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Hex Totems (Fun + Fair)
Hex Totems:
-The hex perk(s) will affect all survivors until the hex perk is cleansed.
-Once cleansed, the survivor who cleansed the hex totem will permanently suffer from the hex totem's effects for the entire trial instead of the entire survivor team.
Explanation:
Basically to sum it all up, when you cleanse a hex totem, your freeing your teammates from the hex effects at the cost of handicapping yourself. This basically makes you think twice when you see a hex totem, "should I cleanse it and suffer ruin/devour hope/TOTH/Third Seal/Lullaby for the entire trial?"
Demonstration:
If your a survivor and you got warned that the killer has devour hope. You look for the hex totem, find it, cleanse it, and now you have a permanent exposed status effect due to devour hope having 3 tokens! Eventually when the killer gets 5 tokens he can kill you with his/her hand which is really scary!
New Mechanic:
When you cleanse a hex totem, your player icon which shows your health state will change to red. This shows the killer and survivor team who has taken the curse for the team.
As always, constructive feedback is always appreciated while non-contructive feedback is not welcomed!
Comments
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Nickenzie said:
New Mechanic:
When you cleanse a hex totem, your player icon which shows your health state will change to red. This shows the killer and survivor team who has taken the curse for the team.2 -
Russ76 said:
I don't mind this so much, but why should the killer get a free piece of information? This is the same reason I hate the No Mither skill.
Thank you for not saying "Your idea is stupid" because recently I've been getting a lot of those types of people.1 -
I LOVE LOVE LOVE this idea as both a survivor and a killer. When I play survivor, I normally am the one to get the totems (I run detective's hunch to find them) and I wouldn't mind carrying the hex so the rest of my team doesn't have to. And as a killer who runs devour hope it'd be great to be able to kill just that one person especially if they get it right as I get my fourth or fifth token (which almost always happens).
MAKE THIS A REAL THING PLZ
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mistressdiana said:
I LOVE LOVE LOVE this idea as both a survivor and a killer. When I play survivor, I normally am the one to get the totems (I run detective's hunch to find them) and I wouldn't mind carrying the hex so the rest of my team doesn't have to. And as a killer who runs devour hope it'd be great to be able to kill just that one person especially if they get it right as I get my fourth or fifth token (which almost always happens).
MAKE THIS A REAL THING PLZ
Oh, I forgot to mention in case y'all are confused! You can still earn tokens while your hex totem is already destroyed but it'll only affect the survivor that cleansed that totem. So if your devour hope is destroyed early... you can still earn your 3rd or 5th token to cause the exposed status effect for the survivor who cleansed your devour hope totem and potentially kill them. However it's only that survivor who will suffer the devour hope penalty!1 -
@Nickenzie said:
mistressdiana said:I LOVE LOVE LOVE this idea as both a survivor and a killer. When I play survivor, I normally am the one to get the totems (I run detective's hunch to find them) and I wouldn't mind carrying the hex so the rest of my team doesn't have to. And as a killer who runs devour hope it'd be great to be able to kill just that one person especially if they get it right as I get my fourth or fifth token (which almost always happens).
MAKE THIS A REAL THING PLZ
@mistressdiana I wouldn't mind being the one that has to deal with ruin because I cleansed the hex totem for ruin. I need that extra practice to hit greats anyways since ruin is currently meta for killers!
Oh, I forgot to mention in case y'all are confused! You can still earn tokens while your hex totem is already destroyed but it'll only affect the survivor that cleansed that totem. So if your devour hope is destroyed early... you can still earn your 3rd or 5th token to cause the exposed status effect for the survivor who cleansed your devour hope totem and potentially kill them. However it's only that survivor who will suffer the devour hope penalty!
It would make devour hope way less useless because it normally is the one to get destroyed so early. Also by doing this, they won't be wasted perk slots after the totem is destroyed.
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I can't wait to permanently have ruin the whole game or have NoED all end game or permanently not see auras all game.
Ew.
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I stated this several times but :
I'd like the exact opposite.In the lore, you do not "sacrifice yourself for others".
