So..I wanted to make a post today about hexes

So I was thinking of a video i planned to make today and I struck upon idea or two in order to address an elephant in the room so to speak.


Hexes are in no line to get a revamp right now because the devs claim that they need to stay in this rather 1 sided system so they can remain "strong perks" So here's the problem..literally only 2 hexes feels like it fits that criteria and that is devour hope and noed , so..I wanted to toss some ideas out on how to improve hexes to make them feel more punchy


Hex the third seal: this hex is simply a worse knockout with a drawback..my solution? Make it cast oblivious instead of the aura block..now that's a hex perk


Hex thrill of the hunt: This hex is alright but I would like to add a twist..cut out the bonus bp and instead have it transform into a copy of the first hex cleansed if it isnt thrill itself , overwriting it's current ability if it does as long as the requirements for the hex are still available


Hex huntress' lullaby : First off..make it stealthy until at least a skill check is failed..honestly..and to make it a tad better have it regress by say...8 percent ? This hex has an idea behind it but just needed some oomph


Hex haunted grounds: Now this one can on rare occasion do some work but..as it must be destroyed to activate I'd extend the exposed to 80 seconds..the number of times this gets cleansed when it has no value is astonishing and its losing a valuable perk slot..dunno just a thought


Hex ruin: This is a bit tougher in this hexes current state but..how about this , upon cleansing hex ruin all gens on the map explode and lose 10 percent progress whole going into the regression state ..one final hurrah for the perk before your stuck with a dead perk slot


Hex retribution: most underwhelming hex of all..like haunted you must lose a perk slot for its value and for what ? 10 sec aura? Woow..several non hex perks grant far more value..but my fix is easy..extend the aura read to 15 seconds and take the oblivious effect off dull totems as it's useless and add it as a further debuff to the hex..now you got real retribution..you see them but they cant see you coming..a short but punchy effect worthy of a hex


If you guys have ideas help me share them, devs cant help if they dont see ideas spit balled

Comments

  • I like your thought process, hexes should be bad news for survivors. I personally am a fan of them adding skill checks to totems, and adding a hex that reverses controls and reveals aura to the killer for 15 seconds.

  • I think a hex totems should have some penalty for being cleansed. A marked one as I think it would make it less of a drag to lose a hex and have a wasted perk slot and also have survivors vary of them.

    I like the 10% gen regression if ruin is cleansed and, as jediwithasniper said, skillchecks would be nice too.

  • The new ruin is still obnoxiously strong if you are playing to it's strengths. Find and tunnel one survivor the entire game, and it is a nerf. Shove people off gens with a high mobility killer or sloppy butcher? It is annoying as the old ruin.

    Devour is so strong that all the other hex totem spawn locations need to be based off of it.

    Lullaby used to not come with a notification and I think it was just frustrating for noobs who did not even know the perk existed or what it did.

    Retribution is insane when combined with haunted grounds. 60 seconds of 1 shots along with 10 seconds of wallhacks, must be a bad perk because you don't know how to snowball off that.

  • Just remove the hex notification. Boom fixed.

  • @Shocktober said:

    The new ruin is still obnoxiously strong if you are playing to it's strengths. Find and tunnel one survivor the entire game, and it is a nerf. Shove people off gens with a high mobility killer or sloppy butcher? It is annoying as the old ruin.

    Devour is so strong that all the other hex totem spawn locations need to be based off of it.

    Lullaby used to not come with a notification and I think it was just frustrating for noobs who did not even know the perk existed or what it did.

    Retribution is insane when combined with haunted grounds. 60 seconds of 1 shots along with 10 seconds of wallhacks, must be a bad perk because you don't know how to snowball off that.

    Retribution and haunted is a meme..sacrifice half your build for 2 downs on a good proc? No..and ruin only hurts bad teams..period..its value ismt enough even with killers like freddy..just hop on the gen again if hes not after you..or the totem will explode instantly

  • @JediWithASniper said:

    I like your thought process, hexes should be bad news for survivors. I personally am a fan of them adding skill checks to totems, and adding a hex that reverses controls and reveals aura to the killer for 15 seconds.

