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Losing thrill of the hunt 1 minute into the game.

Tru3 lost Thrill 1 minute into the game losing half his build. The change was significant enough to not allow him to defend the totem. What is the point of totem perks that are not effective at allowing the killer to protect the totem?

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Comments

  • TheTom20
    TheTom20 Member Posts: 489

    hex perks always risky i find some games they can just all be cleaned quickly with no value or you play well as a team an the perks just get ignored lol. Seen so many killers at end screen with devour but they don't get enough hooks to really use it.

  • Equinox_One
    Equinox_One Member Posts: 59

    Name two totems that are high reward without mentioning Devour.

  • tricks5776
    tricks5776 Member Posts: 44

    It popping when you’re chasing a healthy survivor or there’s a surv on hook is so satisfying. HG + Retribution can give you even more value. Totems give you even better rewards when combined with a goal in mind.

  • jmwjmw27
    jmwjmw27 Member Posts: 494

    Of course you are going to lose a totem you don't ever make an effort to defend. This thread is stupid.

    He spawned opposite map of shack, where his hex was in a commonly known totem location. Despite playing as twins and having more than enough time (30 something seconds, forgive me for not knowing the exact number) to make it to the totem to check on it, he didn't. He definitely still had an opportunity to defend it with thrill, he chose not to, that's not an issue with the perk.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,047

    forget that pentimento. Imagine he was running 2 perk build with thrill+ruin or any other hex. it doesn't really matter. the hex perks offered no reward.

    i don't think you know what your talking about.

    tru3 is known for reporting real life in-game situations that happen frequently on an average basis. part of reason why i am making this post is because i had a similar game where i lost my totems within 2-3 minutes of the match. a bit later than he did.

    high risk high reward. high reward implying that the perk has large cieling in which it gain effective gameplay value. For example if a killer bring a perk. say eruption and they kick a gen 4 times a match and gen explodes for 40% total regression. that is mild to low reward for the perk. Hex:ruin in this game did not get ANY % of regression. we can forget about "High reward", the perk isn't even passing the MINIMUM reward test, let alone high reward.

    If the defense Hex Totem perks are too good at their job,

    The perk are not effective at the job at all. normally the conceptual idea of a totem defence perk is that when you equip the perk, the perk has higher totem life time expectancy than if the player does not bring the perk. there is no point in bringing hex perks if the average life expectancy is same with the perk as it is without the perk. When the killer equip thrill, he is expected to be able to interrupt totems. tru3 walked to his totem and was not able to defend the totem, so even when the killer knows to defend totem, he still cannot gain value from his own perk.

  • Equinox_One
    Equinox_One Member Posts: 59

    Niche, mid, very mid, incredibly mid. BF works well on some survivors but smart folks know how to play around it. It is a godsend on Game at least.

    There's a reason BF is not and has never been meta.

    The rest of these are kind of a fart.

    And yet you never see it in any sort of top level or tourney play, even where other perks are restricted.

    Why do you think that is?

  • CLHL
    CLHL Member Posts: 191

    Well, absolutely never use Ruin in combination with this perk. Fisrt, current Ruin is garbage perk. And second, it will only alert survivors that you have Hex Totems as soon as they touch a gen, so they will go in their search.

  • Teroo
    Teroo Member Posts: 28

    Haunted Grounds doesn't count, it's different kind of hex and you want it to be cleansed, the other 3 are not high reward, there are stronger perks that you don't have to risk losing 30s into the match

  • tricks5776
    tricks5776 Member Posts: 44

    forgot about 3rd seal it’s a solo queue stomper. Not being able to see teammates hooked and you didn’t pay attention to the initial hook bubble often means a free hook state to second stage or to the arms of the roach king.