The cleanser should actually receive buffs, while the non-cleansers should actually receive debuffs.Example :
Hex Ruin.
If you cleanse the totem, you receive a 30% bonus speed in repairs.
Other survivors receive a 10% malus.It would make people to actively look for it all together, eventually fight to get the totem, and then, force to break it without getting caught afterwards by the killer or you would actually give a free debuff for your team without having the bonus.
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AsePlayer said:
I can't wait to permanently have ruin the whole game or have NoED all end game or permanently not see auras all game.
Ew.
Runiver said:I stated this several times but :
I'd like the exact opposite.In the lore, you do not "sacrifice yourself for others".
The cleanser should actually receive buffs, while the non-cleansers should actually receive debuffs.Example :
Hex Ruin.
If you cleanse the totem, you receive a 30% bonus speed in repairs.
Other survivors receive a 10% malus.It would make people to actively look for it all together, eventually fight to get the totem, and then, force to break it without getting caught afterwards by the killer or you would actually give a free debuff for your team without having the bonus.
Demonstration: (Runvier's Version)
Let's say you run small game @Runvier because you once mentioned in one of your threads that you use small game. You find the totem and cleansed it with ease due to your perk. Now, your teammates become more unreliable which puts you in the hot seat. If the killer knows that your the one with the ruin buff, (s)he'll most likely tunnel you and if (s)he's really determined, camp you. Since the only counter to camping is to gen rush which is now more viable due to your teammates having decreased repair speed. The killer can sacrifice you to get the positives of not having any survivor that can repair generators faster. It's like the boring and annoying dying light strategy which I dislike because it's not fun.
Demonstration: (Nickenzie's Version)
Now let's say the same thing happened but with my version. You cleansed the ruin totem and received your debuff... Now you freed your team which believe or not feels awesome. Additionally, if the killer knows your the one who cleansed the ruin totem, (s)he'll less likely even bother chasing you because you can't do generators effectively (unless your good at greats) and the killer would be better off going after survivors who are more effective at generators to slow down the game. It discourages boring gameplay as well which is something I want DbD to be more like!
Overall, totems are just in a bad spot and atm killers will take anything to make running a hex more viable. Overall, if your idea doesn't encourage boring gameplay @Runvier then I would say "let's test these changes on the PTB, let's go!" but I like your brainstorming effort to put totems in a better place!0 -
AsePlayer said:
The whole point of hex totems is they can be broken to nullify the effects. This "perma effect" on one survivor is neither fun nor fair.
Nickenzie said:
Yeah, I mean it's a really thought out idea and I love how you added the lore aspect to it but wouldn't you screw your team?
Demonstration: (Runvier's Version)
Let's say you run small game @Runvier because you once mentioned in one of your threads that you use small game. You find the totem and cleansed it with ease due to your perk. Now, your teammates become more unreliable which puts you in the hot seat. If the killer knows that your the one with the ruin buff, (s)he'll most likely tunnel you and if (s)he's really determined, camp you. Since the only counter to camping is to gen rush which is now more viable due to your teammates having decreased repair speed. The killer can sacrifice you to get the positives of not having any survivor that can repair generators faster. It's like the boring and annoying dying light strategy which I dislike because it's not fun.
Demonstration: (Nickenzie's Version)
Now let's say the same thing happened but with my version. You cleansed the ruin totem and received your debuff... Now you freed your team which believe or not feels awesome. Additionally, if the killer knows your the one who cleansed the ruin totem, (s)he'll less likely even bother chasing you because you can't do generators effectively (unless your good at greats) and the killer would be better off going after survivors who are more effective at generators to slow down the game. It discourages boring gameplay as well which is something I want DbD to be more like!
Overall, totems are just in a bad spot and atm killers will take anything to make running a hex more viable. Overall, if your idea doesn't encourage boring gameplay @Runvier then I would say "let's test these changes on the PTB, let's go!" but I like your brainstorming effort to put totems in a better place!0 -
If people see who broke their hex they are most likely going to tunnel them because "screw you, you broke my totem".
