The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

A little buff for hexes

When surv is spawned right next to the Hex means that killer looses entite perk in few seconds.

I know that hexes suppouse to be high risk (ability to destroy) high reward (gamechanging ability) perks... But those are not as powerfull except few. Hexes are rather strong (not all), tho not gamechanging (except few), and can be taken out by simply destroying totem, making most of them very weak. I understand that hexes cannot be trully overpowered due to balance and overall enjoyment of the game from survivor perspective. but maybe we can do somthing with this second part of hexes, making them a little less risky (little)

My idea is siple:

  • Hexes lits totems only when are active:

(Ruin lit the totem only if gen regress, and fade out when all gens are reparing/fully regressed.

Third seal light up after first hit.

etc.)

  • Hexes will fade out when there is no need for their use.

(thrill of the hunt dont need to be lit up for entire mach, and only for brief second when totem is destroyed and at the end of mach to count number of tokens).

  • Hexes are not tied to dull totems. Hex perk is tied to hex totem and can be destroyed if its totem is destroyed. But if dull totem is destroyed, then hex can show up on different totem.
  • Few hex perks can be active on same totem, but only if no other totems are dull.
  • If all totems are destroyed/blessed and no dull totems are available then hex will have no effect:

(third seal will not apply debuff, devour hope will not get tokens, ruin will not regress gen)

  • If perk was not destroyed (if hex totem was destroyed then its perk was also) it can show up on any lit or dull totem if meets criteria of lighting up, even if previously totem was booned (or destroyed (hello pendimento)*)
  • * - need some discussion and balance about that.

Comments

  • Dramzar_Myers
    Dramzar_Myers Member Posts: 131

    I understood the idea and I like that, but I don't really understand the meaning of the laast part about "If hex was not destroyed..."

  • hastarkis
    hastarkis Member, Alpha Surveyor Posts: 580
    edited December 2022

    I don't know why describe this idea in such complicated way, we already have a perfect example for it with new Knight's hex. Every time new totem is hexed and you need to destroy hexed totem to deactivate the perk for the rest of the game.

    I like design of Hex: Face the Darkness, but not all hexes can be (and should be) buffed/nerfed that way. It will either give killer unfair advantage (as a way to manipulate their hex activation to prevent people from cleansing it) or give unfair advantage to swf (who can coordinated touch totems/gens to make hex despawn/spawn again and again until it spawns on needed totem to cleanse it) while making soloq dependends on RNG of their teammates (it is already quite annoying when Face the Darkness fades away last second of cleansing but it's ok because it's not a big deal, now imagine ruin or devour hope).

    I like the idea of lighting up some hexes only after first activation, tho. Devour Hope - after first hook, ruin - after first regression, etc.

  • Archael
    Archael Member Posts: 838

    The key could be that if surv is clensing the hex totem it can not fade out, so start clensing means that if you dont interrupt it will be destroyed. This would make clensing more fair.