Hex: [Insert Name]

Let’s get creative! We all know that hexes are meant to be crazy powerful, which is why they’re hexes. Post your ideas! Real ideas, not goofy or unrealistic ones. Let’s give the devs some fuel for future chapter loadouts!

Here are a few of mine:

  • Hex: Whistle-Blower - Crows begin to circle survivors’ heads after 50/45/40 seconds of remaining on the same tile, and they remain for 15 seconds longer than normal after leaving the tile. It does NOT matter if survivors are performing an action while on that tile. The crows will begin to cause loud noise notifications IMMEDIATELY upon their arrival, and will continue to do so as long as they’re present.
  • Hex: Divergent Species: At the start of the match, each survivor is randomly assigned to another survivor (they must discover who their partner is). The 2 survivors in each pair may heal each other and perform cooperative actions together as normal. If they attempt these actions with a survivor from the other pair, progress is 20%/10%/0% of normal.
  • Hex: Equilibrium - While active, this hex has no effect. When the hex is cleansed before exit gates are powered, every generator explodes and all generator progress is spread evenly across all 7 generators (with progress being removed from completed ones and spread out to incomplete ones - this re-entering them into play). All gens will be at the same level of progress, and they will all begin regressing. The killer kicks gens 5%/10%/15% faster than normal for the remainder of the match.


Comments

  • I had an idea for a hex perk the other night that I feel sets itself apart from how other hex perks function somewhat.


    Hex: Indomitable Spirit

    You possess a power that cannot be easily restrained. While not in a chase, your movement speed is increased by 5%. While in a chase, your action speed is increased by 25%.

    This perk is active as long as the corresponding hex totem remains.

    If this hex has been cleansed, one random dull totem will become a Hex totem for Indomitable Spirit after you have been in a chase for 80/70/60 seconds as long as at least one dull totem remains.


    Probably my biggest challenge while creating this perk was deciding upon an effect that would be strong enough to warrant it being a hex perk, but not so strong that survivors would flip if it were to suddenly return to the playing field.

  • I just remembered another Hex perk I had designed for a killer called The Pestilence, which is also different from other hex perks a little in terms of cleansing it.

    Hex: Fueled

    A hex that is strengthened in numbers. For every totem remaining on the map, your movement speed while in a chase is increased by 1%./1.5%/2%

    This hex totem is protected by the entity. 1/2/3 other totems must be cleansed before this totem can be cleansed. (Uncommon/Rare/Very Rare)

    (Unlocks at Level 35)