Is it just me or could the hex mechanic use an improvement - like a major rework?

How the hexes currently work in the game is a clear hit and miss, simply because if you take out the hex, then for the survivors it's problem solved. Which makes hexes a lot less viable to use a killer, especially those where one or more hexes where created for a specific killer or strategy in mind.

One of the ways I think it could be improved is instead of having it's effect just vanish once removed/cleansed is for the effect to remain on the survivors and has to be cleansed individually by the other survivors.

Another way could be to completely rework the mechanic, so instead of it being randomly placed, or at least make it re-placeable by the killer. It could be reworked so that it's a placeable, much like you have the hag's phantasm traps or the trapper's bear traps, and if it gets cleansed once placed, the perk will get a coolddown timer, but once this cooldown timer goes off, another hex of the same type can be placed. I think this one will certainly make hexplay a lot more viable and interesting, especially for those killers that already have hexes created specifically for them.

A third way, could be to have an altar created in the basement for each of the hexes, which could imbue the killer's weapon with one hex, with a certain amount of charges. Where hitting a survivor with the melee weapon a hex on it, would curse the survivor in question, where it can be self-removed with penalties, and/or be removed by other survivors at less penalty, at risk of getting cursed as well should a skill check be failed while working on cleansing the curse.

I think this would make hexplay a lot more viable and interesting, and wouldn't be so much a hit and miss like it is now.

What do you people think? Got another suggestion on how to improve it, then lets hear it!

Comments

  •  @Incarnate

    Based off the Q&A session with the dev there was some interesting ideas on hex totems that may get implemented in the game.

    1. Making them lower so it is harder to find
    2. Make it where it does not appear no where near a survivor or generator. 

    And there was another but you can take a look at the stream for yourself. There’s thread where it shows exactly the time on the discussion about it 

    https://forum.deadbydaylight.com/en/discussion/16785/youtube-q-a-session-4#latest


  • @Iceman said:
     @Incarnate

    Based off the Q&A session with the dev there was some interesting ideas on hex totems that may get implemented in the game.

    1. Making them lower so it is harder to find
    2. Make it where it does not appear no where near a survivor or generator. 

    And there was another but you can take a look at the stream for yourself. There’s thread where it shows exactly the time on the discussion about it 

    https://forum.deadbydaylight.com/en/discussion/16785/youtube-q-a-session-4#latest

    Still, those are in no way something that will improve the hexplay to a point where it can be considered viable.
    Because they can still be found and be completely removed and it's effect from the trial. Besides, with their placement being based on random chance makes them even less viable. As a killer you need as much control of the environment as possible, sadly so many things are based on random chance, where some of those are affectable by offerings, which I think isn't all that great, especially due to the fact that as a killer you only have one offering but the survivors have four with which they can affect much more.

    What I suggested would most certainly improve the hexplay to a point where it could be considered viable.

  • I'm more in favor of the Hex just taking over a dull totem at random after the hex has been disabled for a cooldown to be determined on a hex by hex basis.

  • Ya not the answers I was hoping for when I asked, but they seem to understand that the high risk/reward ratio is off as the work is too great on the killer side right now
  • @azazer said:
    Ya not the answers I was hoping for when I asked, but they seem to understand that the high risk/reward ratio is off as the work is too great on the killer side right now

    Well, they don't know how to fix it, all they do is make small modifications and hope it's enough to fix it, instead of realizing that they need more than that to actually fix the issue. Plus when they say they're going to completely rework a killer or a mechanic it usually just means modify a few values, which just doesn't cut it to merit a complete rework.

  • Id say instead of removing the powers any tokens stacked still work but cannot be improved upon or as the killer if you have 1 hex (huntress's lullaby for me) it affects all totem's meaning survivors have to work at removing them