The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Hex perks need to be reworked.
Hex perks are pretty much dead,I almost never go againts a killer that uses hex perks and I never run them when I play killer.
Most of the times they are cleansed before you get any real value out of them and then you end up with an empty perk slot for the rest of the game.
Ever since boons have been introduced to the game,hex perks have become even less reliable than they already we're because survivors started to look for totems to boon.
They are are really strong but they are too much of a gamble trying to get an effect that might or might not be removed first 1-2 minutes in a match.
Even the niche ones like plaything or noed that you almost always get just enough value from them to be worth running dont see that much play.
But most of them are hex perks that activate at the start of the game that are the most vulnerable and easy to remove since if you have bad totem spawn rng,they can spawn in the same location a survivor starts the trial on and be removed under 1 minute which happens pretty often and you rarely get a decent totem spawn.
Comments
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I can get bahind this, i like to run the odd hex but if I run one feel like I have to run one or two more to protect it like hex undying or retribution.
Maybe they could make it so killers can replace hexes if they get cleansed and manually apply them to a new dull totem. Obvs not for trap hexes like haunted ground or retribution.
Shouldn't be too OP because killers need to find another totem, perhaps make it take a bit of time to apply. And have a condition that ends the hex permanently like hex:ruin has. Like when a surv dies the hex is removed from the game. Or for stuff like devour hope after one mori it is removed.
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What about the idea of applying a 90-120 second corrupt to the totem? As a base kit.
It will prevent them from being destroyed before they are effective from the beginning.
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Killer should be able to just pick up lit totems and hide them in their pocket. One falls out after a stun.
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Like 90% of hex perks are terrible and way undertuned for having the downside of them being removed so fast. Most of them need significant buffs to be worth their risk. Also, they need to just not have any of the hexes lit on totems for the first like 3 minutes of the game to guarantee at least some value. Oh and we didn’t even get into how trash totem spawns have been and still are for like 5 years now. A completely ignored problem despite being said that’s it’s always being improved on. Hex perks are supposed to be high risk/high reward, instead the vast majority of them are high risk/low-average reward.
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My idea:
At the start of the trial the Entity sustains all hexes for 1:30s, no dull totems are kit up during this time, but survivors can interact with dulls for any of their own purposes, be it booning, cleansing for powerimf Inner Healing or Overzealous or just for tome challenges.
The killers hexes are in full effect during this time. Then, 1:30min into the trial, The Entities stops its protection and all the killers hexes are transferred to any dull totems on the map, lighting them up. If there are too few dulls remaining at that point, only parts of the killers hexes will remain in effect. The most left perk slots take priority over hexes further to the right in the killers loadout.
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Not to mention the totem spots are always in a 5-eye dice template. 4 in the corners, 1 in the middle of the map.
Only hexes i run all full moons are: Undying, Blood favour, plaything and pentimento. But if i have the decision between some hex builds and perks that gonna apply pressure the whole trial, ima take anything but hexes. They have become "fun builds" by now.
meanwhile survivors can boon their totems over and over again, just give us shattered hope basekit at that point.
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The only hexes worth running are those combos that you actually want survivors to break: Plaything + Pentimento, Undying + Haunted. Otherwise yeah they are trash. First that most hexes are not strong enough to warrant the "Hex" status, aside from the trap Hexes the only one that is kind of worth it is Devour Hope, which is pure RNG if you can get to 3 stacks.
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I wish we had old undying for hex totems, it helped fix totem spawns. if you get 2 crap totem spawns, the undying could sometimes save those crap spawns and put it in a decent spot. I would love to have old undying back for totems. Its too hard to fix totem spawns for 5 years, so just let the perk fix it.
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