Hex Rework: Solving Issues for Fairer, More Rewarding Gameplay.
Dead by Daylight: Hex Rework for Fairer, More Rewarding Play.
(Note: this post is meant to be something for the devs to consider seriously. Try to engage with the post in a meaningful manner. A TL;DR is at the bottom for lazy readers.)
After spending almost 200 hours in less than a month playing this game, following much of the newer and older youtube/streaming content and reading a lot of the discussion from the playerbase, I understand this topic has been broached endlessly. Most of the discussion has revolved around one or more of the following:
- One hex being too strong/weak
- Hexes cleansed too fast/late
- The ease/difficulty of finding a Hex
- The lack of reliability Hexes have in builds
- The RNG low/high success of Hex perks in general.
Many of these discussions have thrown out some random ideas of how a hex “should work” or how hexes/totems should interact, but I have yet to see suggestions of how hexes really out to be handled outside of the current paradigm (Hex perks spawn on totems, survivors must cleanse totems). Fundamentally, from the overall experience I have gathered from the community’s discussion and my own play as both a survivor and a killer, it’s this current paradigm that’s really the issue with hex perks. If hexes are to be reliable and modestly strong, but within reason to be dealt with, the RNG auto-spawn/Cleanse-to-disable has to be re-thought.
With that said, I have three proposals to consider, each with their advantages and drawbacks. How each hex is reworked to fit these new mechanisms is ultimately up for discussion and consideration by the dev team, but taking hexes in one of these six (or simultaneously multiple) directions I think is key to bringing consistency and fun into this area of the game. For the purposes of this thread, I’ll be using Hex:Lullaby for the examples to showcase the differences. I won’t be changing numbers or effects, unless necessary. Additionally, one small change to totems should be considered as part of the overall rework.
Hex: Lullaby-Survivors receive a 2/4/6 % Regression penalty when missing a Skill Check while healing or repairing. Each time a Survivors is hooked, Hex: Huntress Lullaby gains a token, increasing in power.
- 1-4 tokens: Shortens the time between the Skill Check Warning sound and the Skill Check.
- 5 tokens: Skill checks will not have warning sounds.
Totems: Killer’s can now see the aura of their hex-totems. Survivors can hear the terror-radius of the killer when within 1 meter of the totem. Cleansing time is reduced by 25%.
Suggestion #1: Split-Perk Hexes.
As the term suggests, one method of solving the High-risk, RNG reward for killers and the Must-be-cleansed-or-lose state for survivors is to split hex-perks into a passive and active effect. Passive effects stay with the killer, even after the. For Hex:Lullaby, the effect would translate to comes to this effect:
Hex: Lullaby-
Passive: Survivors receive a 2/4/6 % Regression penalty when missing a Skill Check while healing or repairing.
Active: Each time a Survivors is hooked, Hex: Huntress Lullaby gains a token, increasing in power.
- 1-4 tokens: Shortens the time between the Skill Check Warning sound and the Skill Check.
- 5 tokens: Skill checks will not have warning sounds
Active Disabled: Survivors receive a 2/4/6 % Regression penalty when missing a Skill Check while healing or repairing, while within the killer’s terror radius.
This is the simplest solution to the current problem (though in my opinion not the best in terms of more interactive gameplay). Change #1 still works as things do now, Hexes randomly spawn on the map and survivors must cleanse the totems to remove the effects. However, with the example above, the basic idea is that each hex now has a passive that’s related to it’s primary role, while it’s active plays a supplemental supportive role to make the passive more powerful/reliable for the killer. Once the active has been cleansed, the passive is reduced in it’s overall power/reliability, giving an incentive for the killer to protect it’s hexes and giving survivors a reason to find the hex. If the totem change is implemented, it can create high pressure moments for the killer or survivors to protect/cleanse.
As I said previously, the downside to this change is that interactivity isn’t much affected and may even been reduced, but the upside is that the change is not far from the current paradigm and lesses the RNG nature of hexes for both Killers and Survivors, while ensuring the Killer’s build isn’t completely destroyed within the first minute of the match.
Suggestion #2: Empower/Manifest/Consume-Perk Hexes.
