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What if hex was always shown to survivors, but always active until ALL totems on map is nullified?

It would stop noob stomper nature of those perks, while immensely help against experienced hex blesser/breaker.

Comments

  • LeFennecFox
    LeFennecFox Member Posts: 1,390

    Survivors would be forced to cleanse through TOTH every match a hex is there because devour would end the game consistently. Also pentimento is a perk that would make this problematic.

  • fulltonon
    fulltonon Member Posts: 5,762

    So just rework pentimento as that's the only ONE problematic perk, and most "serious" survivors are always checking for lit hex totems even for now as searching after 3 hooks generally results in much worse outcome.

    At least any dumb solo ques can ACTUALLY cleanse devour hope unlike right now, so it seems to be actually better for them.

  • Archol123
    Archol123 Member Posts: 4,634

    This would be one of the strongest slowdown perks to have, because it takes an immense amount of time to not only find all 5 totems, but also to get rid of them. And sometimes you just don't find the last totem because it is in the most god forsaken corner of the map, therefore almost making sure to be unable to get rid of it.

    It would result in the comeback of the ruin undying meta but worse, because it takes you only one perk and you have to break 5 totems always. Besides that some hex perks would need reworks, for example haunted grounds or pentimento. And noted as well... Cleanse 5 totems while noed is active sounds rough, currently you can hook on top of noed if you are lucky, but if there are 5 lit totems you can basically always hook on noed unless the survivors cleanse all 5 totems, which results in time loss of like 2 minutes or more...

    I do like the idea though to give survivors an incentive to cleanse dull totems, just this way is not it.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited March 2024

    "Immense" but that's just 1.8ish seconds of generator time "even if every totems takes 28 seconds(which doesn't happen because thrill of the hunt effect is weaker the less totems there are)", much weaker than grim embrace and can easily be weaker than pop too.

    And "you can't find the last totem" doesn't matter at all because it's auras are always shown anyway.

    And this idea is more of a idea for reducing the RNG nature of totems while killing the noobstomping aspect of it, "dull totem" doesn't exist with this change, I suppose NOED must be kept as is because it's fundamentally different perks than all other.

    I've played with four hex perks fair amount of times and honestly "breaking 5 totems" is pretty much nonexistent issue even for one slot, if everyone knows where totems are and all four survivors work for it, it only takes like 60 seconds of match time at an absolute max.

  • Archol123
    Archol123 Member Posts: 4,634

    I thought it was more about you seeing that a hex is in play from the start and not seeing exactly where the totem is?

    A totem takes 14 or so seconds right? So like 70 seconds + the time to walk to each of them, that is quite a lot... Think about pain rez in comparison which removes a max of 90 seconds + additional regression if nobody stops it... And people are mostly agreeing that pain rez is the strongest gen regression perk.

    Did you not play when they first introduced undying? It barely happened that people cleansed all 5 totems (as they simply could not find all of them) and in comp people powered through ruin, as it was too time consuming to clean all the totems...

  • fulltonon
    fulltonon Member Posts: 5,762
    edited March 2024

    You are misunderstanding for sure, the idea is survivors can see ALL TOTEMS at all times when hex exists, and hex have it's effect as long as any of the totems exist.

    70 seconds across all survivors for a perk really isn't a problem at all, pop can regress for like 100+ seconds with just 3 hooks, pain res 90 seconds, surge can also cause 80+ regression with 2 gens in range and four down, grim embrace is really ridiculous too.

    The biggest problem with undying was finding totems (as a new player), with auras there isn't a single problem like that, there was never been a time "too time consuming to clean all totem", it was always just "too time consuming to find all totem".

    Not to mention the fact they can always choose to ignore totems altogether.

  • Archol123
    Archol123 Member Posts: 4,634

    Well then it is less bad however the time to walk there in addition to the time it takes to cleanse and walk back is still massive.

    Not with 3 hooks at least, I'm not entirely sure but I heard that the base 5 % is not applied when kicking it with pop? So it is a little bit less than 90% max with 3 kicks. However you will rarely get value out of every kick and similarly rarely will you get to kick a Gen that is 99% finished... I would say on average you get like 15-20% on a kick so you still need to kick like 5-6 gens, and oftentimes kicking is not worth it because you should rather chase, or only a thing on high mobility killers that can easily continue to chase after they kicked.

    Surge barely hits more than 1 Gen on most maps and many survivors just run you into barren land with no Gen around so you will barely have a match where every single down with surge gets value, I love the perk, but it is just not as good compared to pain rez or other options.

    It is a mix of both, it takes too long to find them and cleanse them and go back to work. And even experienced players don't know all totems spawns so I would not say it only applied to new players.

    Ignoring certain hex perks is rough... But sure you always have a choice, does not really mean it is a good choice or a good thing at all... You can also decide not to cleanse devour hope, which will most likely result In a loss but you can do so..

  • fulltonon
    fulltonon Member Posts: 5,762

    The only real "cleanse it or lose" perk is devour, dealing with anything else isn't THAT bad.

    I said CAN but not ALWAYS, doesn't change the fact 70 seconds across ALL survivors are like 18 seconds of each survivor, which really isn't that big from a perk slot.

  • Archol123
    Archol123 Member Posts: 4,634

    Or Noed.. Or ruin in a 3 Gen... Or pentimento, unless you want 30% additional Gen time... But yes devour is the most obvious of them.

    In addition to the time it takes to go there, overall it is more like 2 minutes instead of 70 seconds only... Which is quite good... It would be a top perk for sure. Especially as it is outside of Gen regression and forces people away from the main objective. And that only if you don't get interrupted, which the killer will probably try to do, specially with devour...

  • fulltonon
    fulltonon Member Posts: 5,762
    edited March 2024

    Except you don't even know what totem survivors are at, results in "trying to interrupt" mostly waste of time.

    30% additional gen time still isn't a big deal especially when it doesn't happen that early, ruin in a 3 gen can't really stop even 3 survivors with current weak effect, even 120 second is decent if you consider you can very well get maximum pop value of 8 times if you don't tunnel, "forcing people away from gen" actually is a issue than a reward because it just makes finding survivors harder for a killer.

    And how many times I have to mention NOED or pentimento just doesn't work with this change anyway?

  • Archol123
    Archol123 Member Posts: 4,634

    Trying to force them off with a limited amount of totems left... That should be fairly easy to get without me explicitly mentioning it... If there are only 1 or 2 totems left they should be rather easy to defend.

    I think it is quite a big deal especially in addition to other slowdown perks.

    Pentimento could be fairly easy to keep... Just make it so the effects are turned around, it starts basically maxed out but the more totems are cleansed the weaker it gets... Therefore we can still take its effects into account for this.

  • fulltonon
    fulltonon Member Posts: 5,762

    Just remove the aura shown from killers then, and "defending last totem" isn't in any way easy at all for pretty much all killer roster, if it's viable anyone is doing that now, which isn't the case at all.

    It's hardly any stronger than just adding yet another regression perks, so yeah not a problem.

  • Archol123
    Archol123 Member Posts: 4,634

    I mean there have been several decent strategies around that, involving demos portals and the purple addon for example... But sure, it is not a commonly used strategy.