How to Make a “Late Game Hex” Viable

A common concern with the Ruin change is the fact that hexes don’t have a very long life-expectancy. Calling it a “late game hex” is almost an oxymoron. Nonetheless, these changes could go into effect as is and still keep the perk viable..........if there was just one small tweak:


Quite simply, make it inactive at the start of the game. No hex. No effect.

Have the killer activate a dull totem when he thinks the time is right. He walks up to it and gets a prompt. Hitting the prompt lights the totem and the effect is applied to the match.

This makes it a middle-of-the-road hex (kinda strong, kinda weak) that’s viable for late-game.

  • It’s not OP because the effect isn’t active all match.
  • It has counterplay because dull totems can be cleansed in advance.
  • - This gives survivors adequate reason to work those bones, as they don’t know if the killer is using Ruin until it’s active.
  • It’s not a vulnerable hex all game as it’s safe until activated (unless you run out if dulls)
  • It has a passive power in the ability to choose a safe, well-hidden totem. (Revolutionary!)

Comments

  • sorry but I disagree with that idea. Without Ruin, slower and weaker killers are already at a massive disadvantage early. Giving them a task they must accomplish to use their hex totem seems like overkill. What if you never find a decent totem spot?

  • @Well_Placed_HexTotem said:

    sorry but I disagree with that idea. Without Ruin, slower and weaker killers are already at a massive disadvantage early. Giving them a task they must accomplish to use their hex totem seems like overkill. What if you never find a decent totem spot?

    Fair enough about the weak killers. However, this change to Ruin is going through one way or another, so they’re pretty well outta luck regardless.

    As for finding a totem, you could always activate the first one you come across. Many times it’ll still be better than what RNG chooses (I’m looking at you, totem beneath the light of the tractor!)

    Still, you make a good point. What if you could see a dull grey aura of all dull totems until you activate the hex? (To powerful? You’ll see them as they disappear during cleansing....)

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/982152#Comment_982152

    Fair enough about the weak killers. However, this change to Ruin is going through one way or another, so they’re pretty well outta luck regardless.

    As for finding a totem, you could always activate the first one you come across. Many times it’ll still be better than what RNG chooses (I’m looking at you, totem beneath the light of the tractor!)

    Still, you make a good point. What if you could see a dull grey aura of all dull totems until you activate the hex? (To powerful? You’ll see them as they disappear during cleansing....)

    Actually your solution would be the less worse possible in my opinion.

    They made the huge and they absolutely won't think about making a step back, but at least this way it could be a usable perk, and not a way to fool people like it is right now

  • I've always wanted to be able to choose my own totem spots considering Hexes always spawn either out in the open, next to a gen, or next to a survivor as soon as they spawn, so this gets a yes from me.

  • I just realized a great scenario as killer. Just imagine: they’ve 3-gened themselves and you see an easily defendable totem right in the middle of all 3 of them. Light that sucker up and they won’t know what hit ‘em!

  • I was just thinking, if a mechanic like this we’re added in, it could lead to a very useful new perk!


    I would call it Torchbearer.

    Extinguish a hex and carry its flame to any dull totem, with the effect inactive during that time. You can carry the flame for 1/2/3 minutes before the hex dies out and is lost. While carrying a flame, the auras of all dull totems are visible. Upon lighting a new totem, this perk has a 2 minute cooldown.

  • @yobuddd said:

    I just realized a great scenario as killer. Just imagine: they’ve 3-gened themselves and you see an easily defendable totem right in the middle of all 3 of them. Light that sucker up and they won’t know what hit ‘em!

    The problem with three genning is if you don't let them get a gen you can get banned after a while