One of the big problems with hexes is their lack of interactivity. Killers must rely on an RNG system to protect their hexes, while Survivors must rely on an RNG system to find them. Once found, a hex is gone forever and the killer gains no benefit, even if they worked to protect it. Change #2 looks to reformat this to make hexes real High-Risk, High-Reward perks, that challenge the Killer to achieve an objective for power, while challenging Survivors to seek out hexes for an alternative reward. Killers can now manually place their Hexes on totems and can see all totems on the map for the first minute of the game. Hexes provide a minor passive benefit, but once a killer manifests the hex onto a totem, survivors are notified, the passive is disabled and the challenge begins. As the Killer works towards it’s hex-objective, the hex gains more power and becomes easier to locate by survivors. The killer can consume the hex at any time, gaining a permanent, more powerful passive. If a survivor locates and cleanses the hex, the survivor gains a limited-time benefit related to the hex and the hex is completely lost.
Under this framework, Hex:Lullaby translates into the following:
Hex Lullaby:
Passive: You damage generators 1 second faster. Survivors receive a 1% Regression penalty when missing a Skill Check while healing or repairing and
Active: Each time a Survivors is hooked, Hex: Huntress Lullaby gains a token, increasing in power.
- 1-4 tokens: Shortens the time between the Skill Check Warning sound and the Skill Check. Survivors receive a .5/1/1.5 % Regression penalty per token when missing a Skill Check while healing or repairing.
- 5 tokens: Skill checks will not have warning sounds. Survivors receive a .7/1.2/1.7 % Regression penalty per token when missing a Skill Check while healing or repairing.
- 6 tokens: Skill checks will not have warning sounds. Survivors receive a .7/1.2/1.7 % Regression penalty per token when missing a Skill Check while healing or repairing. Skill Checks have a 15% higher rate of occurring.
Consumed: You damage generators 1 second faster, plus an additional .25 seconds per token. Additionally:
- 1-4 tokens: Survivors have an additional 5-25% chance of triggering a skill check when first entering your terror radius. Survivors receive a .5/1/1.5 % Regression penalty per token when missing a Skill Check while healing or repairing.
- 5 tokens: Survivors have an additional 30% chance of triggering a skill check when first entering your terror radius. Survivors receive a .7/1.2/1.7 % Regression penalty per token when missing a Skill Check while healing or repairing.
- 6 tokens: Skill checks will not have warning sounds. Survivors have an additional 40% chance of triggering a skill check when first entering your terror radius. Survivors receive a .7/1.2/1.7 % Regression penalty per token when missing a Skill Check while healing or repairing. Skill Checks have a 15% higher rate of occurring.
Totem Cleansed: The survivors who cleanses the totem gains the amount of built of tokens. Skill checks for the survivors are increased by 25%. Good skill checks are treated as Great Skill checks. Natural Great Skill checks now provide 5% more progression. Missed skill checks are ignored. Each skill check consumes a token.
This reformatting of the hex, to me personally, is the most complicated out of the six suggestions, but gives a flavor to the hexes and provides the most intense High-Risk, High Reward playstyle for both the Killer and Survivors. Going this direction makes Hex Perks mini-games within the overall match. Killers may hold on to their hexes the entire game and see only a small, guaranteed benefit from it. However, if they manifest the hex, the killer now marries themselves to a playstyle to empower their hex. Survivors have the option of immediately cleansing the hex when found or ignoring it in the hopes of gaining a massive, but limited buff later on, with the risk of the killer consuming it. There are implications for some perks going this route, but these I feel can be solved.
Suggestion # 3: Prayer-Perk/Protect-the-Shrine Hexes.
The third option is to change Hexes into time limited, but strong buffs for the killer. Instead of having a passive and/or manifesting the totem to build it’s power, Killers instead pray to totems and create time-limited shrines. While the shrines are lit, the perk is activated. Hex Perks have a cooldown before the killer can pray again. In that time, survivors can snuff the shrine and deactivate the perk. Snuffing out a shrine takes less time than a cleanse, but will not destroy the totem, which must then be cleansed to permanently remove it. Snuffing a totem debuffs the killer for a short time. As a trade off, Hex perks are made mildly stronger to make up for the downtime and risk. This creates moments of Highs for the killer, while opening up opportunities for survivors to negatively affect the Killer to their advantage.
Because of this, Hex:Lullaby transforms from a constant debuff, to a moment of power that encourages finding and disrupting survivors:
Hex: Lullaby- Active: Survivors receive a 5/7/9% Regression penalty when missing a Skill Checks while healing or repairing. Each time a Survivors is downed, Hex: Huntress Lullaby gains a permanent token, increasing in power. Hex Lullaby is lit for 60/90/120 seconds.
- 1-2 tokens: Slightly decreases the time between the Skill Check Warning sound and the Skill Check. Skill Checks have a 5% higher chance of triggering
- 3-4 tokens: Moderately decreases the time between the Skill Check Warning sound and the skill check. Skill checks have a 12% higher chance of triggering.
