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Hex: Overture of Doom needs a huge buff/rework

This perk is inconsistent. In fact so incosistent that this perk never activated once in any of my games I used it in. Survivors can see that this perk is activated at the start of the game. The hex totem spawns from the furthest generator so survivors knows where it is.

And it's a hex totem. This is the worst killer perk by far.

Comments

  • Elan
    Elan Member Posts: 1,726

    Rework:

    The first time survivor starts repairing generator, your TR will be trasfered to it and dull totem will become a hex totem. When the generator is finished or hex totem is cleansed, perk deactivates.

  • Devil_May_Cry
    Devil_May_Cry Member Posts: 10
    edited January 28

    If only you worked for bhvr balance team then this perk could have been good in the first place

  • SoGo
    SoGo Member Posts: 4,513

    I agree. It needs a full rework imo. We have a perk that puts your TR on a gen: Unforseen. No need for a second one.

    So here is my idea:

    Hex: Overture of Doom

    A hex that feeds on the anxiety of survivors, inciting endless paranoia.

    Two random Dull Totems become Hex Totems at the start of the trial.

    While this perk is active, the survivors always hear a fake distant Terror Radius while in a 20/30/40 meter range of a Totem.

    Once a survivor cleanses one of the Totems:
    • They will always hear your own distant Terror Radius.
    • They are considered to be in your Terror Radius at all times.

    All effects deativate when the second Totem is cleansed.

  • Gandor
    Gandor Member Posts: 4,383
    edited January 29

    This sounds nice and I like this idea more, but it risks not having enough totems.

    Combine this perk with haunted and 2 more hex totems and you need 6 totems. The perk would maybe need to spawn extra totem (a nice feature even if you don't use any more hex totems + good synergy with pentimento) instead of changing one to hex.

    Yet I think the perk is still incomplete - the perk is a little obvious while there's basically no threat to not cleansing it. Maybe it could override distant TR even if killer is really close? Making it fake oblivious

  • SoGo
    SoGo Member Posts: 4,513

    Well, the distant TR would be spread from both Dull and Hex totems.

    As for there not being enough totems... you are correct. Plaything also has this problem.

  • maybesarahhh
    maybesarahhh Member Posts: 77

    At first I wasn't sure I was on board with this being the worst perk ever, but I actually really like this suggestion to get the strength on par with other hex perks.

    Are you thinking just for the first generator in the game, or would it keep getting triggered when other gens are started for the first time (if the first is complete obviously, since you can't have TR on two gens)? I think it continuing to trigger on unstarted gens after the first generator is completed and if the totem wasn't already cleansed would be cool.