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Recent Trend with Hex Perks, and Questions about the future
Ive noticed a sorta recent trend with hex perks and I feel its worth pointing out. This isn't really a critique of the developers, its actually somewhat complements with some confusion.
There have been several hex perks that have come to the fog, but they have taken a different shape. For the topic I want to talk about 2 different types of Hex perks, Normal Hex perks, and Special Hex perks
- Normal Hex: A hex that spawns as soon as the trial starts
- Special Hex: A hex that spawns when certain conditions are met, typically replacing a Dull or Broken totem.
There are 16 Hex perks currently in the game, as of 8.3.0
of those 16, 10 of them are Normal, and 6 of them are Special
The last 5 Hex perks that have been added to the game have been special Hex perks, we haven't had a defined normal hex since the Trickster with crowd control, this is back in March of 2021.
Problem with normal Hex perks
- Too Map dependent: On certain maps your totems spawn directly next to generators, or in the middle nowhere, being impossible to find, and since you cannot control your spawns it makes using hex perks a massive gamble, either getting some value, or running only 3 perk slots.
- Not enough reward for the varied risk: Many hex perks reveal themselves very early on, this causes everyone to scramble to find the totem, however many of these perks are rather weak for the cost of a perk slot, making most Hex perks not worth running
Special Hexes are actually a good solution
Special Hexes are as defined above, hex totems that spawn with certain conditions are met, this makes them last longer, and makes them very easy to get value out of them no matter what map you may be on, they do come with some drawbacks
- Slightly weaker: With the exception of Noed, Special Hexes are weaker providing small effects that doesn't effect everyone, weak effects that can be ignores but are something you have to deal with, Reveal themselves to survivors, or require the survivor to make the mistake.
Despite this Special Hexes solve the fundamental issues that Hexes bring allowing them to be more consistent.
Recent Hexes
Again my point is that almost all recent hexes have been Special Hexes because they are so much more appealing and consistent than normal Hexes but that leaves a problem. Hexes are in a bad state the developers know this and opt to make more special Hexes to make them more appealing, however this leaves the rest of the Hexes in a bad state, I just want to bring attention to this issue and hope that they can do something about the Normal Hexes, either make them stronger to balance out their risk, or make them have special Conditions to activate to give them more compelling reason to use
I didn't want to go the "Fix Totem Spawns" route because that would take WAY too long to go through each map, and totems should be findable, just not that easy.
Comments
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I have seen suggestions of reworking Hexes so the totem only lights up once the Hex becomes activate. For example, Ruin wouldn't appear until a survivor let go of a generator for the first time in a trial. Devour Hope wouldn't appear until a token was gained. Etc.
11 -
I feel like alot of people forget the full effect of some hex perks. Huntress lullaby for example has an effect even with 0 tokens, yet I've seen people bring it up when talking about "wait til it gets tokens". I DO find it odd that it announces itself so early on. The first skillcheck you get, you're aware of its existence. Feel like they could at least hold off on THAT til the first missed skillcheck.
5 -
It would be a welcome change. It'd be nice to not lose a hex 30 seconds into the match just because a survivor spawned close to it.
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I also think they should try to find a fix for all hexes (especially the older ones). l like the both ways to be honest, I would just modify the normal hexes a bit.
This is my idea:
The killer sees the aura of all totems at the beginning of the match for 30s and can choose which totem he wants to be his hex. After 30s the hex spawns randomly.With this change you could either choose where they are located or they would spawn with a delay, which would also help quite a lot.
3 -
some of you forget that if survivor find the hex so quickly it's because the maps are shrink.
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Amen to that man most maps now are that small it legit take not even a full minutes to loop the ENTIRE MAP so u can and one and have the other too if they wants too hide totems better but they have to make the burning sound they make foe louder lime their is with boons
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i'd say make normal hexes have more lives like undying. maybe not 5 lives because that was considered excessive but like 3 lives total.
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Tbh, Huntress Lullaby shouldn't have had tokens in the first place.
3 -
100%
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That's a good solution, but then people would just do a "ruin check" at the start of the match. Maybe the hex totem would only light up once hte hex becomes activated, and at least 30 seconds has passed.
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You think it should start at full power?
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Interesting idea, and prob a bad one BUT what if hexes started at full strength, then cleansing ~3 totems reduces the strength of the effect. Then when the 3rd is cleansed the hex is gone? But the ~3 relevant hex totems are lit up at the start of the match.
I've no idea if that's basically the same as the old ruin undying days (I wasn't around then and don't know much about it lol). But would certainly need to reduce the overall hex strength if that idea were the case.Or have some type of unreasonably difficult reactivation condition. Something hard to do but would be worthwhile for the killer.
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I honestly like how "normal" hexes are right now. They're sink-or-swim perks, you either get a ton of value or no value.
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The problem is that most (arguably all) are not strong enough to warrant their risk, especially when there is zero guarantee of the hex even being active long enough to trigger any part of its effect. Their risk/reward ratio is not where it should be, most of them either need to be less risky or more impactful.
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No, that's always been an issue.
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i like the idea of hexes lighting up after first activation.
fixing totem spawns might take long, but an easier initial step would be getting rid of guaranteed spawns, and then likely spawns; if there is a totem at an LT wall you know exactly where it will be.
or maybe it's because they spawned right next to the totem, or the totem shines right in survivors' eyes while they are doing a generator. dead dawg is a quite small map, might be the smallest, yet its totem placements are very decent.
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Yes.
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IMO Hexes should've been "special" to begin with.... to a degree
Also saying to not go the "better totem spots" is a bit much... there are some spots that are out in the open
But if they do make all Hexes "special" then what changes would happen... and would they be useful or no
1