- 5 tokens: Skill Check Warning Sounds will randomly sound, with and without skill checks. Skill checks have a 13% higher chance of triggering.
Hex Snuffed: The Killer suffers from a 7% slower recovery on missed hits for 30 seconds. Hex:Lullaby is placed on an additional 30 second cooldown. Hex:Lullaby loses 1 token.
If hexes were to be changed, this is the path I would prefer the most. This kind of dynamic gives the highs and lows hexes are supposed to induce. For a short period of time, the killer will gain a large buff, one that encourages making plays and generating an advantage for itself. At the same time, survivors are encouraged, but not forced, to find the hex and snuff them. It also creates the incentive for survivors to cleanse totems early, at the cost of doing other objectives. Meaning that as the game goes on, good survivors will slowly remove resources from the killer, but are not supremely punished for not finding that one random totem in a difficult place.
Suggestion #4: Totem-Select Limited Charge-Perk Hexes.
Similar to the previous suggestion, except that instead of having a cooldown, the hex has a limited uptime. The hex can be reapplied when conditions are met, but eventually is consumed, disabling the hex with or without the cleanse. The hex can be recharged, but it’s objectives must be met. When a hex is cleansed, it loses whatever remaining time it had and must be recharged before reapplying it.
Hex:Lullaby would look similar to this, under this iteration:
Hex: Lullaby- Survivors receive a 2/4/6 % Regression penalty when missing a Skill Check while healing or repairing. Hex:Lullaby is active for 8 minutes. Each time a Survivors is hooked, Hex: Huntress Lullaby gains a permanent token, increasing in power.
- 1 token: Greatly shortens the time between the Skill Check Warning sound and the Skill Check.
- 2 tokens: Skill Checks have a 15% higher chance of triggering.
- 3 tokens: Skill Check Zones are reduced by 10%
- 4 tokens: Missed Skill Checks cause survivors in a 20m radius to scream and their auras are revealed for 1 second.
Whenever a killer downs a survivor, Hex:Lullaby gains 20 seconds towards it’s next activation. Hex:Lullaby cannot be applied with a timer of less than 1 minute.
Like suggestion #1, this change does not have much interactivity between the killer and the survivors. It still suffers the current paradigm, where hexes can be cleansed immediately at the beginning of the match. However the Killer does have the option to reapply the Hex later on, for a limited period. This again rewards survivors for cleansing totems early on, to stop a killer from reapplying hexes, while giving the killer the chance to make up for the loss.
Suggestion #5: Combined-Perks Totem-Buildup Hexes.
The fifth change pushes hex totems to be more mid-late game perks, sacrificing an early advantage, while laying the foundation for late game dominance. This change packages all hexes into a single totem, each hex effect having a reduced impact, but now stackable on multiple totems for greater and greater effects. Hexed totems can no longer be cleansed, only snuffed and snuffed totems will be lit again by the entity after a period of time. As with the current paradigm, the killer starts with 1 Hexed totem. The killer can light another totem after a cooldown period and additional totems after each cooldown period.
This shifts hexes like Hex:Lullaby into this form:
Hex: Lullaby-Survivors receive a 1/2/3% Regression penalty when missing a Skill Check while healing or repairing. For each additional lit totem, Survivors receive a .5/1/1.5% Regression penalty when missing a Skill Check while healing or repairing.
- 2 totems:: Moderately reduces the time between the Skill Check Warning sound and the Skill Check.
- 3 totems: Skill Checks occur more frequently.
- 4 totems: Regression penalties increase by 5%
- 5 totems: Missed Skill Checks stop progression for 1 second.
Given that the totems cannot be fully removed, token stacking becomes obsolete for most hexes. Instead, how many totems you can control/can deny determines the overall power of the hex. Since there are only 5 totems, I placed the tipping point at controlling a majority, with the 4th and 5th truly punishing survivors for simplicity.
This method for hexes creates less of a mini game in matches and instead puts pressure on killers and survivors to pick a strategy. Because Hexes are combined, it won't be immediately obvious what or how many hexes a killer has. Survivors cannot remove a hex permanently and must make a decision to either start cleansing as many as possible, sacrificing an early game lead for late game survival or rush generators while the killer is weak. Conversely, this helps push killers who like/require setup or harass survivors during highs and need recovery during their lows (think trapper or Micheal).
This particular change gives hexes a permanence and direction, helping define what the difference between a hex and normal perk are and where their role in the game lies.
Suggestion #6: Desecration/Deal-Perk Hexes.
