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Let’s Just Get Rid Of Hex Perks Please

Bodark
Bodark Member Posts: 283
edited April 10 in General Discussions

Genuinely there is no reason for Hex perks to exist at this point. They’re supposed to be glass cannons but you forgot the cannon and left them as glass.

Just remove all hex perks and change them in some ways so they can be non hexes.

Devour Hope is the only Hex Perk actually worthy of its Hex category honestly.

Edit: Pentimento was imo the only thing keeping Hex builds viable because it actually gave good slowdown and caused survivors to second guess cleansing a totem. But that’s cooked now I’m sure.

Post edited by Bodark on

Comments

  • DeBecker
    DeBecker Member Posts: 934

    Ah, thats why Hex:Perks are quite common. Cause theyre not worth it. Maybe some reality check would be good for you.

  • DeBecker
    DeBecker Member Posts: 934

    So there are just 10 perks for killer that are useful? You clearly have no idea that killer variety is much bigger than this.

  • SomeGuy1246
    SomeGuy1246 Member Posts: 52

    I think it would be true without thrill the hunt. It would basically become a massive gamble on how efficient the survivors are at finding the totems and you could become 0-1 perk in 2 minutes which against a good survivors team is going to happen a lot. With thrill tho and high mobility killers, if they play it right you simply can't do the totems and have to hard brute force their effects which makes them good imo.

  • Bodark
    Bodark Member Posts: 283

    I think they’re a few decent ones and the rest are bad. Devour, Blood Favor, Plaything are decent but yeah spawns are awful.

  • SoGo
    SoGo Member Posts: 4,254

    The bad ones (imo) are Huntress Lullaby, Two Can Play, Nothing But Misery, Wreched Fate, Ruin and maybe Retibution. And now maybe Pentimento

    But yeah, the rest don't have enough of an impact before they get cleansed, so it's not worth running them (aside Haunted Grounds, those work every time lol)

  • brewingtea
    brewingtea Member Posts: 705

    If you think hexes aren't worth it and should be removed completely, then I have great news about your perk slots and the number of non-Hex perks in the game!

    I wouldn't mind if they were removed. I don't use any myself.

    totems that spawn right out in the open for every player to see

    When I play survivor, I love that risk-free totem cleansing, right out in the open. Spending AGES not working on gens knowing your progress isn't going anywhere, even if you scream… good times

  • Bodark
    Bodark Member Posts: 283

    You said they are common. They clearly aren’t that common. And I was never even talking about the frequency of how much they appear. Just that they aren’t worth being a Hex. Just because they get used doesn’t mean they are any good.

  • MoZo
    MoZo Member Posts: 768

    honestly with penti getting nerfed it would be a good idea to buff other hex perks across the board. I heard a lot of discussion and debates on how hex perks can’t be buffed in any significant way because penti was such a powerful perk. Since it’s getting nerfed I would recommend buffing the following hex perks:

    Hex: Ruin

    • Increase regression back to 100/150/200%

    Hex: Face the darkness

    • Increase aura reveal to 8 seconds (was 2)

    Hex: Haunted Grounds

    • Increase expose to 90 seconds (was 60)

    Hex: Huntress Lullaby

    • Increase bonus regression to -10% (was -6%)
    • Increase tokens to 7 but make it work on health states loss (was 5 and increased based on hooks)

    Hex:Retribution

    • While a survivor is cleansing or blessing a totem, they suffer from oblivious, exhausted and blindness. These effects linger for 40 seconds after cleansing, blessing or being interrupted by any means
    • Increase aura reveals on all survivors to 30 seconds (was 15)

    Hex: Two can play

    • remove prerequisite of having to be stunned 2 times
    • Increase blind duration for survivor to 1/2/3 seconds
  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,758

    Face the Darkness is legit but when it works it just makes people unironically uninstall.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    In this game, mid-level noob stomp perks are considered meta for some reason. I think that's where you're coming from. Given an ideal survivor team, there's like no worthwhile hexes. But with a team of survivors who don't know what they're doing or don't really care to win, hexes slay. But we can't consider every perk "broken" just because it's noob stomp, because that would encompass basically every perk. There really isn't that much killer variety, when it comes to actual good stuff. That's why my current build includes Brutal Strength and Forever Entwined, because those are now basically as useful as Pop or NOED.

