A possible buffer for Hex Perks?

TotesRider
TotesRider Member Posts: 22

Kinda inspired by a thread i saw discussing why hex perks are unpopular for killers.

I was thinking of some potential ideas that could help alleviate some of the frustrations us killer players have with hexes.

So what do y'all think of a sort of buffer period at the start of a trial before hex perks start to work? Like let's say it works like corrupt intervention where hex perks won't activate until either a survivor is down or some time has passed?

Granted this idea is kinda tricky when dealing with perks like Ruin that's supposed to help stall the early game.

What do you think?

Answers

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,782

    Yeah definitely I’m all for trying new things with totems.

    When playing Survivor I do enjoy cleansing totems if the tempo of the match allows me to. The challenges where I have to cleanse five totems are fun because it lets me use my totem build: Small Game, Detective’s Hunch, Kindred, and Open-Handed. I’ll use these perks while bringing a map that can track totems.

    Case-in-point, those challenges are really fun. The only time I cleanse is if I’m doing a challenge, playing stealthy, or if I see a Hex totem.

    What I really want to feel on the Survivor side is that totem hunting is a worthy side objective. Making Hexes be high risk high reward is fine if the gimmick wasn’t already ingrained into us which is why obviously perks like Pentimento exist.

    One thing I find fascinating is how much value Bloodwarden gets. We all know that gates almost always get 99%. It’s dominated the minds of the Survivors. It’s just one perk! The whole totem system should have that impact.

    There aren’t enough Hexes like Pentimento. Hexes need to work in all sorts of crazy ways. It should be when as a Survivor you have no idea whatsoever what you’re in for when cleansing. Maybe cleansing will activate something maybe it won’t, but if you don’t then the Killer gets to keep their power. It makes the rng aspect of it switch from totem spawn locations to the effects of the Hexes themselves. Some Survivors are brave and will cleanse, some are careful and would rather work around the Hex power. Survivor player cautiousness vs risk taking personality itself becomes the rng. And beautifully enough the counter to it all can be booning a totem.

    @C3Tooth Has great ideas about this topic.

  • Blueberry
    Blueberry Member Posts: 13,590

    Well they could still be active at the start, just not make them show lit on a totem until your first down or 60 seconds, ect.

    So they could hypothetically cleanse it early if they spawn and start breaking dulls, but they could also just be wasting time.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Make Hex perks lower risk with lower strength. Act as a side objective for survivor. Using a single Hex perk can force survivors to cleanse 3-4 totems. And because it only activated after a hook, so survivors spawn next to a Hex and cleanse it is no more possible.

    I dont think Hex perks should get a buff, but changed how they work, at least that killer dominate the Totem game.

  • Royval
    Royval Member Posts: 712

    make all totems not be able to be broken until the first gen pop.

  • ARTRA
    ARTRA Member Posts: 938

    I would love that hexes have a strong power and a weak one that last when broken.

    Like huntress lullaby, you miss skillcheks being harder but keep 6% fail penalty or devour hope keep that 10 seconds speed after hook.

  • Marioneo
    Marioneo Member Posts: 808

    Modernize all old hex perks to be like new hex perks they don't light until the condition is triggered

    Ruin = lights when a survivor progresses a gen

    Devour hope = lights when the first survivor is hooked

  • JPLongstreet
    JPLongstreet Member Posts: 5,846

    How about they combine the gen blocking and totem blocking effects both to Corrupt Intervention, and adjust the duration as need be? Often the totem spawns are unfortunate for the killer, and that should be looked at too.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Stop encouraging the devs to keep band-aid fixing core problems with perks.

  • JPLongstreet
    JPLongstreet Member Posts: 5,846

    Which is why I said they need to look at totem spawns again

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Just changing totem spawns will not fix the issue. There needs to be some sort of definite reliability.

  • TheSyndromeOfClowns
    TheSyndromeOfClowns Member Posts: 74
    edited July 14

    I want killers to create or destroy totems.