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Idea to try to push hex perks

How about killers being able to candle dull totems to place down the hexes? Like this it would be guaranteed survivors don’t cleanse them right away and killers can be more strategic with the placement of the totems and it’s on them if they want to waste time moving them around. Auras of all totems could be showed to the killer at the beginning of the trial for like 15 seconds if a hex perk is equipped. Survivors might want to make sure they cleanse all totems just in case the killer could place down a yet hidden hex perk at some point during the match.

I thought also on the possibility of re-placing hexes but I think it could be tricky since they don’t work like boons (each hex totem is a hex perk and they don’t gather several on one totem like boons can) so I guess this could be a problem). With my idea, if several hexes are equipped they’d be placed down in order of the layout.

I think this could make hex perks somewhat more attractive and reliable (I guess?) with also some buffs to most of these perks since they got almost forgotten and some of them deserve to get some push to be a proper high risk - high reward perk. Also would incentivise survivors to do something else than just gens like when hexes were meta (ruin undying days are missed now, who would have thought!)

Thoughts?

Comments

  • CatnipLove
    CatnipLove Member Posts: 1,006

    Wouldn't that mean you could place your hex totems next to a three gen? It could make camping your hex too easy.

  • adaw0ng
    adaw0ng Member Posts: 715

    3 gen is said to be reworked soon, so I think that would not matter. Also, I think that doing totems should keep the progress if you leave it very much like chests. This would prevent issues with over protection of totems!

  • adaw0ng
    adaw0ng Member Posts: 715

    I believe it will be solved when said update arrives. Saving the progress of cleansing totems if you leave the action will help even if the totem is in a really strong spot for the killer that they just want to camp. In return, cleansing totems could take a bit longer than they do now.

  • Emeal
    Emeal Member Posts: 5,171

    I don't like using Hex perks cause they are gone in a second, not even Hex:Undying makes it worthwhile- most of the time they find Undying first so it does NOTHING. Like if Hex:Undying was the original 4.2.0 design it would actually be useful-

    But I dont even use Hexes anymore and maybe bHVR is happy they killed that strategy off cause now Ruin auto disables on kill so that synergy is dead. The reward is not good enough and the complications are way too big to take the risk.

    It wont help to let the Killer place it personally cause Survivors can EASILY follow and observe the Killer and destroy the Hex.

    It would be nice if bHVR could make me reconsider Hexes, but there seems to be no incentive.

  • UndeddJester
    UndeddJester Member Posts: 3,371

    I've thought about this idea before... and the problems I forsee is fitting boons into the equation and set up time.

    If you make it so the killer has to place their hexes, you have to make it so that killers can see the auras of hex locations, otherwise you have killers looking for hex locations that can cause huge downtimes, so you need auras... The problem that then gives is if a survivor boons a totem, how do you hide the fact a survivor has used a boon from the killer, while also allowing killers to see totem locations?

    If the Killer can see that a hex totem is missing in the world, they know a boon is in play, and also knows roughly where it is.... and if they can see the aura regardless, they see no scratch marks left by Shadow Step or something and go "oh, that totem there is a boon totem". I suppose once hexes are placed you can remove the aura, but even then, the killer gets a readout of all the possible hex locations at the start, making boons even less useful than they are already...

    You also force the killer to spend time setting up the hex, which comes with the problems of natural slow down at the start, and then the possibility the survivors can see them set it up and you've now got an immediately pressured hex totem... The only remaining problem is if you take 4 hexes... does your action button place them in the order you've equipped them? Or do you have some ability to cycle?

    Might be fine to be fair, the benefits might outweigh the caveats... I guess you only need it for the more certain hex perks like Hex: Ruin, Devour Hope, Haunted Ground, and alike, whereas NOED, Plaything and Face the Darkness probably continue to work how they do now.

  • TheTom20
    TheTom20 Member Posts: 484

    I have been running hex builds on stream but most games they are taken down before any value an find myself perk less. Even had some games were 3-4 hexes are cleansed in under 40 seconds into the game its depressing

    maybe 1 in 10 games actual value is obtained by the perks themselves i guess the only passive value is that they spent a bit of time to cleanse it.

  • chibizodo
    chibizodo Member Posts: 162

    ive always been against the idea of a killer placing their hex like a boon; killers don’t have resources to scope totems out like a survivor, and even then by the time you place down ruin for example 3 gens have popped. Or you have scouts that see where the killer went and immediately take out the totem once their back is turned. Its all a waste of time imo

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,557
    edited September 2023

    Hex: Undying in its release state was super flawed for a large number of reasons.

