored by survivors as they please and can power their Inner Healings or Overzealous perks if they want, but they cant tamper with the Hexes themsefles, these have the full effect for the entrie duration.
- - once The Entities blessing runs out, all Hex totems are transfered onto any remaining dull totems, from the left to the right in your loadout. If the survivors cleansed 3 dull totems and you had 3 Hex totems, only the first 2 will spawn, while the third one will fizzle out.
- - this will give the killer always a guranteed 2min (or less ... this number is up to debate) of full totem usage, while not hindering survivors in any way with access to their totem related perks.
- - with this we would see a ressurgence of Hex totems and maybe some players would try to "do bones" during this first 2min and give the killer a rude awakening once this period is over. Or not, but we would surely see some more varried builds on both sides. Right now cleansing dulls is nearly always the suboptimal way to go and could potentially put the whole team in jeoapardy by taking away valuable Boon spots and making potential NOEDs harder to find.
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Uh no it's because everybody knows most totem spawns now and the killer really can't waste time defending them.
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