Feedback and Suggestions

Feedback and Suggestions

Another one about hexes

Member Posts: 923
edited March 20 in Feedback and Suggestions

Hexes in the game... exist. Some are okay, most are terrible, and none are great. There are several reasons for this, but the biggest one is their unpredictability – a hex can either be destroyed at the very beginning or terrorize survivors for the entire trial. The latter is fine – hexes are meant to be powerful yet fragile, so they can be removed, leaving the killer without a perk.

And yet... they have a problem.

There have been many ideas on how to improve them, but I still believe that this proposal is the best:

Hexes should not be permanently tied to totems, but only when their effect is active.

How would this work? Let's take Ruin as an example. Normally, its effect shines brighter than a lighthouse all the time – it can be destroyed at any moment, making it barely useful (honestly, even without being cleansed, this perk isn't very useful). However, under my proposal, Ruin would "burn" on a randomly chosen totem only when at least one generator is affected by its effect. When no generators are affected, the totem goes dark. If Ruin's effect is reactivated, the hex will reappear on a random totem – not necessarily the same one as before.

This way, hexes can be additionally balanced – the longer a hex remains active, the stronger its effect can be, as it becomes easier to spot and destroy.

What about cleansing?

Wouldn't this change make hexes impossible to destroy since a hex could simply fade out during cleansing?

Technically, yes, but I have thought of that as well. If a totem is burning during an interaction (cleansing/blessing), the hex cannot turn off. This effect should linger for a few seconds (precise values would need testing for balance) to prevent abuse.

Additionally, if the hex is reactivated during this time, it will remain on the same totem since it is "bound" (temporarily) to it.

Cleansing or blessing a hexed totem destroys the hex permanently.

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Comments

  • Member Posts: 104

    However, under my proposal, Ruin would "burn" on a randomly chosen totem only when at least one generator is affected by its effect.

    I can touch a gen at the start of the match and immediately let go of it to see if we have Ruin. This is effectively the same as it starting the match bound to a totem.

    When no generators are affected, the totem goes dark.

    No free lunches. Either you use a perk and risk counterplay, or you don't use it at all. Even if this did happen, survivors could just go around and cleanse all the totems on the map. Once you learn general totem placement and spawning, it's easy to predict. And there's only 5 of them.

    If Ruin's effect is reactivated, the hex will reappear on a random totem – not necessarily the same one as before.

    Nope, too shady for my liking. I'm not playing ping-pong around on totems just for what sounds like entitlement and gratification. If you want gen regression, you can use the myriad other perks at your disposal not tied to a Hex. Oppression can affect half the gens on the map with one kick.

    In my opinion, Hex perks exist as high-risk, high-reward perks. Even so, most of them aren't game-breaking for the killer if they're lost. The exception to this would be Devour Hope - the highest of risks for the greatest of rewards. And this 'risk-reward' approach seems to be supported by the existence of defensive perks such as Thrill of the Hunt, Retribution, and Undying.

    I had a game where the killer ran Ruin today. No no one moved heaven and earth to find it. It can be played around and ignored. Maybe in the later game it gets cleansed, but that's after everyone has moved around the whole map and by default are bound to run across the Hex anyways.

  • Member Posts: 923

    Don't You find Your arguments a little... Contradicting?

    Besides, ruin was just an example of how this could work. Of course very little would change for that particular perk, hec I even stated that in OP. But lot other could benefit from that change.

    How much hexes, beside plaything, devour hope, NOED, and maybe undying You see often in matches? Ruin, thrill or third seal once in a while?

    As You have said - there are other options. Hexes are not that special, they provide very little for risk they are bound to. Such change is not that big but provide at least some guarantee for hexes, making them SOME viable, alternative of some sort.

  • Member Posts: 2,640

    I feel like making it so that the totem lights up only when it starts to work would be easier and more fair.

    And, of course, fixing some of the terrible totem spawns that are the main reason Hexes suck would be great.

  • Member Posts: 549

    The problem with totems is always in the spawn. Your totem will definitely be burning somewhere here.

    The killer needs a function at the beginning of the match to remotely choose which totem will be Hex. Since the spawn locations are unlikely to be fixed anytime soon. With this change, killers will be able to mitigate all the unfairness of the totem system.

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  • Member Posts: 309

    No they are fine, stop making DBD even more super killer sided, don't make useless suggestions that only affects killers and their kit, only survs needs some buffs and fun gameplay, especially buff for soloq survs

  • Member Posts: 309

    Hexes are already have a super strong effects, so it's fine as it is now, if totem is in our face then you should scout for them first and interrupt us, you need your skill for that not hand holding

  • Member Posts: 549

    My problem is that I'm tired of seeing 4 slowing perks every match for a survivor. I'm open to any perk buffs that aren't related to regression or closing generators. I don't want to play against different variations of generator slows for a few more years.

    Your fierce resistance only creates this long-standing slowing meta with 2-3 killers who play like your life depends on it. You're not fighting the problems that hurt you.

    To fix solo queue, you need to improve the matchmaking system. Let's say, calibrate the usefulness of a survivor. There are two stats - mans and generator startup time. Over the last 10 games or so, you will be assigned the average of the two stats. As a result, you will be matched with people with similar stats. This change will fix all your problems.

    After all, as much as I would like to admit, SWF is a filter for survivors who are not able to hold m1. By finding like-minded people, you unlock the true potential of the survivors, making the lives of the killers hell.

  • Member Posts: 250

    This is absolutely the main issue. The problem with hex perks is their unreliability and rng, and if your hex spawns on a totem three feet away from a generator it is just gone 20 sec into a match with zero value.

    This is NOT the kind of "risk" killers should be expecting when playing with a hex perk. Spawns like this are utterly ridiculous.

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