"Totems pack a punch"

Firstly :


Hex the third seal wants to know how much of a punch blindness has


Ruin wants to know how much of a punch it can have when it's cleansed before it's effect can even take place (I tried playing with ruin/surveillance combo for quite a bit yesterday. Surveillance never proced while ruin was active and when asking survivors if ruin impacted them greatly most said they didn't even realize I was running ruin)


Haunted grounds punch isn't linked to it being active. It's linked to it being destroyed


Hex thrill of the hunt is only useful when running these other hex perks. But once survivors know you have it they can just tap totems to make it a nightmare to play through potentially hiding other survivors audio.


So. If hex totems are supposed to pack a punch where is these perks punch? Is it hidden by the terrible totem spawns?

Noed packs a punch, and it can't be removed in 16/12 seconds. Devour hope packs a punch, but it takes time to build up

Comments

  • Blindness can vary on use. If there are no survivors around when you down someone, they're left in the dark for a while about where you just did it. The only visual clue they'd have is the hook effect as they get placed. Not as bad as you make it sound.

    Haunted Grounds is a high risk kind of hex. You gotta hope that they find it and you can get some use out of it.

    Thrill is... Sort of ok? I mean, as you say, it's easily abusable for sounds.

    NOED can be removed completely just by removing all Totems, so it can actually fail to work anyway.

    Devour Hope, yes it's a fantastic perk, and many times Survivors don't even realise it's there until Exposed activates.

  • I've already come to the conclusion that I simply don't like Hex perks and would rather every single one be re-balanced/re-worked to not be a Hex perk. Find another use for totems.