Hex Perks Are Absurdly Weak

With the exception of NoED and Devour, Hex Perks are absurdly weak.

I've already commented on the absurdity that Hex Perks already have a giant Neon Sign attached to it as soon as an inch of their power is revealed (Huntress Lullaby).

But the randomization of Hex Perks is what really sucks for Killers. You can't strategize. You can't prep. You work with what you got.

People will defend this and say "that's the price of a Hex Perk" but that's a bad excuse to not come up with something better and more engaging for both parties.

I propose the following:

- At the start of a match, all your Dull Totems are inactive. The Killer will see the aura of all Dull Totems.

- If you have any Hex Perks, they will not occupy a Dull Totem. No tokens will be gained. The perk will act as though it was cleansed.

- A killer will get a small red arrow over any Dull Totem they are within 32 meters of. The icon of their Hex Perk will light up, indicating it is selected.

- The Killer can use an activation button to put the Hex Perk into the totem they choose, activating the perk. That Dull Totem will become a Hex Totem, and all effects will begin.

- If the Killer has multiple Hex Perks, he can do this multiple times.

This helps in various ways; it prevents infamous 20 second cleansing at the start of a match due to unlucky spawns of survivors and totems, but it doesn't punish survivors as it is not active right away either.

Allows the Killer the ability to select his spawn location at will, granting every killer potential prep-time and rewarding them for using Early Game time to set up.

I think this would solve most of our issues.

I wanted to comment on a survivor buff for an underused perk;

SMALL GAME

Gain a notification when looking in the direction of a Dull or Hex Totem.

Start with 5 tokens. For every hex or dull totem cleansed, lose a token.

At 0 tokens, allow the reading of the Killer's aura for 15 seconds.

Comments

  • I feel the exactly the same way.

    These perks are meant to be risk-reward styled, but some of them, such as Third seal, are absolutely useless.

  • What if totems respawned in random places throughout the match, that way, a hex like noed is guaranteed to fire up at the end.

    I’d also like to see more totems, and make them look different just for aesthetic purposes.

    I’d be in favor also of adding a mechanic where you have fast skill checks on totems, and if you miss one, you are punished by the entity. Your aura is revealed to the killer, and all of your controls are reversed for 20 seconds.

    I like all your ideas on it btw. I think they would fix a lot of issues.

  • @Cheers said:

    I feel the exactly the same way.

    These perks are meant to be risk-reward styled, but some of them, such as Third seal, are absolutely useless.

    I dont think its useless . Just not as strong as the others and just the only reason i dont take it its because it requires you to use basic attack .

  • You re just bad. At the moment i m failing to see any weak hex. Also you didnt say anything as to why they are weak which just proves that you re bad.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151283#Comment_1151283

    I dont think its useless . Just not as strong as the others and just the only reason i dont take it its because it requires you to use basic attack .

    Ok, it's one strength is slugging, yet swf exists, so you'll slug em and then someone will call out on mic "Hey I'm beside the killer shack." Or something like that.

  • @Reborn2020 said:

    You re just bad. At the moment i m failing to see any weak hex. Also you didnt say anything as to why they are weak which just proves that you re bad.

    Third Seal? Afflicts blindness after hitting someone and only after hitting them. Blindness is a useless status effect that's easily countered or removed unless against solos. And it's a Hex perk, meaning it can be removed at any time.

    Lullaby? Only really a danger at full stacks. All those hooks needed AND it's a Hex perk.

    Thrill of the Hunt? Not worth the perk slot unless you're very adamant on a hex build, which if you care about your pip you don't do.

    Should I go on.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151321#Comment_1151321

    Third Seal? Afflicts blindness after hitting someone and only after hitting them. Blindness is a useless status effect that's easily countered or removed unless against solos. And it's a Hex perk, meaning it can be removed at any time.

    Lullaby? Only really a danger at full stacks. All those hooks needed AND it's a Hex perk.

    Thrill of the Hunt? Not worth the perk slot unless you're very adamant on a hex build, which if you care about your pip you don't do.

    Should I go on.

    Survivors on comms are not considered to be in a game. Thats why we have perks that gets crushed by comms.

    Hex can easily gain strength if you bring all of them in as one will stay for sure and considering all hexes are strong its clearly strong build.

    So lullaby is strong. The thing is its strong only on Doctor.

    Thrill of hunt can save you a hex how come its not strong?

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151359#Comment_1151359

    Survivors on comms are not considered to be in a game. Thats why we have perks that gets crushed by comms.

    Hex can easily gain strength if you bring all of them in as one will stay for sure and considering all hexes are strong its clearly strong build.

    So lullaby is strong. The thing is its strong only on Doctor.

    Thrill of hunt can save you a hex how come its not strong?

    You realize you only have four slots for perks. Why would you waste it on Thrill? Opportunity Costs; that could have been used for anything else.

  • Hang on lemme just

    image.png

    The only weak hex that exists is Ruin, as with only hag's perks its completely useless for a slow killer like hag

    However, the other hex perks are really strong if you use it properly

    Third Seal is a build up hex, when everyone is blind this perk can literally win the game for you

    Lullaby is amazing, its not strong at first until 5 tokens, then you watch the survivors just explode generators its beautiful

    Haunted grounds is amazing, expose a survivor for picking the wrong totem

    and the perk that I posted a picture of, Retribution, this perk is incredible



    Almost every hex is good to use, but you just need to know what perk follows how you play

    Yes, totems have bad spawns, but the totems are being hidden more