    Skill checks wouldnt really help, maybe if your doc on a good day

  • @BattleCast said:

    Just remove the hex notification. Boom fixed.

    That wont solve the problem of hexes not being worthy of hex status

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180887#Comment_1180887

    That wont solve the problem of hexes not being worthy of hex status

    Most hexes are already deserving of being a hex with a few exceptions being Hex: The Third Seal and Hex: Retribution but those just need to be reworked. Hex: Huntress Lullaby will be fine if it didn't warn you the second the match started. The biggest problem with hexs is that they are designed around the survivors NOT knowing they exist but the hex notification doesn't give most hexs a fair chance.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180884#Comment_1180884

    Retribution and haunted is a meme..sacrifice half your build for 2 downs on a good proc? No..and ruin only hurts bad teams..period..its value ismt enough even with killers like freddy..just hop on the gen again if hes not after you..or the totem will explode instantly

    You can win the entire game as a killer off a single down, or two downs, playing scummy enough. Basement trapper would like to have a word with you.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180937#Comment_1180937

    You can win the entire game as a killer off a single down, or two downs, playing scummy enough. Basement trapper would like to have a word with you.

    Basement trapper wint be running hexes so thats..irrelevant..also once again it only works if you let it

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180981#Comment_1180981

    Basement trapper wint be running hexes so thats..irrelevant..also once again it only works if you let it

    Dark traps have almost no counterplay. Trapping all 3 entrances to the basement has 0 counterplay. Smart players know locations to set traps that hide even stock traps entirely, offering 0 counterplay. Alot of these locations have been patched out, but many still remain.

    You just walk into the trap, that is competly invisible, and hope the RNG gods let you escape before you get put into the basement and camped to death.

  • And that's just one example of a killer who snowballs hard off a single hook. There are many others.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180998#Comment_1180998

    Dark traps have almost no counterplay. Trapping all 3 entrances to the basement has 0 counterplay. Smart players know locations to set traps that hide even stock traps entirely, offering 0 counterplay. Alot of these locations have been patched out, but many still remain.

    You just walk into the trap, that is competly invisible, and hope the RNG gods let you escape before you get put into the basement and camped to death.

    Talk about a never happens scenario..and dark traps have the same counterplay as any other trap..its just harder to see..you are confused on what counter play is...

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181004#Comment_1181004

    Talk about a never happens scenario..and dark traps have the same counterplay as any other trap..its just harder to see..you are confused on what counter play is...

    If you don't know the good spots that hide the traps entirely, then you don't play trapper enough. Dark traps are borderline invisible. You can set them almost in the open and still get people to walk into them. How would they know to look for a something that is say 80% black on a background that is 90% black? You would have to be a psychic to find it, or running a specific perk that is useless in almost all other scenarios.

    Stock traps have counterplay in that they are useless without being placed into grass or into broken terrain. Dark traps are removed from these limitations.

  • At the very least, Hex totems should give the Oblivious status effect while cleaning, as well as double the timer requires to break.

  • @Rivyn said:

    At the very least, Hex totems should give the Oblivious status effect while cleaning, as well as double the timer requires to break.

    Hmm, an idea I guess

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181010#Comment_1181010

    If you don't know the good spots that hide the traps entirely, then you don't play trapper enough. Dark traps are borderline invisible. You can set them almost in the open and still get people to walk into them. How would they know to look for a something that is say 80% black on a background that is 90% black? You would have to be a psychic to find it, or running a specific perk that is useless in almost all other scenarios.

    Stock traps have counterplay in that they are useless without being placed into grass or into broken terrain. Dark traps are removed from these limitations.

    It's called crouching and checking for them..I know how trapper works..thank you and I bid you good day