A buff to hex perks (Suggestion)

So I proposed this on steam already and people liked it. Hear me out:

Short story:

Make Hex Perks a little bit stronger by having their respective totems only light up while in use.


Long explanation:

Every Killer who used Hex-Perks more than once knows this: The game starts and about 30 seconds into the trial your Totem explodes. This is super annoying, as the survivors often enough just spawned right benath the totem in the open field and - what is pretty important - wouldn't have taken any action if it were a dull one.

Now here is the suggestion - If you make the totems only light up while the perk is active (e.g. while hex:ruin regresses generators) People would either have to cleanse dull totems by chance or wait until they know the perk is in game. Same goes for other perks like hex: devour hope, where it would light up once the killer started gaining totems and where to be constantly lighted after three tokens (all survivors are exposed) are collected.

This would benefit the gameplay in several ways:

-NOED would no longer be the only perk that needs the dull totems to be cleansed by chance, probably reducing frustration about it.

-Survivors would be more likely to cleanse dull totems, which makes this "secondary objective" more relevant to the game.

-People who already play the secondary Objective (i.e. cleansing all totems) properly won't be affected at all.


Further thoughts

-Hexes that Punish cleansing (i.e. haunted ground/retribution) could either imitate another active hex perk, or light up randomly.


Feel free to add your ideas and give feedback. :)

Comments