Hex Idea: Lingering Effect
Hello! I find it very annoying when I run a hex perk just to get absolutely no value out of it because of the unreliability of survivor and totem spawns. However, I understand that hex perks are too powerful to consistently be in play at their full power. Here is my idea:
Once a lit totem is broken, the hex perk attached to it continues to be in play with a heavily reduced effect. This keeps the incentive to cleanse hex totems while making the perks more fun and reliable to use as killer. Below are some suggestions for what the lingering effect for every hex perk in the game would be.
Ruin - If a gen has been untouched by a survivor for 30 seconds, the gen automatically starts regressing at 50/75/100% the normal regression rate.
Devour Hope - Gain a 3/4/5% haste effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
The Third Seal - Hitting a survivor applies the blindness effect for 30 seconds.
Huntress Lullaby - Survivors receive an additional 2/4/6% regression penalty when missing a skill check.
Haunted Grounds - No change (the whole point of the perk is to trick survivors into breaking it).
Thrill Of The Hunt - Survivors' cleansing speed is reduced by 4/5/6% for each token.
No One Escapes Death - No change.
Tell me what you think!
Comments
"Ruin - If a gen has been untouched by a survivor for 30 seconds, the gen automatically starts regressing at 50%75/100% the normal regression rate."
Dude that would be so overpowered. Waiting 30 seconds so the gen can regress at 50% speed would completely destroy this game. The amount of time it would take a generator to regress from 50% (40 charges) would go up from 160 seconds to 320 seconds, plus the 30 seconds to activate.
Some one hold this madman back, he's trying to make Killer the power role!