Hex: Spasmotic Working sounds a bit OP. While it is an all or nothing Hex like most of them, giving these afflictions to healthy survivors wouldn't make sense. If they were applied when they become injured and you shuffled the order that they apply, that would be more fair.
Hex: Duplicate Curse is a good idea, but completely useless by itself. Even Hex: Thrill of the Hunt gives a bonus 10% bloodpoints and affects all totems, while this is just a wasted slot without another Hex.
Hex: Spasmotic Working sounds a bit OP. While it is an all or nothing Hex like most of them, giving these afflictions to healthy survivors wouldn't make sense. If they were applied when they become injured and you shuffled the order that they apply, that would be more fair.
Hex: Duplicate Curse is a good idea, but completely useless by itself. Even Hex: Thrill of the Hunt gives a bonus 10% bloodpoints and affects all totems, while this is just a wasted slot without another Hex.
Good point! I honestly overlooked the fact that Haemorrhage only makes sense when the survivors are injured, you're right. I thought the first effect shouldn't be that strong thats why i chose Haemorrhage. Personally, i think it's okay that the effects immediately affect the survivors after they complete the gen, but you might be right that this is a bit op.
The Hex: Duplicate Curse is meant to be combined with another hex. The fact, as you mentioned, that it doens't make sense to play alone may be indeed a porblem and therefore may need to be adjusted in some way.
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Comments
Hex: Spasmotic Working sounds a bit OP. While it is an all or nothing Hex like most of them, giving these afflictions to healthy survivors wouldn't make sense. If they were applied when they become injured and you shuffled the order that they apply, that would be more fair.
Hex: Duplicate Curse is a good idea, but completely useless by itself. Even Hex: Thrill of the Hunt gives a bonus 10% bloodpoints and affects all totems, while this is just a wasted slot without another Hex.
Good point! I honestly overlooked the fact that Haemorrhage only makes sense when the survivors are injured, you're right. I thought the first effect shouldn't be that strong thats why i chose Haemorrhage. Personally, i think it's okay that the effects immediately affect the survivors after they complete the gen, but you might be right that this is a bit op.
The Hex: Duplicate Curse is meant to be combined with another hex. The fact, as you mentioned, that it doens't make sense to play alone may be indeed a porblem and therefore may need to be adjusted in some way.
Thanks for your feedback!