Should Hex perks start lighting up when activated?

So we have 8 Hex Perks atm and one of the biggest downsides of them is when survivors spawn on them so one perk of the killer just gets removed.

So How about this: Hexes are put on random dull totems when the effect comes into place.

So what would it mean for the 8 Hexes?

Noed --> stays as it is because it does exactly that

Thrill of the hunt --> activates when another totem is lit or someone starts working on a dull totem

Ruin --> gets lit when someone lets go off a gen

Devour hope --> gets lit after first stack of it

Third seal --> lights up after the first survivor is hit with a basic attack

Lullaby --> same as devour

Haunted grounds --> starts lit

Retrebution --> starts lit

Comments

  • Not an awful idea. Guarantees totems stick around for at least a little bit. All of the lighting conditions need to be somewhat consistent though otherwise they can be countered and sussed out. For instance if i started next to a lit totem under these rules i know its either Haunted grounds or retribution and thus not worth cleansing.

  • It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.

    Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed

  • @Mdawgu said:

    Not an awful idea. Guarantees totems stick around for at least a little bit. All of the lighting conditions need to be somewhat consistent though otherwise they can be countered and sussed out. For instance if i started next to a lit totem under these rules i know its either Haunted grounds or retribution and thus not worth cleansing.

    Yes thats right, but for haunted grounds you dont know where the other one is and gain information that there may be another hex perk the killer wants to guard. and for retrebution you dont know if its haunted grounds so maybe it stays up longer. These two perks are usually combined with other hexes and if they get destroyed early on it doesnt have a bad effect on the killer.

  • @IceCreamPrincess said:

    It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.

    Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed

    Oh i didnt run it often enough to remember that it starts with an effect^^ yeah thats how it should work then

  • @IceCreamPrincess said:

    It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.

    Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed

    And I dont get the question TBH. So in my mind if one of the conditions is aquired the hexes light up, dont exactly see why it should be per survivor^^' maybe give an example on what youre on about there?

  • @RayrafLPP said:

    So we have 8 Hex Perks atm and one of the biggest downsides of them is when survivors spawn on them so one perk of the killer just gets removed.

    So How about this: Hexes are put on random dull totems when the effect comes into place.

    So what would it mean for the 8 Hexes?

    Noed --> stays as it is because it does exactly that

    Thrill of the hunt --> activates when another totem is lit or someone starts working on a dull totem

    Ruin --> gets lit when someone lets go off a gen

    Devour hope --> gets lit after first stack of it

    Third seal --> lights up after the first survivor is hit with a basic attack

    Lullaby --> same as devour

    Haunted grounds --> starts lit

    Retrebution --> starts lit

    make haunted grounds and retrebution lit when another totem activates.

  • @1234512345 said:

    https://forum.deadbydaylight.com/en/discussion/173070/should-hex-perks-start-lighting-up-when-activated

    make haunted grounds and retrebution lit when another totem activates.

    Then theres the problem that you cant run them standalone anymore, that wouldnt work. I have seen people using haunted ground without another hex perk.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455608#Comment_1455608

    And I dont get the question TBH. So in my mind if one of the conditions is aquired the hexes light up, dont exactly see why it should be per survivor^^' maybe give an example on what youre on about there?

    What i meant by that was, does the hex light up for everyone, or just the player it effects. Simplest example, Hex: Third Seal, if one survivor got hit, would the totem be lit and viewable for all survivors or just the one affected by it.

  • @IceCreamPrincess said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455622#Comment_1455622

    What i meant by that was, does the hex light up for everyone, or just the player it effects. Simplest example, Hex: Third Seal, if one survivor got hit, would the totem be lit and viewable for all survivors or just the one affected by it.

    It would be lit for everyone, its active and affects the other survivors indirectly (for example 3 people slugged and the last person is the one with the blindness effect) so if any totem actiavtes its abillity its lit up. Ruin wouldnt even trigger when someone just finishes the gen so i think it should be lit on activation for everyone

  • @RayrafLPP said:

    So we have 8 Hex Perks atm and one of the biggest downsides of them is when survivors spawn on them so one perk of the killer just gets removed.

    So How about this: Hexes are put on random dull totems when the effect comes into place.

    So what would it mean for the 8 Hexes?

    Noed --> stays as it is because it does exactly that

    Thrill of the hunt --> activates when another totem is lit or someone starts working on a dull totem

    Ruin --> gets lit when someone lets go off a gen

    Devour hope --> gets lit after first stack of it

    Third seal --> lights up after the first survivor is hit with a basic attack

    Lullaby --> same as devour

    Haunted grounds --> starts lit

    Retrebution --> starts lit

    No.

    Instead, assign Hexes to totems at the start of the game but make them appear as unlit until first trigger/token. In this scenario, survivors are not quickly alerted to the fact that "Hey look a Hex totem" when they spawn next to a lit totem, but should they randomly try to break it anyway, gives them the chance (But not the innate knowledge) that it could actually do some tangible good.

    This should encourage players to do bones, including unlit bones, thus reducing NoEd related salt.