  • WolfePhD
    WolfePhD Member Posts: 397

    My personal beliefs

    • Hex Pentimento needed to be nerfed, but the nerf went a bit too far. It should walk back a bit.
    • Totems need to be more reliable to find. Please stop acting like I bring a map or Detective’s Hunch to every game. Try to find Devour Hope on Swamp. Congratulations, you just lost the game because you couldn’t find a totem in a random corner. So frustrating because there is no skill expression, and there’s no way to “learn” 97% of totem spawns!
    • I want totems to have more gameplay impact whether or not hex perks are played. I want to care about them every game, whether or not a perk is possibly in play or not—because the gameplay rewards me for it in some way. I hope BHVR finds a way to accomplish that.
  • Pulsar
    Pulsar Member Posts: 22,927

    Hot take: I don't think Hexes, or Boons, can exist as a real meta in modern DBD.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 11

    Any hex perks immediately go into the trash bin for me. They may as well be a dead perk slot when they show up on a new killer. The majority of the time, you lose the hex within the first minute or two of the match, not to mention it's a dead perk slot the moment someone cleanses it regardless of when. Maybe if hexes didn't visually light up until 1 minute into the match they'd be at least a bit more reliable. In general though, giving survivors the choice to permanently remove one of your perks for the entire match is just a no go for me.

  • TotemsCleanser
    TotemsCleanser Member Posts: 849

    Totem spawns are the problem. The idea of totems is fine. They are supposed to be high risk - high reward. The thing is that most maps have such ass totem spawns that the risk is MUCH higher than the reward.

    As my username implies, I am somewhat passionate about this topic and I've been saying that totem spawns need to be reworked pretty much since I started playing the game back in 2020. Back then, I avidly studied every totem spawn in every map up to Midwich to be able to track every single totem before NOED could activate. I was doing all 5 totems every single trial lmao. But most survivors will not learn every totem spawn by heart.

    The most balanced maps for totems imo are Midwich, Dead Dawg and RPD, since most of its spawns are rarely out there on your face, they are somewhat hidden but not insanely so. Lery's is the kind of map that goes a bit overboard with hidden totem spawns. But the biggest issue are maps like Macmillan, Coldwind or Azarov where totem spawns are so obvious and easily recognized that no hex stands any chance. Though every single map has some ass spawns, not every spawn will be awesome and I think that's fine as long as the good spawns are the big majority (they mostly aren't).

    This can be "solved" in two different ways. Either buff most hex perks (the ones that need buffs at least) or rework totem spawns, especially for older maps. The thing is that the kind of buff that many hex perks would need to be actually viable is so insane that BHVR would simply never do it. To balance the high risk - high reward ratio, the "reward" part has to be buffed a bunch given how big the risk is. I think reworking the spawns would be much healthier (at least in most cases, since some hex perks do need outright buffs).

  • wakesafe
    wakesafe Member Posts: 116

    yeah the ghoul hex build is sooo weak.

    I’m tired of people who clearly don’t run Hex builds complaining about them.

  • DeBecker
    DeBecker Member Posts: 934

    Its absolutely nothing to do with noob stomp, and everybody knows this (maybe besides you). Hexbuilds are worthwile, if you know what youre doing. Thats always how its been. I di understand that you especially arent able to pull off something like this, cause you show how unskilled you are on a daily basis with your posts like you do here, saying brutal strenght has the same usefulness as pop.

  • squbax
    squbax Member Posts: 1,749

    I have no context of this but it depends how he said it, cuz brutal is WAYYY better than pop, any comp tournament would show you that, if he said they are equal yeah he is bogus.