Hex: Undying replenishes Haunted ground!!? Really!?

Comments

  • Haunted Ground went off 3 times in 1 game SMH

  • New Meta. I guess :/

  • Does anyone know how it works?

    undying = 1 totem

    haunted = 2 totems

    If a survivor takes out the 1 lit totem, does it keep the other lit totem in place and just spawn a single new lit totem?

    I'd imagine it would. cant see why it would deactivate the lit and spawn 2 new fresh lit totems

  • how does that work? do both totems switch to a dull or just the lit that was clensed since theres only 5 total totems would this only be possible once assuming it switches both? thereby capping at 2 mins of use max?

  • @ClickyClicky said:

    Does anyone know how it works?

    undying = 1 totem

    haunted = 2 totems

    If a survivor takes out the 1 lit totem, does it keep the other lit totem in place and just spawn a single new lit totem?

    I'd imagine it would. cant see why it would deactivate the lit and spawn 2 new fresh lit totems

    I think it selects 2 new totems.



    If haunted triggers 3 times in one game that's your own fault. There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems.

    Haunted + Undying= 3 totems, 2 dulls remain.

    Haunted trigger 1, 1 dull remains

    Haunted trigger 2, no dulls remain (no reason to cleanse anymore totems)

    The likely hood that they're another a THIRD hex perk is very low at that point because haunted works poorly with undying AND another hex perk

    Haunted + Undying + any other totem = 1 dull remains

    first totem break is 50/50 between haunted or non haunted. If you hit non haunted, haunted can no longer respawn because undying is gone or the only dull is gone.

    If you hit haunted first, you now have ANOTHER 50/50 on totems. haunted or non haunted totem. Haunted totem = haunted doesn't repsawn because there's only 1 dull not 2. Non haunted no matter which totem it is, doesn't spawn due to all dulls taken.

    so you should never cleanse hexes after hitting haunted for a second time because the odds are conisderably in favor of only totems being undying and haunted at that point. If you happen to see a dull totem at this point it means haunted is no longer in play and remaining totems are free to be cleansed, but keep in mind you should cleanse that 1 dull to prevent a potential respawn on the hex you cleanse.

  • @ClickyClicky said:

    Does anyone know how it works?

    undying = 1 totem

    haunted = 2 totems

    If a survivor takes out the 1 lit totem, does it keep the other lit totem in place and just spawn a single new lit totem?

    I'd imagine it would. cant see why it would deactivate the lit and spawn 2 new fresh lit totems

    When you cleanse Haunted ground, the other totem deactivates. This is how Haunted ground has always worked. I don't know if, when undying comes in to effect, the previous one just relights. or if it just randomly chooses two of the available totems, but it doesn't stay lit until the Hex reactivates. And there needs to be two Dull Totems available for it to reactivate.

  • @PB_TORCHer said:

    UMMM? Really?

    Yes.

    So cleanse those dull totems so Hexes can’t transfer

  • I haven't seen a single person running this combo yet.

  • Your a little late to this discussion my friend

  • Did you not expect that?

  • I hate when people say "just do bones" but in this case yes lol, just do bones. Me and my friend play 2 mans swf, we both take Inner Strength, theres no way in a game with us HG would ever activate more than once. Some survivors really are lazy with totems.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619234#Comment_1619234

    I hate when people say "just do bones" but in this case yes lol, just do bones. Me and my friend play 2 mans swf, we both take Inner Strength, theres no way in a game with us HG would ever activate more than once. Some survivors really are lazy with totems.

    Undying has no power if there aren’t any dull totems to transfer Hexes to. I’ve been in games where I’ve lost my Ruin or Blood Favour being cleansed first even where Undying still stood, and it can only be because those survivors were not ignoring dull totems they came across.

    Undying has been one of the healthiest additions to this game in emphasising that it’s crystal clear that totems are the second objective.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619234#Comment_1619234

    I hate when people say "just do bones" but in this case yes lol, just do bones. Me and my friend play 2 mans swf, we both take Inner Strength, theres no way in a game with us HG would ever activate more than once. Some survivors really are lazy with totems.

