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Hex: The Third Seal rework

ClogWench
ClogWench Member Posts: 2,582

Since H:TTS isn't a particularly powerful perk, much less one deserving of the Hex burden, I wanted to propose a change to it. Maybe not one that will make it top tier, but at least give it more consistency.


Spell of the Third Seal

Hitting a survivor applies the Blindness Status Effect to the last 2/3/4 Survivors hit, and conceals the indication bubble from certain actions (Hooking, completing a generator, cleansing a totem, exit gates being revealed). Completing a generator removes blindness caused by Spell of the Third Seal for the survivor who completed it.


Essentially this would allow the killer to reapply blindness while also giving individual survivors the ability to remove it. It'd also strengthen the effects by hiding notification bubbles. If there's any potential OP synergies I'm not thinking of feel free to let me know and maybe we can work together to think of an alternative.

Comments

  • ClogWench
    ClogWench Member Posts: 2,582

    Not to be That Person who bumps their own thread but...

  • Speshul_Kitten
    Speshul_Kitten Member Posts: 1,861

    It just needs to be reworked to be something completely different. The newer killers (and some old ones) are coming out with add-ons that already apply the blindness status effect.

    For example, Hex Third Seal: the last 2/3/4 survivors hit by your main attack can no longer see pallets or window vaults as long as the totem remains standing.

  • ClogWench
    ClogWench Member Posts: 2,582

    @DudeDelicious one map does not a good perk make. It also loses potency when paired with Ruin because often times survivors find it just from looking for Ruin. The strength it has isn't worth the burden of being a Hex. Even if it started with 2/3/4 Survivors already blind, that could be a step up.

  • inhollow
    inhollow Member Posts: 7

    nice idea m8 but to be honest with you there are so many perks that could need a rework i mean look at how everyone runs the same perks there should be diversity after all. trying out different builds etc.

  • Boss
    Boss Member Posts: 13,616

    A lot of ideas would probably be better than the current TTS, that's for sure.

  • ClogWench
    ClogWench Member Posts: 2,582

    @inhollow yeah a lot of perks need a rework, that's why I'm suggesting something for one that could really use it

  • Awakey
    Awakey Member Posts: 3,145

    This is pretty balanced. However, I would add that cleansing a totem, dull or hex, would also lift the effect. So you can lift the blindness after the last gen pops.

  • Boss
    Boss Member Posts: 13,616

    Remember the previous version of Saboteur?

    The version that made Skill Checks smaller by a % on Level 1 & 2, but was set to 0% on Level 3?

    You never actually saw the 0% in the description, that entire sentence was gone instead.


    It'd be the smallest change ever and has nothing to do with buffs or nerfs, but a tiny wish of mine is to have the "Applies to the last [VALUE] Survivors hit" be removed.

    Cause that sentence can be applied to Sloppy Butcher as well, for example.

    Or Add-ons like "Blind Warrior" - Mud.

  • FlamingkittyUmad
    FlamingkittyUmad Member Posts: 313

    Blindness will tear apart a group of solo survivors like wet paper, never underestimate the power of a perk just because it's not as strong as ruin

  • ClogWench
    ClogWench Member Posts: 2,582

    I'm not underestimating it because it's not as strong as Ruin. I'm underestimating it because it's not as strong as Ruin but still carries all of Ruins weaknesses AND becomes weaker by bringing Ruin.

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