http://dbd.game/killswitch
hex overture of doom
why doesn't it give you permanent undetectable it's a hex
Comments
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I say it again and again like half of hex perks isnt worth the title of being called hex because their effects are trash to be hex perk , noed,devour,blood favor those are hex perks, strong effects bound to single totem when which is cleansed they are dissabled till the edndnof the match.
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should allow us to re-light hex totems infinite amount of times or just make them normal perks. God could you imagine Hex: Ruin active the whole trial without having to worry about guarding totems
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Even if it did, its not that great of an effect. Another hex already does something similar by making survivors oblivious until they break their individual hex.
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Simple answer - because the Devs dont want to have Killers which are basically permanently Undetectable, especially not with just Perks. And even Killers whose ability it is to be Undetectable have "disadvantages" when they are Undetectable whether they are slower (Myers, Pig) or cannot attack (Wraith).
If anything I would say the effect does not really justify it being a Hex-Perk, but this is probably mainly to have a way to determin which Generator will be cursed. Granted, they could do that with the position of the Killer as well.
And in the end, not every Perk is supposed to be good and there are tons of Perks in the game which are outclassed by other Perks. (In an ideal world it would not be this case and I think it sucks that there are Perks like this, but it is what it is)
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The whole HEX mechanic is essentially an anti-soloQ mechanic, because SWFs can crack the totems in seconds, since if one survivor saw a totem while in chase - the whole team saw it, which isn't the case in soloQ. NOED also gets cleansed in seconds after activating, because SWFs memorize all dull totems they encounter and coordinate to check the spots after the last gen, instantly spotting if any became lit, which is just impossible in soloQ. So the whole HEX thing should be overhauled to work more consistently for both soloQ and SWF.
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Im more of either buffing those weaker hexex or making them normal perks like chuckys hex or ghouls they are thrash worth only running in certain builds but alone or even in hex builds they arent viable, ruin is now ok but mostly problematic part is totem spawn like half of the times I use it there is high chance survivors spawn on it or super near it and that totem doesnt last more than minute not even 30 seconds (if I knew it I would run some other regression that stays but not everyone wants to run more reliable and strong perks every time) or some totem spawns are like camp fire on field in the dark, there is just nothing that covers that totem even little bit which sucks.
Im for making totems spawn near where killer spawns or somewhere on the edge that is furtherst from everyone including killer but devs are kinda lame with maps and spawn locations last few years (look at survivor spawning all togeather and killers on other side of map, no one should spawn in the centre of the map and now remember how many times this happens).
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and yet some say SWF doesnt provide meaningful advantages lol. maybe they could change it so totems randomly move around the map at random intervals?
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It really is just a badly designed Hex
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