    I’d like to add that Retribution makes more sense with the introduction of Undying. Those two paired together makes cleansing ANY totem dangerous.

  • @Blueberry said:

    I haven't seen a single person running this combo yet.

    The combo is a gimmick. Smart survivors are unlikely to cleanse haunted again unless you have another totem, but that's really just overkill to protect 1 totem.

    It's funny if you pull it off, but that's more the survivors careless cleansing lit totems without being certain there is another hex perk in play.

  • Why the ######### are you cleansing if you know the killer has haunted grounds?

  • Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.

    Its becoming more important to cleanse dulls and less optional with undying.

  • @Inji said:

    Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.

    Its becoming more important to cleanse dulls and less optional with undying.

    That's definitely a good thing!

    However, wouldn't that make more sense from a base game level instead of requiring a perk to make the totems less optional? It feels more like a bandaid to a problem.

  • @Inji said:

    Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.

    Its becoming more important to cleanse dulls and less optional with undying.

    In fairness isn't it time then to give solo survivors some indication of when a dull totem is cleansed? so they aren't wasting time looking for totems that may not exist? or so if they know whether or not a hex totem still has a dull totem to be transferred to?

  • Haunted Ground does not work with Undying. The card for HG says "when this totem is cleansed" meaning that it only procs when it is actually taken out of the game. If you destroy a totem and it shifts to a new one because Undying the Exposed status does not proc because the totem was technically not cleansed.

  • Spirit is dirty with this build

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619314#Comment_1619314

    In fairness isn't it time then to give solo survivors some indication of when a dull totem is cleansed? so they aren't wasting time looking for totems that may not exist? or so if they know whether or not a hex totem still has a dull totem to be transferred to?

    If you are talking about a totem counter of some sorts I dont have any control nor input on the matter. I would love to see it happen myself, but personally use Small Game to find totems and if I dont have it equipped I count bone leftovers (since cleansed totems leaves broken bones behind)

  • @thesuicidefox said:

    Haunted Ground does not work with Undying. The card for HG says "when this totem is cleansed" meaning that it only procs when it is actually taken out of the game. If you destroy a totem and it shifts to a new one because Undying the Exposed status does not proc because the totem was technically not cleansed.

    The hex only shifts because the totem was cleansed. Try it out for yourself if you don't believe me.

  • If you cleanse it again when you kbow the killer have undying and hunted grounds then its your fault.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619182#Comment_1619182

    I think it selects 2 new totems.

    If haunted triggers 3 times in one game that's your own fault. There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems.

    Haunted + Undying= 3 totems, 2 dulls remain.

    Haunted trigger 1, 1 dull remains

    Haunted trigger 2, no dulls remain (no reason to cleanse anymore totems)

    The likely hood that they're another a THIRD hex perk is very low at that point because haunted works poorly with undying AND another hex perk

    Haunted + Undying + any other totem = 1 dull remains

    first totem break is 50/50 between haunted or non haunted. If you hit non haunted, haunted can no longer respawn because undying is gone or the only dull is gone.

    If you hit haunted first, you now have ANOTHER 50/50 on totems. haunted or non haunted totem. Haunted totem = haunted doesn't repsawn because there's only 1 dull not 2. Non haunted no matter which totem it is, doesn't spawn due to all dulls taken.

    so you should never cleanse hexes after hitting haunted for a second time because the odds are conisderably in favor of only totems being undying and haunted at that point. If you happen to see a dull totem at this point it means haunted is no longer in play and remaining totems are free to be cleansed, but keep in mind you should cleanse that 1 dull to prevent a potential respawn on the hex you cleanse.

    Math to the rescue.

    I have yet to try it, but it seems like a pretty gimmicky combo, which I'm good with. If survivors set off more than 2 HGs that's on their heads.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619338#Comment_1619338

    The hex only shifts because the totem was cleansed. Try it out for yourself if you don't believe me.

    I tried it, the Exposed status doesn't proc.

  • Could have been worse. They could have run Retribution too 😅

  • You probably cleansed Undying instead of Haunted Ground. That happened to me the first three or so times when I was helping to test it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619416#Comment_1619416

    You probably cleansed Undying instead of Haunted Ground. That happened to me the first three or so times when I was helping to test it.

