Moving the Hex power as killer
I'd like a way for killers to move the location where the hex power is hold.
I do NOT want to move totems, just the hex power location. I imagine it like this:
When a killer is standing in front of a lit totem there is a button prompt to "Gather Power". Upon pressing the button the killer removes the hex of the totem, which effectively:
- Makes the totem unlit.
- Places the hex power in the "killer inventory"; he's carrying the power with him. (UI-wise I suggest something like having the perk icon disabled and pulsating).
- Temporarely disables all effects of this hex.
When a killer is holding a hex power and is standing in front of an unlit totem there is a button prompt to "Hex Totem". Upon pressing the button the killer places the hex power on this totem, which effectively:
- Lights up the totem.
- Removes the hex power from the "killer inventory" (display the perk as it would usually).
- Re-activates the hex power.
Also:
- Killers should only be able to carry one hex at all times. Either that, or there needs to be a way to cycle through multiple carried perks (to select which one to place), which I don't think is intended with the current control scheme.
- When standing in front of a lit totem the perk icon of the hex perk should be shown above the command prompt, similiar to how mori icons are shown. When the killer already carries a hex power and approaches another lit totem the icon can be shown darkened (like inactive perks do at the moment) to indicate that it can't be picked up.
- Unlit totems need to be shown to the killer while carrying a hex power (perhaps in orange or even white).
- Gathering and hexing should take a couple of seconds so it can't be done mid-chase. I figure 2s for gathering and 4s for hexing seems fine, but you guys will be able to finetune this further.
- A cooldown between hexing and gathering again is also mandatory to not abuse this functionality. 120s sound good to me. Re-placing the same hex should not be something that's being done nonstop throughout the game; you're supposed to find a good place for it, place it, and then go your marry killer ways doing other killer things. Some examples as to why the cooldown is necessary:
- Imagine having Devour Hope stacked to 5, then gathering the power and carrying it all the time, and after downing someone (with 2 hits because the power is disabled while carrying) you just place the totem, kill the downed guy, and pick the power up again so noone can ruin your 5 stacks. This is too strong because it denies the survivors to remove this power which breaks the intented totem gameplay.
- Imagine all gens being done, picking up NOED and carrying it with you until you find someone on a door, then placing the totem close to the door, downing the survivor at the door, and then picking the power up again to protect it just to wait for someone to show up so it can be placed again. This again denies the survivors to remove this power.
Implementing this feature would allow killers to re-place their valuable hex powers in order to protect them a little better, with the downside to the perks being disabled while finding a new location. The new place has to be picked carefully due to the cooldown.
Comments
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I actually love this idea. I think it would be great for a killer, who sees survivors always attempting to get the hex, to move it to a new location where they believe it is safe. It removes the thought of camping the hex out of the killers mind.
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how does this interact with haunted grounds?
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While carrying a hex all effects related to it should be disabled. To stay true to this you can only move one of the two Haunted Ground hexes at a time. While moving one the other becomes unlit and "parked", and once you place the hex down the parked hex lights up again. If the survivors cleanse the parked unlit totem in the meantime they won't trigger the effect (cleansing an unlit totem and having something happen is bad). In this situation something has to be done with the parked hex when placing down the carried hex. I see two options:
- It just disappears (so you effectively only have one haunted grounds hex left - the one you were carrying).
- It transfers to another random unlit totem upon placing the hex.
I prefer option 1 because I dislike the idea that something random happens with the totems while tingering with them.
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If I were to run both Haunted grounds and NOED, and then pick up Haunted, then every totem besides the parked totem is cleansed, will NOED override it?
And if there is 2 totem spots, both taken by HG and then one of them is picked up and put into the dull totem after NOED activates what happens to the 2nd totem spot?
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I like this concept. I even have a tweak for NOED. NOED would already be collected during the course of the game, then you can use the power on any unlit totem.
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I like how you think.
Unparking the HG should follow a very simple logic: if the totem which held the now parked HG hex power is still available for hexing (i.e. unlit and not destroyed) when placing the carried HG hex, the parked hex will be placed in this same spot, otherwise this parked hex disappears. Regarding your question: NOED taking this unlit totem would effectively make it unavailable, so the parked HG simply disappears.
The NOED placement should therefore be adjusted to prioritize unlit totems which do not contain a parked hex. It wouldn't be fair to loose a parked hex just because NOED randomly selects its totem while other totems will remain unlit and useless. (One might argue that NOED is strong enough as it is, but that's a topic for another time :-))
In case they introduce more hex perks which become lit once a certain condition is met they should behave like NOED: prioritize totems which do not contain parked hex powers.
In case they introduce hex perks which take up more than one totems like Haunted Grounds they should behave the same way like HG in terms of parking and unparking.
I'll have to disagree for a couple of reasons:
- New strategies would come up where you "hide" the hex (by already carrying it) to lure them into a false sense of security. NOED is strong enough as it is, I don't like the idea to introduce new strategies to get even more use out of it.
- Survivors can't "stumble" upon NOED anymore and cleanse it which is a big part of every hex totem right now. (I realize that this is a very annoying thing for killers with the current state of the game but as long as this isn't adjusted by the devs I think this behavior should be the same for every hex.)
- Killers may have a disadvantage. Imagine the last gen pops, so NOED is now placed in your inventory. You're close to the doors and even see survivors, but the only unlit totems are across the map. There's no way to get anything out of NOED in this case.
- Only one hex may be carried at all times. If you already carry a hex and the last gen pops NOED will disappear because you're already holding a hex. Not a good thing to happen. You may argue with risk-reward, but I think this shouldn't apply here. You equipped NOED, so you should get your fair chance to use it.
While hiding NOED is still possible after picking it up yourself there's a price to pay: locating the totem, walking to it, and spending time to pick it up. This is a rather big price which I feel is fair.
Relocating NOED will be very hard before survivors are long gone and that's okay, because I don't think this is something a killer should want to do. While relocating hex powers can be very useful during the game there's not much time for doing that with NOED.
I just got up, please excuse spelling mistakes.
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I like this idea. It will need some tweaks of course, and i am a bit concerned of how the players may try to abuse it. I would like to see a completely hex rework, but with some minor changes, this idea can work very well. Devs have to be careful with this though for haunted ground, TOTH and NOED interactions.
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It's not as strong as you think it is. Especially in High Ranks. If they even suspect you of having it, they will destroy every totem.
Mistakes excused. We all make them.
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