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Hex: Despair
~Hex: Despair~
If there is at least one dull totem remaining on the trial grounds, Hex: Despair activates on a random totem each time a survivor is hooked for the first time.
- The hooked survivor suffers from the Cursed status effect and the generator with the most progress is blocked. If all generators have an equal amount of progress one is selected at random. While cursed the hooked survivor also suffers a 3%/6%/9% penalty to repair speeds.
- For the first 90 seconds only the cursed survivor is able to cleanse the hex totem.
- The aura of Hex: Despair's hex totem is revealed to the survivor within 24/20/16 metres.
All effects of the hex perk persist until the hex totem is cleansed or blessed.
Comments
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How would that work with Plaything? What would be first?
Otherwise seems okay. Generalizing the penalty to 10% would makes sense to me. Also, i know the time for this part "For the first 90 seconds only the cursed survivor is able to cleanse the hex totem." you took it from Plaything, but I think 60 seconds would be enough.
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Reckon there'd be two effects on the same totem. Doesn't undying/haunted work that way?
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I was actually tempted to make it longer since the entire idea was to force a survivor to stop doing a generator temporarily to go find the hex totem, but I figured that might make it a little too oppressive.
The interaction with plaything could potentially be a problem since it does I imagine hide the aura of the hex totem, although you could just explicitly make it so the two do not work together and that would probably solve the problem.
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They don't. Undying and Haunted take up 3 diffrent totems, if Haunted dies, undying saves it. But that could be interesting for a Boon Hex style perk tbh
Oh no, my problem with Plaything and Despair was that they both work activate while hooking a survivor. The issue is, which one activates first if you run them both? The easiest solution would be to change it's condition to something else or slightly modify it (like "if the survivor hangs on a hook for x seconds, this perk activates")
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no. the totem perks do not work that way. each hex totem can only have 1 effect unlike boon totems. it would create two totems and you would run out of totems. i think that design is good to be fair because i think idea of running 4 hex perks which are suppose to 4 game-changing effects makes no sense because supposing the hex perk is strong, you get 4 chances to get game-changing impact from the perk. 4 chances to instant win match, a little bit weird. I think you should be limited to 1 game-changing effect. The game-changing effect should be time-consuming for survivor to get rid of. I think this would be a much better balance for hex totems in general.
one thing I will say about OP perk is the infinity gen-blocking with no duration does not leave survivors with option to NOT cleanse it. All hex totems give an option to not cleanse for the penalty they give when active.
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I am pretty convinced the perk would be very OP.
A, Like plaything you get 4 hexes from single perk - where cleansing them on their own is considerable slowdown.
B, but you have to cleanse them, otherwise you can block all gens.
C, pentimento value is guaranteed - a lot of better survivors bite thru plaything just for fear of pentimento - you don't have that luxury here
D, and on top of that it also provides repair debuff.
E, totem is protected for 90s, so even in full SWF when totem spawn is called precisely, survivor will just have to walk across half a map. The perk blocked most progressed gen, so it will kick someone out and will be felt - so to minimize downtime unhooked (aka juicy target for tunnel) person needs to run to it injured and fix it - so you need to add about 30s walk time to 14s cleanse time
F, camping with this is insane, because as long as you camp, you have blocked most progressed gen.
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