http://dbd.game/killswitch
This is how you make hex perks FUN for KILLERS!
Ok so im going to be as constructive as i can, there's been enough venting and ranting about hex: ruin for me today. So i think i wanted to share the ONE thing that hexes need to make them more used AND alot more fun for killers.
Hex perks should have a weaker version of themselves still active when cleansed. Thats it. It's that easy!
So here are some ideas/examples. Lets take the new ruin first.
Hex: Ruin: Generators that are not being worked on regresses automatically 100%/150%/200% faster. (I took the liberty of wording it better then the patch notes).
Now you could add the cleansed effect: When the hex totem is cleansed generators will regress 100%/150%/200% faster when kicked.
This will remove the stress and frustration of losing a hex perk without it even getting used. Because now the hexes can still do stuff, but when the totem is cleansed it gets significantly weaker.
Another example.
Hex: The third seal: A Hex that hinders one's Aura-reading ability.
Hitting a Survivor while the Hex Totem is active applies the blindness status effect.
This effect applies to the last 2/3/4 Survivors hit.
The Hex effects persist as long as the related Hex Totem
is standing. When the hex totem is cleansed a basic attack will cause the blindness status effect for 40/50/60 seconds.
You could do this with all the hexes! Of course it can't be super strong, devour hope could maybe allow you to gain up to 8 tokens even when cleansed and the you can mori everyone on their death hook.
But those adjustments would have to go to the balancing team or a PTB.
Thoughts? @not_Queen @Peanits
Comments
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Sounds good, but I'd make it progressive.
What I mean is: if a killer loses that totem early, the power of the remaining effect is strong, whereas it decreases the longer the match goes on.
Using your new Ruin for example, let's say that the base (active Hex) remains the same 100/150/200.
The cleansed totem effect starts with the same power, but decreases in its strength for every minute passed in the trial. Hypothetically, let's choose 10% the minute.
So if a survivor cleanses the totem after 1 minute, the remaining power would be 90/140/190.
After 5 minutes, the strength would be at 50/100/150.
This keeps the desire for the killer to keep the totem up as long as possible, whilst making unlucky totem spawns not as bad for the killer early, but making a lost totem increasingly worse as time goes on, until the effect eventually dissipates (e.g. the third rank reaches 0 effectiveness -> The trial would need to have been going on for a long time to reach this point, at this point "punishing" the killer for not being able to kill efficiently and quickly).
I find this to be a little more interactive, making an early lost hex totem not as bad for killers, whilst still giving the survivors the rewards of a removed hex effect if the match lasts (too) long.
Your thoughts?
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altough a Good idea. I think it would be to hard to implement diminishing perk stats troughout the game. Also the point that makes hexes not fun (for me) is the huge risk of only having 3 perks left when cleansed. Having it do «something» would make you (me) feel less bad for losing it early.
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