    I'll try again.

  • Hex: Undying still reveals Survivors near remaining totems:

    "While Hex: Undying is active, Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6 seconds."

    So you may still want to get rid of that. Might not be worth risking another Haunted Grounds, but I don't agree that "there's no reason to cleanse".

  • @Almo said:

    Hex: Undying still reveals Survivors near remaining totems:

    "While Hex: Undying is active, Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6 seconds."

    So you may still want to get rid of that. Might not be worth risking another Haunted Grounds, but I don't agree that "there's no reason to cleanse".

    I agree. I think the aura reading of Undying is strongly undervalued - a lot of totems are near loops like T-L walls, where reading the aura of a survivor can really change the outcome of a chase. It's very situational of course, but a power that I really love nevertheless.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619182#Comment_1619182

    I think it selects 2 new totems.

    If haunted triggers 3 times in one game that's your own fault. There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems.

    Haunted + Undying= 3 totems, 2 dulls remain.

    Haunted trigger 1, 1 dull remains

    Haunted trigger 2, no dulls remain (no reason to cleanse anymore totems)

    The likely hood that they're another a THIRD hex perk is very low at that point because haunted works poorly with undying AND another hex perk

    Haunted + Undying + any other totem = 1 dull remains

    first totem break is 50/50 between haunted or non haunted. If you hit non haunted, haunted can no longer respawn because undying is gone or the only dull is gone.

    If you hit haunted first, you now have ANOTHER 50/50 on totems. haunted or non haunted totem. Haunted totem = haunted doesn't repsawn because there's only 1 dull not 2. Non haunted no matter which totem it is, doesn't spawn due to all dulls taken.

    so you should never cleanse hexes after hitting haunted for a second time because the odds are conisderably in favor of only totems being undying and haunted at that point. If you happen to see a dull totem at this point it means haunted is no longer in play and remaining totems are free to be cleansed, but keep in mind you should cleanse that 1 dull to prevent a potential respawn on the hex you cleanse.

    when the killer also has ruin and keeps pushing survivors off of gens, or the killer also has third seal and keeps slugging everybody, or the killer has lullaby and you can see how all of your teammates are failing all of their skill checks because of the shortened warning throwing them off, or the killer has NOED at the end of the game, and you want to get rid of the lit totem you think is NOED? There are numerous reasons you'd want to cleanse totems, so saying, "There's no scenario where haunted grounds is cleansed twice where there's any reason to cleanse more totems" shows that you think very little of the larger impact of design decisions or of circumstances where cleansing is necessary to prevent failure.

    Designing perks that encourage survivors to not cleanse totems is inherently stupid. This:

    @Kind_Lemon said:

    Totems

    Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.

    The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).

    These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.

    What this means for NOED

    All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.

    For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.

    Design

    Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.


    should be happening more than anything else involving using perks to solve core gameplay issues.

  • @PB_TORCHer said:

    Haunted Ground went off 3 times in 1 game SMH

    If HG went off THREE times in one game, you 100% deserved it.

  • Today I had a Spirit run Haunted Grounds, Ruin, and Undying. Game didn't last more than 2 minutes.

    Amazing idea of a perk, devs. Totally balanced synergy.

  • @Inji said:

    Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.

    Its becoming more important to cleanse dulls and less optional with undying.

    While dull totems were traditionally ignored for the most part (until the increase in points for dull totems, whereupon I started seeing very few totems left un-cleansed by the end of the match), the addition of Hex:Undying to the roster doesn't actually have the effect or implications you say it does.

    Most notably: the first totem a survivor sees is cleansed (because the survivor suspects it's Devour Hope). It's haunted grounds, and another totem on the map gets lit up somewhere. No survivors have come across any dull totems yet. The next totem someone comes across is the dull totem turned into Haunted Grounds. That gets cleansed. Same thing happens for the next totem. The killer still has Devour Hope (now five stacks) and Undying up. The survivors were unable to cleanse dull totems just by the fact that all the totems they encountered were Hex totems. Devour Hope is a very dangerous perk, and if the survivor hadn't cleansed the first totem, the survivor would have been kicking him/herself for letting the perk get as many stacks as it did.

