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Make Hex no longer so fragile

We all know that some Hex will shut down when survivors encounter something to prevent them from becoming too powerful.

But seriously, most Hex will only be dismantled by the survivors before they can be used.

For example Hex: Ruin, and Hex:_The_Third_Seal

Let some weaker Hex at least be protected so that they cannot be dismantled within three minutes of starting the game, and Hex will be automatically extinguished when a survivor is lost.

Comments

  • Libervita
    Libervita Member Posts: 248
    edited September 2023

    In my experience, when Hex faces experienced survivors, It often cannot survive the first minute.

  • Akumakaji
    Akumakaji Member Posts: 5,462

    I posted this a couple of times in the past, but maybe this will get some traction this time? I believe that this changes here would make hexes perfectly viable again!

    1. At the start of the game all hexes are sustained by The Entity for 90-120s (tune this up or down as needed). During this time all totems on the map are dull and the hexes can't be affected by survivors in any way, while having full effect.
    2. Survivors can do everything they want with the dull totems: bless and boon them, cleanse them to power up their Overzealous or Inner Healing perks or go bone hunting and preventing a potential hex build or NOED on the killers side.
    3. After The Entities protection has run out, all the killers hex perks are transfered from left to right in their load out to dull totems on the map, lighting them up. If at this point not enough dull totems exist at the map, the rightmost perks in the killers loadout will fizzle out and stop working.

    Thats basically it. This would leave nearly every perk on the survivor side that deals with totems and hexes intact, while also giving the killer a grace period of guranteed value from their hexes. Hexes would be played more, but not by every killer, making bone hunter builds more viable and "doing bones" tactically sound again. I would so love to try this out in a PTB, so make some noise, peeps :D

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843


    hex are meant to be high risk, high reward perks. the only thing you can do to increase their lifespan is make take more totems to cleanse. a perk that does that is hex:undying.

  • Skillfulstone
    Skillfulstone Member Posts: 791

    I always say: a perk that requires another to be useful isn't reliably good. Especially when Survivors can spawn in front of them at the start.

    It's bad enough that Hexes are one-use while Boons are infinite, most Hex perks are not even worth the risk.

    Imo all Hex perks should work like NOED and Plaything: until their effects are triggered for the first time they are not lit.

  • Gandor
    Gandor Member Posts: 4,261
    edited September 2023

    i'd rather have vulnerable perk that has some worth but will disappear quickly, then useless perk that I can burn time on repeatedly for very little value.

    Both Hexes and boons are bad (hexes because some of them don't provide enough value - like 3rd seal or huntress lullaby AND all but plaything/pentimento are fragile) and boons because they are always more wasted time then actual benefit - because of tiny size they work on.

  • TheTom20
    TheTom20 Member Posts: 484

    yeah hexes don't seem to be in a good spot right now

  • Skillfulstone
    Skillfulstone Member Posts: 791

    I mean, now boons are mostly useless (although they can offer surprising value for SWF teams and in multi-floor maps, even nowadays when I SWF with my friends we regularly get good value from Exponential or sometimes Shadow Step, COH is only ever used if we bring specific map offerings) since the COH gutting but before they were essentially 4 perks for the price of one since the whole team could benefit from it.

    Old COH was one of the few things holding SoloQ together since it made self-healing possible (albeit in a small zone) without needing to hope a teammate takes the time to heal you and made randoms a potential asset to the team without meaning to. This and MFT are mostly to blame for the enhanced gen efficiency and lack of healing compared to before unless they run perks specifically for healing (self-healing now simply takes too much time in nearly every match to be viable).

    Time in DBD is gen time, one person spending a bit of time to give self-healing to the whole team still left 3 people to do gens. Even nowadays boons are a hard-counter to Pentimento since booning Hex totems don't break them even if the Killer snuffs them out (it also adds insult to injury and doesn't give a noise notification to the Killer even if it takes a bit more time).

    Boons are now useless for SoloQ but they can still see some use in SWF teams that aren't just meta addicts.

  • Gandor
    Gandor Member Posts: 4,261

    Sure. Boons can provide SOME value in SOME situations. Same as hexes. Good devour on lery's or swamp can make the game. Does this happen often? Hell no. But CAN it be of value? Very much. Boons are in the same boat in this regards. They feel bad - the only one that was strong was CoH and that one got nerfed so much, that I consider exponential better now.

    They are in about same boat - Hexes are more fragile, but if they stand they give more value. Boons give much less value (it's questionable if it's even worth to stomp them now), but even though u can keep them up pretty consistently, you will probably not get value out of them (but from time to time they can change the outcome of whole match - if stars align).

  • Skillfulstone
    Skillfulstone Member Posts: 791

    Pretty much.

    But imo Hex perks are too vulnerable to rng. I don't know if you saw it, but a while ago Otz brought 3 Hex perks and lost all of them not even 2 minutes in since the Survivors basically spawned on them XD (theres a youtube video of it).

    Boons's weakness (now) is how situational they are and how only SWF teams can truly get consistent value.

  • Gandor
    Gandor Member Posts: 4,261
    edited September 2023

    agreed. I myself had a proposition to buff most of the hexes (basically all hexes that spawn at the start of the match) - it looked a bit like @Akumakaji 's post, but with "worse" numbers. Similarly - now that CoH is nerfed, I would buff their range to their release version.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843

    i agree with your assessment on COH. it made healing more achievable for soloq. once that perk became impractical to use in soloq, survivor were stuck playing injured in most games. that is why they added MFT to make soloq survivor not miserable to play and to give soloq an opportunity to carry the match with their chasing skills. it's kinda issue of second chances. they wastes a lot of killer time by survivor running forward but if healing is too inaccessible, then your playing instant down the entire game. only swf has reasonable time healing because they can find their teammates easily and group heal.

    I always say: a perk that requires another to be useful isn't reliably good. Especially when Survivors can spawn infront of them at the start.

    the game is based around perks combos. hex:undying somewhat decides whether hexes are good or not because the variability for how much risk the hex has is directly associated with how potent hex:undying is at keeping totems alive. If it keeps totems alive long enough, then hexes are good perks provided their effect is good. right now, hex:undying is just ok. it was really strong on release with 4 possible bounces. now it is only 1 bounce. maybe if it was 2 re-lights instead of one, it might pushes hexes to be strong. I am not sure if hexes being strong is good or bad thing. many people like the idea of secondary objectives on survivor and totems are secondary objective that empower killer if you ignore the totems. I am indifferent about them because of how i play against hexes. i find hexes too timing consuming to disable in soloq so I just endure any hex and just do generators faster then hex hurts me. the main two hexes that i noticed more impact from as survivor is hex:plaything and Hex:NOED when killer is competent. other than that, i don't really care too much of its effect. I imagine survivors dislike enduring the totem effects so that why most hexes are not game-changing strong.

  • thisislastyearsmodel
    thisislastyearsmodel Unconfirmed, Member Posts: 636

    So... what happens when a very good Nurse player decides to run Devour and has 3 stacks before the Hex is even revealed?

    I understand she can't used exposed perks with blinks anymore, but my point stands. Two more hooks and she'll be able to mori people at 5 gens. Would be very boring for both sides imo.

  • Batusalen
    Batusalen Member Posts: 1,323

    You are giving too much credit to survivor's skills when in reality the culprit for that is RNG and totem placement.

    It doesn't requires any skill if the game spawn a survivor just besides the hex at the start of the game. And it doesn't help that many totems are placed just beside generators, either.