  • joel84
    joel84 Member Posts: 330

    There are now even disconnects when playing a full hex build without Thrill. Recently people were complaining about Thrill because it was supposedly sooo op. Now I'm even playing without that totem and people are still disconnecting. I wonder what excuse people will come up with next time. Oh Hexbuilds OP ?! this is getting ridiculous. By the way, I am Survivor Main. Just by the way

  • edgarpoop
    edgarpoop Member Posts: 8,428
    edited December 16

  • solarjin1
    solarjin1 Member Posts: 2,221

    Here is the sad truth...devour hope way to strong to be allow strong protection. You got hex face to darkness, thrill of the hunt, and dominance for protection. I'm not opposed to buffing hexs at base but devour need to be change if so.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,047

    Tru3 here really shows the "power of narrative": He loses Thrill after not checking on it at any point, and spins it into a narrative that it's not OP and that it being overtuned is just something people randomly decided to come up with

    are you joking or what. his totem is at shack and he goes to shack gen as his 2nd destination in the match. Your so caught up in your own narrative that your disregarding the most basic actions taken in the video. Later on the video, he questions the perk because he was in near immediate vicinity and wonders why he was not able to stop the cleanse. The chat later reminds him that the perk was weaken and then he re-affirms between 5:20-5:30.

    Only in dbd do you get justification where the killer has 4 perks vs 16 perks and destroys perk left & right is like normal. either way, good job killing another perk.

    None of hex perk are worth anything because having life-span of 1 minute, 2 minute, 3 minute is near worthless and virtually hex perks require them to stay up for minutes and minutes to gain value. I am not entirely sure at what point do you consider the hex perks for having "high reward". Maybe 5 minutes? They're not even close to getting across 1/2 through finish line.

    Strangely enough, the most consistent hex perks end up being hex:pentimento & Haunted grounds simply because the hex totems are so indefensible that only "high value" totems ever receive is them being destroyed/sacrificed. Their native effects seldomly matter.

  • alpha5
    alpha5 Member Posts: 384

    50s is what it took him to reach his TotH totem and only because a survivor brought him there. He couldn't defend the totem because he didn't want to. Then he spins it around saying they all DC because of TotH as if there was any game left after Renato throws it away attempting that stupid bodyblock. Then they DC to not have to sit on their hands for 4 minutes. Power of narrative indeed.

  • danielmaster87
    danielmaster87 Member Posts: 9,655

    Against the 1 killer who counters those things. Survivors can counter any hex used by any killer.

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,917

    Just a reminder that naming and shaming is against the rules, so please discuss the topic without personally attacking anyone, content creators included.

    Thank you.

  • hermitkermit
    hermitkermit Member Posts: 448

    The concept of things being denied or “perk slots wasted” (even though he won the game so it’s not as if they were wasted anyway) is not new to DBD. My entire build can be centered around healing but I get put against Plauge or Legion. And they didn’t even have to find a hex of mine to render my perks useless. Do your standards apply to survivors too or strictly only killer hex perks?

  • danielmaster87
    danielmaster87 Member Posts: 9,655

    Because then you give your hex's location away. The survivors will see you going to it, and assuming nobody was there, they'd still notice, "Why did the killer go where nobody is? That must be where their hex is." It's a lose/lose defending hexes, even with the killers who are "good" at it.

    You stopped the totem cleanse. Then what? All you've done is push someone off a hex, as opposed to a gen, and the other 3 are unaccounted for. It's worse than just defending gens.

  • Chiky
    Chiky Member Posts: 801

    hexes have always been trash because their spawn and the time it takes to get rid of them is ridiculously easy for survivors... Most of the times you are running a meme build if you have a hex

  • BroRespectTheBoop
    BroRespectTheBoop Member Posts: 21

    Against the one killer? did you forget Legion? or forever healing Doc? This stuff goes both ways bud.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 699
    edited December 16

    Yes lets edit the picture out with how many upvotes it has. Good old mod. I almost got too comfortable there... 🤦🏻‍♂️

  • jmwjmw27
    jmwjmw27 Member Posts: 494

    There are two ways to run a thrill build.

    1 - you run thrill with hexes and pentimento, and don't interrupt cleanses. Survivors waste a lot of time, even more if thrill is cleansed later, and you get penti totems and a huge advantage. As seen here.

    2 - you run thrill with hexes and play a killer that can defend them. You don't care if survivors know where the totem is, in fact you encourage it, since you will be pushing them off of it and using the effects of the hex to stop gens and make chases fast. The hex in question spawned inside shack where a gen is, there's no "giving away", survivors will know about it anyway. And stopping to check it once in a while is fine, especially pre-nerf where you would only have to interrupt with a killer that can interrupt it once every 40+ seconds. Not an impossible task while defending gens on twins by any means.