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What do you think about Hex: Face the Darkness?

I think I saw somewhere that it is good for Pinhead but other than that I have no clue. It feels bit too RNG perk. Thoughts?

Comments

  • Akumakaji
    Akumakaji Member Posts: 5,462

    I think that this perk is so-so and you kinda have to build around it, but it could stand in as a great proof of concept for a hex totem rework. Imagine if BHVR was doing what they always do, ie collecting data behind the scenes, and then BOOM, all hex reworked to only activate after you hit a survivor, they spawn into the map at a random place and then despawn after a while, phasing the totem in and out, giving perceptive survivors a leg up and protecting the killers marbles for a while longer.

  • Blueberry
    Blueberry Member Posts: 13,671

    Complete garbage.

    You'll lose the perk long before you get much value out if it and the scream component lets them all know that you see where they're at. It also is a very short duration aura read as well as happening not very often at all.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843
    edited March 2023

    that is terrible design. imagine having your hex:lullaby which already sucks as is turn on and off so half the time perk does not work. that is fanatic way to nerf all hex perks to worse then what they already are. Oh and that one time where your hex totem wasn't found because it spawned in good spot and not out in the open? Yeah that spot, Oh yeah, let's respawn that hex totem by generators. On top of that, the perk shut off by survivors healing.... like what, the high supposed high risk perks are controlled by survivor actions meaning they can manipulate the spawn until they destroy the perk. 10/10 design.

    The best design for hex totems is to either bring back old undying which forces survivor cleanse all totems to fully disable the killer perk(I.e create secondary objective for survivor) OR rework all hex perks to use Hex:Plaything system where once a survivor is cursed, a hex totem is created with specific effect that target survivor or targets a gen(in the case of lullaby/ruin). Even with creating secondary objective, I am not entirely sure how many people would really be using third seal or silly meme tier perks like crowd control. Face the darkness is perfect example of how NOT to design a hex perk.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    The only idea that came to mind with the perk is trying to do a full Hex defense build with thrill and other Hexes, combine it with a killer that can harass people from totems and you can make really obnoxious situations and very hard to deal if not on SWF.

    On its own, i kinda ignore it when playing survivor. Probably the least threatening Hex in the game for me, imo.

  • ARTRA
    ARTRA Member Posts: 938

    I tired it a few times, activated it and then enjoy 20 seconds of his effect before it exploded like other hex perks.

    Sounds like a joke but im real about this, not even this hex in my hands last 1 minute xD

  • Emeal
    Emeal Member Posts: 5,174

    Face the Darkness is good for a stealth Killer, Knight is not a stealth Killer.

    Wraith, Skull merchant, Pig, Ghostface and Myers will do.


    bHVR has a big problem of giving Perks to a Killer that are bad on said Killer. There is nothing about face the darkness that is Knight.

  • Kalevi
    Kalevi Member Posts: 72

    This perk is colossal trash esp with the scream nerf.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    It's kinda fun with TotH as it makes doing totems impossible while active

    That's about it though

  • Pulsar
    Pulsar Member Posts: 20,784

    I'm so tired I thought you were making a ######### JoJo reference lmao

    Took me a second to realize you didn't misspell Tohth and were in fact, talking about Thrill of the Hunt

  • Strawhat
    Strawhat Member Posts: 9

    It's neat on stealth killers. I think of it like Bloodhound: sure it's a bit underwhelming compared to other perks but it does it's job and if it got buffed before somethin like Furtive Chase, Territorial Imperative or Beast of Prey, I'd be really confused and a bit annoyed

  • Phasmamain
    Phasmamain Member Posts: 11,531

    It can be frustrating on pig since it can almost guarantee kills especially against solo queuing players

    Otherwise it’s a mediocre tracking perk

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,305
    edited March 2023

    Useless. If you're struggling as a killer that perk won't do any difference.

    Also if you're good and down survivors quick its useless again.

  • Seraphor
    Seraphor Member Posts: 9,421

    Only valid use for it, is combining it with Sloppy, for a hit-and-run build that burns through medkits.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    it, thrill and devour can be a build. by itself tho, idk how much value you are getting. good on oni tho, get your 1st hit and it shows you where your 2nd hit is. and getting value in the power is just massive

  • KSzerker
    KSzerker Member Posts: 191

    I've tried it on numerous killers with various builds and it was consistently subpar to useless even when it didn't get cleansed for most of the match. You can only get value out of if you hit and run or someone takes a free hit, and even then most of the time the information it gave me wasn't any better than a perk like Whispers. And of course survivors these days heal up quite efficiently, and with most matches have CoH it makes the perk even worse. The only matches I was glad I had it was ones vs survivors who just hid in corners, but in such scenarios Whispers would've been better.

  • Krazzik
    Krazzik Member Posts: 2,475

    It's a bit clunky and it's not always obvious who has the 'curse' buuut it can give useful info, especially for certain killers like Sadako or Dredge (rip)

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,561

    It's not a good perk, even without the Scream change. It should lose the Terror Radius requirement, imo.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    I think it's less stealth Killer and more hit-and-run Killer, since the whole premise of the perk is "activate it by injuring someone and not downing them"

    This does tend to be stealth killers, such as Wraith and Onryô. Can also by usable by Hag, since she's hit and run and, if not stealth, then has a smaller than normal terror radius.

    I honestly consider the off and on nature of it a point in its favor, since it reappears at a random dull when it reactivates. Don't leave it up too long and it becomes a Hex shell game.

  • Sandt21
    Sandt21 Member Posts: 761

    I love the idea of a perk that forces an interruption of a survivor doing something. In this case, via a scream. But every 25 seconds feels like it takes too long to gain a benefit from it.

  • TigerSnake
    TigerSnake Member Posts: 531
    edited March 2023

    Perk is hot ass. I tried to like it, but it is not good at all. Information is already lackluster enough as is, while FTD’s info is ruined by being a Hex that can deactivate beyond the survivors’ cleansing the totem (good luck with this perk against 4 medkits) and the fact that they have to be outside your TR. Perk’s only useful in strats with Thrill on certain killers to make other objectives nearly impossible. In other words, it facilitates stupid strategies that are no fun for anyone in particular.

  • BenOfMilam
    BenOfMilam Member Posts: 911

    It's decent at totem defense when combined with Thrill, and anti-heal when combined with Sloppy or other Hemmorage effects.

    ...but so is Infectious and it's a better overall perk and isn't tied to a hex.

  • solarjin1
    solarjin1 Member Posts: 2,161

    The perk is only useful for interrupting things like pin head box, pig traps, and skull merchant drones. Outside of that it pretty weak.