    It was RNG based, with the best case scenario being absolutely ridiculous (5 totems to cleanse Ruin). It didn't work with token-based perks at all (which was a good fraction of the available Hex perks at the time). It gave you the opportunity to interrupt every single cleanse attempt by showing you the Survivor's Aura, which was even better on super high mobility killers.

    Undying is still pretty useful with things like Devour or Blood Favor. Having an extra chance for a powerful perk to stay in the game is good. It's just that a lot of Hexes are either rather niche or a bit underwhelming. There's a good list of Hex perks that could do with a buff in my opinion.

    Undying also lets you see people blessing Dull Totems as well, which is nice I guess.

    Do Hex perks need a little bit of work? Maybe, but let's not go back to the disaster that was release Undying. That was a pretty miserable time to be playing Survivor.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,175

    Hear me out - actually put totems in a good hidden spots, instead of them shining on a hill and being visible from miles away. Ormond has some of the worst totem placements. Midwich, Yamaoka and Haddonfield have really well hidden totems for the most part.

    Another idea I have if make all hex totems appear as dull for the first 30 seconds of the match, so survivor can't just immediately cleanse a hex totem knowing it's a hex totem. They need to gamble their time.

  • Anti051
    Anti051 Member Posts: 662

    Good ideas.

    Maybe even block hex totems for some amount of time at match start to guarantee some minimal chance to obtain value.

  • JPLongstreet
    JPLongstreet Member Posts: 5,889

    I could see a killer plop their NOED down right next to a hooked surv with this system. Boy that would be fun.

  • adaw0ng
    adaw0ng Member Posts: 715

    It could deactivate after all gens pop so it would not happen like this.

  • The only real way I could see this working is if the killer got some sort of setup phase where the survivors hadn’t spawned yet. Otherwise ur not gonna have time because killer games are constant action (most of the time)

  • adaw0ng
    adaw0ng Member Posts: 715

    That would never happen I'm afraid, but seeing the aura of all totems at the beginning of the match can help with the strategy.

  • Chadku
    Chadku Member Posts: 729

    How about making totems be hidden by breakable debris or pile of dirts?

    10 places where debris spawns and by cleaning them (4s of cleaning) you can find out if there's a totem or nothing.

  • adaw0ng
    adaw0ng Member Posts: 715

    Totems surely need to be more hidden in most maps. Most of the spots are ass.

  • kaoraku
    kaoraku Member Posts: 248

    It would be horrible. Survivors would 99 all the tomes and if anything happens they just instantly brake it.

  • kaoraku
    kaoraku Member Posts: 248

    You can deicide that you go ot use your hex, or keep chasing. Just like with boon totems. Or just like with pentimento. It would be still way better then the current state, where the game just started and you already lost one of your perks because somebody spawned on it.

  • Halloulle
    Halloulle Member Posts: 1,344

    Interesting ideas and generally I like the idea sof totem being a little less of an rng thing.

    My two cents on the placing time and being observed issue: using the special ability button calls on the entity to place a hex on a dull totem. While holding the special ability button the area of up to the three dull totems at least 20m away from you are indicated to you and you can select the one where you want the entity to place the hex by looking in the direction (similar to teleporting to locations works). Why not all totems and why just the area and not the precise location; to avoid the killer using the placement mechanic to see where a boon is. Plus, placing NOED right next to a hooked survivor would only be possible by moving away from the hook, which I think is a somewhat fair compromise.

    And yes, I think totem locations should generally not be in plain sight.

  • adaw0ng
    adaw0ng Member Posts: 715
  • totallynotamegmain
    totallynotamegmain Member Posts: 658
    edited October 2023

    I think the all or nothing style or randomly spawning hexes is very unhealthy for the game

    just the fact that they can outright take away an entire perk really isint a very good perk design, especially considering hexes nowadays aren’t very good exept for devour hope (in the majority of scenarios some can be good but only if u center a build around them or get really lucky)

    I think turning them into weaker non hex versions of their current effects or for some of them making them scourge hooks (like devour hope for example) would make the perks much more consistent

  • Turretcube
    Turretcube Member Posts: 471

    Issue with placing the Hex's manually doesn't change much in the terms of the hex being gone at the beginning of the match, your providing a visual tell for survivors as to where the Hex was placed making it more of a waste of time, since instead of it being gone at the beginning it'll be gone several seconds after placing it, while also being less beneficial than it would be existing when hte maatch starts.

    You also have the issue of placing multiple Hex perk's, sure you could slap down 4 individual button's for what you want to light but that's adding more setup and just unnecessary clutter over what is a more effecient and straight forward approach.

    Hex's probably need a small QoL change, but not a setup process that would feel worse and basically be complained about more than what we currently have.