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@Nickenzie said:
Demonstration: (Runvier's Version)
Let's say you run small game @Runvier because you once mentioned in one of your threads that you use small game. You find the totem and cleansed it with ease due to your perk. Now, your teammates become more unreliable which puts you in the hot seat. If the killer knows that your the one with the ruin buff, (s)he'll most likely tunnel you and if (s)he's really determined, camp you. Since the only counter to camping is to gen rush which is now more viable due to your teammates having decreased repair speed. The killer can sacrifice you to get the positives of not having any survivor that can repair generators faster. It's like the boring and annoying dying light strategy which I dislike because it's not fun.That's actually the whole point :
People will look around for the totem more, but will be forced to break it sneakily if they don't want to get tunneled. So it's both a bonus and a curse.0 -
Runiver said:
That's actually the whole point :
People will look around for the totem more, but will be forced to break it sneakily if they don't want to get tunneled. So it's both a bonus and a curse.0 -
This would be a nice rework in my opinion. They should make an indicator for "Make your choice" aswell.0
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KillingInstinct said:This would be a nice rework in my opinion. They should make an indicator for "Make your choice" aswell.0
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I lllke it. Maybe not a perm hex debuff though.,. Maybe they gain it for 2-3 minutes or so, so it's not too painful... That or triple the points for clensing to make it worth the sacrifice.
Sounds awesome to me.1 -
MinusTheBillie said:I lllke it. Maybe not a perm hex debuff though.,. Maybe they gain it for 2-3 minutes or so, so it's not too painful... That or triple the points for clensing to make it worth the sacrifice.
Sounds awesome to me.0 -
I just think the killer should be able to place them himself. The survivors get the benefit of it also not being active until he places it. Secondly, TOTH and lullaby should not be hex perks unless they get buffed.0
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Blueberry said:I just think the killer should be able to place them himself. The survivors get the benefit of it also not being active until he places it. Secondly, TOTH and lullaby should not be hex perks unless they get buffed.0
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Just another idea SWF will barely get hurt by, while solo will get completely thrashed. The last thing we need is to increase the power gap. The power gap between solo and SWF is the ENTIRE reason the game isn’t balanced, as nerfing SWF would weaken solo. Solo has a survival rate of 30% that’s 20% TOO LOW
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Jack11803 said:
Just another idea SWF will barely get hurt by, while solo will get completely thrashed. The last thing we need is to increase the power gap. The power gap between solo and SWF is the ENTIRE reason the game isn’t balanced, as nerfing SWF would weaken solo. Solo has a survival rate of 30% that’s 20% TOO LOW
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@Nickenzie said:
Jack11803 said:Just another idea SWF will barely get hurt by, while solo will get completely thrashed. The last thing we need is to increase the power gap. The power gap between solo and SWF is the ENTIRE reason the game isn’t balanced, as nerfing SWF would weaken solo. Solo has a survival rate of 30% that’s 20% TOO LOW
Remember your idea of applying communication to solo's? That can solve the problem and make balance more easy if not perfect because there's no problem of destroying solos while buffing SWF.
People can't type while being chased lol. "Killer is on me do the totem" is pretty much a SWF exclusive thing unless you have godlike typing
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i feel this is not balanced. as a killer main this would be amazing but i think this is unfair for devour hope as it gives the killer a free mori. the effect should be timed i think.. or maybe it would light a new totem.. idk but i think this is unfair for devour hope
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@Nickenzie said:
AsePlayer said:People can't type while being chased lol. "Killer is on me do the totem" is pretty much a SWF exclusive thing unless you have godlike typing
I'm talking about voice communication, not typing because that's too slow!
Well you gotta keep in mind not everyone has a mic either, otherwise they'd be using it in SWF. But yeah I'm not a fan of punishing the player for cleansing a hex even though that's the whole counter to hexes.
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AsePlayer said:
Well you gotta keep in mind not everyone has a mic either, otherwise they'd be using it in SWF. But yeah I'm not a fan of punishing the player for cleansing a hex even though that's the whole counter to hexes.
As for the hex perks especially devour hope, maybe token hex totems will lose all of their tokens when destroyed but you can still earn tokens?0