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Why is Hex: Two can play a Hex perk?
Hello everyone,
yeah, like the titel says it: why is Hex: Two can play actually a hex perk? Its condition is that if the killer gets stunned or blinded 4/3/2 times, one totem lights up and becomes this Hex.
While it is lid a survivor who blinds the killer becomes blinded themselves for 1.5s Its a very fun perk to use, but its effect is also very weak and not worth the opportunity cost of it getting disabled some 20s later.
Right now Hex perks are in a bad spot, and this new hex design, first seen in Hex: Face the Darkness, is much much better then the old one, where survivors could literally start right next to it. I would actually welcome if all Hex perks got this threatment and only light up once their activation condition is met or they take effect for the first time.
But still, Two can play is rather weak and more of a meme perk. It makes blinding the killer as anyoing for the survivor as the other way around, so why not make it unconditioned? Or give it some tokens. But I really hate the thought that it can be taken away and MY revenge fun stomped into the ground, before I had my fill.
I actually have never seen this perk in play, unless I brought it myself, so its definitely not overtuned :D
Comments
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I think it would end up being too annoying if it wasn't a Hex. Cleansing the Totem only gives them temporary respite anyway, it'll go back up eventually.
I think a better buff would be to increase the blind time ever so slightly.
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ever so slightly
that won't help, try like double increase and it won't be completely useless, but it will never be good.
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You are sure about this? I was under the impression that Hex: Two can play and Face the Darkness get disabled for the rest of the match, when the totem gets cleansed once it spawns into the map. Face the Darkness has the added twist that once its condition is no longer met, ie the survivor that spawned it gets healed, then the perk gets deactivated for the time being and the hex totem becomes dull again. But if the survivor cleanse it once during its uptime, its gone for good.
But Two can play has no deactivation condition, so once its gone its gone for good.
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It's definitely weak for a hex perk.
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Two Can Play and FTD don’t work the same way. While FTD has that temporary deactivation condition, it’s gone forever if it gets cleansed. If Two Can Play is cleansed, it will deactivate, but can be reactivated again on another dull totem if you get stunned/blinded 2 more times. The only time it will be gone forever is if there are no more totems for it to occupy. So it is not as risky as traditional hex perks. It’s still not a very good perk though since the blind duration is too short.
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Oh interesting, I did't know that! Thanks for clearing that up.
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Two can play can trigger on another totem after it gets cleansed so I don't think it matters much its a hex perk and at least gives the perk interesting synergy with retri and pentimento, the fact that its a single perk that can light up multiple totems is its main value, similar to play thing, but its effect is a bit weaker.
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Well, that pretty much answers my question. I was under the impression that it worked like Face the Darkness, ie once it's active, if it got cleansed it would be gone for good. But hearing now that you can rekindle it, that's awesome news.
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It can pair with Pentimento and a more threatening hex (like Devour Hope).
If survs cleanse totem, Pentimento value + Two Can Play can re-kindle again, rinse and repeat. If surv don't cleanse, then Devour Hope and endless Two Can Play value.
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Devious. I like it!
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I run it with Enduring and it's gotten me several downs because people walk into a wall or a tree and lose all of their distance. I wouldn't call it completely useless.
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There is an issue this is outside of your control. You kinda need survivor to not be good enough, otherwise they are able to run blinded.
Spirit fury will get you mostly same result, it's not hex and outcome is mostly up to you.
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It doesn't really matter how good they are, there's always a chance they'll run into something they can't see if they're blind.
Two Can Play also works on every stun while it's up instead of having to charge after every time it's used, it also works on blinds and Head On.
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I don't really care about blinds. It's not going to stop from flashlight save, stun for you is longer than blind for them anyway.
Bliding on pallet doesn't matter to me, when I can track survivor blinded, like any other killer main who has some hours on Spirit...
Your situation basically works only when they are greedy and try to blind you when you kick pallet, which is not smart.
If they got it on pallet stun, even with enduring that's 1 second for you, so that's only 0.5 extra blind duration for survivor. Usually survivor is going to wait for you reaction anyway in loop, or they need to simply hold W in correct direction, which I don't find that hard.
This perk is just bad and simply noob / soloQ stomper at best, but those are not really players I need perk against.
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I think it'd be better if their blind was 1:1 what they inflict on you, be it a blind or a stun. Stun the killer for three seconds, you get blinded for three seconds, that kinda deal.
Maybe it'd work, maybe it wouldn't.
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I got value out of Two Can Play one time but it was only because I was literally throwing the game in desperation of getting value out of it. I tried to get stunned as Hillbilly, they stunned me, they got blinded and literally stood still as I saw their aura with Nemesis and then I chainsawed them. It was hilarious and totally worth it.
It could definitely use a buff though, maybe have it activate 0.5 seconds after stunning/blinding the killer, and buff the blind duration to 2.5 seconds in order to make the perk capable of being viable without Enduring. I will say I do love how it works as a hex (the way it relights another totem when recharged).
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That's probably the best way it could be buffed.
Plus it'd be funny to watch survivors crumple when blinded (I would probably end up as one of them)
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