    Haunted Grounds is a special case (because I think it's a badly designed perk, but that's a different discussion), but generally for all other totems: cleansing the hex first and then the dull totem that turned into the hex is no different from cleansing the dull totem first and then cleansing the hex. Additionally, who knows when you'll find your next totem if you're not running a specific build for finding them, and letting a hex totem sit up for all that time is potentially very dangerous.

    Inherently, Hex: Undying does nothing more than amplify the effects of all other hex totems with no downside other than it being a hex totem itself (and the killer has no clue which hex totem is which). TotH is a great example of a perk that affects other hexes in a manageable way (hasn't aged super well, but still). Undying is a bad example in that sense, but a perfect example for perk usage to "fix" core gameplay issues with totems*. ToTH additionally makes the benefits of running Inner Strength that much less.

    TL;DR: I disagree. Hex: Undying does not make cleansing dull totems "More important" and does not imply survivor laziness (I am interpreting your intention when you say "nobody cleansed any dulls", because otherwise its a statement that means nothing) when the worst possible outcome happens to survivors.

    *see:

    @Kind_Lemon said:

    Totems

    Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.

    The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).

    These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.

    What this means for NOED

    All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.

    For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.

    Design

    Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.


  • @PB_TORCHer said:

    UMMM? Really?

    doesn't work on console

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619416#Comment_1619416

    You probably cleansed Undying instead of Haunted Ground. That happened to me the first three or so times when I was helping to test it.

    Ok my friend and I just tried it. I got Undying 3 times then finally got Haunted and it doesn't transfer. The totem just goes away like normal.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619428#Comment_1619428

    Ok my friend and I just tried it. I got Undying 3 times then finally got Haunted and it doesn't transfer. The totem just goes away like normal.

    I'll record my attempt, then, because when I cleansed Haunted Ground there were still 3 totems left - it'd been transferred to another totem.

  • Cleanse the dull totems while your team kills themselves on hook. Yes the player base is fickle and pathetic. No I'm not cleansing dull totems anymore no matter what new totem distraction is thrown at us. I live for gen, I die for gen, (drool)

  • Or make a mental note of the lit totem, and leave it alone.

    If it's Ruin, or Devour Hope, go back and destroy it.

  • Here's the video, showing Haunted Ground being cleansed three separate times. Note the Exposed status effect icon on the right reappearing upon the second cleanse and refreshing upon the third.

    https://www.youtube.com/watch?v=pLcR4i3_IAk

  • No difference for SWF, because they can communicate and just break all Dull totems.


    And pretty good nerf for solo survivors, because they have no idea what is going on and matchmaking mix noob players with other players at all ranks.


    Thank you devs for "improving" quality of solo queue. :^)

  • @PB_TORCHer said:

    New Meta. I guess :/

    "new meta"

    If they don't cleanse you wasted 2 perk slots lmfao.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619700#Comment_1619700

    I'll record my attempt, then, because when I cleansed Haunted Ground there were still 3 totems left - it'd been transferred to another totem.

    You can do that but I already tried multiple times. It didn't work. Haunted just goes like Undying doesn't even exist.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620575#Comment_1620575

    You can do that but I already tried multiple times. It didn't work. Haunted just goes like Undying doesn't even exist.

    I mean, they did just post a video well before you made this comment demonstrating that cleansing a Haunted Grounds totem while Undying is in play does indeed refresh the totems.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620575#Comment_1620575

    You can do that but I already tried multiple times. It didn't work. Haunted just goes like Undying doesn't even exist.

    I don't know what to tell you, it works for me. I even posted a video.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620922#Comment_1620922

    I mean, they did just post a video well before you made this comment demonstrating that cleansing a Haunted Grounds totem while Undying is in play does indeed refresh the totems.

    IDGAF I did it myself it doesn't work.

    Maybe a bug on Xbox.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620931#Comment_1620931

    IDGAF I did it myself it doesn't work.

    Maybe a bug on Xbox.

    Post a video?

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