Like #5, this last idea removes the ability to permanently remove a hex from a match and combines hexes. However, totems are replaced with candle-lit reef shrine. Instead of permanently cleansing totems, survivors can quickly light shrines. Lit shrines are blocked from the killer for a period of time. The killer activates a hex by desecrating unlit shrines, similar to breaking a door or pallet. Survivors can rebuild shrines, at the cost of incurring a debuff related to each hex.
Additionally, every lit shrine cancels out one desecrated shrine while it is lit. Desecrated shrines take longer to rebuild than cleansing totems.
Hex: Lullaby-Survivors receive a 1/2/3% Regression penalty when missing a Skill Check while healing or repairing. For each additional lit totem, Survivors receive a .5/1/1.5% Regression penalty when missing a Skill Check while healing or repairing.
- 1 totem: Moderately reduces the time between the Skill Check Warning sound and Skill Checks.
- 2 totems:: Skill Checks occur significantly more frequently while in your terror radius.
- 3 totems: Regression penalties increase by 5%.
Deal: rebuilding a desecrated shrine gives you the killer's terror radius for a period of time.
With this shift from totems to shrines, there's also some additional room for another kind of survivor perk we can name Deal, that acts as a trade off for survivors. Ex: "Deal:Ask and Receive- Lighting a shrine increases your next unhooking and healing of another survivor by 3/6/12%. Rebuilding a shrine increases unhooking and healing of yourself by 3/5/7%."
Ultimately, this last change completely reorients how killers and survivors interact with this secondary objective. As the game drags on, the power of a hex using killer will increase, making fixing generators and rebuilding shrines harder and harder. However, the option to quickly cancel out one stack of a hex with one shrine negates the need to search the entire map for a hex, letting survivors deny the killer advancement and advantage for a limited time. With a downside enabled on the removal of a hex, risking a debuff beginning of the game helps limit the feast-famine nature of hexes, giving the killer time to find and prepare more hexes for mid-late game.
This route also gives developers more room for different mechanisms in survivor builds, opening a secondary resource for survivors to contest killers over, while also giving benefits for successfully doing so.
A TL;DR for those who don’t want to read.
At the beginning of the thread, I gave five general complaints and criticisms of Hexes:
- 1. One hex being too strong/weak
- 2. Hexes cleansed too fast/late
- 3. The ease/difficulty of finding a Hex
- 4. The lack of reliability Hexes have in builds
- 5. The RNG low/high success of Hex perks in general.
Suggestion #1 attempted to address issues 2,4 and 5 by splitting in half the perk, so it's primary function isn't gutted by the loss of the corresponding totem, but losing it’s overall effectiveness.
Suggestion #2 looked to solve issues 2, 3 and 5, by giving killer's the ability to pick and choose a totem at will, then protect the totem from survivors for a massive end-game buff, while giving survivors an easier time finding the hex and being rewarded for riskier decisions.
Suggestion #3 tried even out the trade offs of hexes through 1, 2 and 4, by allowing killers to place hexes, increasing the power of hexes, placing timers on hex effects for High-impact plays. Survivors gained a time window to avoid the killer at it's most powerful, with the option to remove the resource from the killer or the course of the game or quickly remove the effect from the killer.
Suggestion #4 mirrored #3, except hexes had long timers and killers had the ability to recharge and reapply hexes throughout the match.
Suggestion #5 focused on 1, 2, 4 and 5, reducing the power of hexes and changing their focus to make killers late-game power houses by combining hexes into one effect and stacking that effect on multiple totems. Totems could not be cleansed after being hexed, however hexed totems could be quickly disabled to reduce their overall effect for a period of time.
Lastly, Suggestion #6 reworked the entire concept of totems so as to take into account issue 1, 2, 3, 4 and 5. By changing totems to shrines and making the killer actively desecrate them, the killer gained more control over it's perk, at the cost of resource management and lessened effects. Hexes are treated as one entire hex and are stacked through shrines. Survivors gained the ability to temporarily disable hexes by lighting shrines and more reliably remove hexes by rebuilding shrines, at the cost of incurring a debuff to discourage early game removal.
I'm sure many reading this may see issues or flaws in some of the suggestions, but remember that the point here isn't to just buff/nerf anything for any particular side, it's to make hexes as perks less oppressive for survivors and more reliable for killers, so that games have more depth and consistency. I don’t expect any one of the six suggestions I made to make it into the game as I suggested, I do hope however that these suggestions can help the developers and community look at the possibilities of what Hex-perks can actually become. Dead By Daylight is at it’s most fun and enjoyable when a wide array of strategies and decisions are open to both survivors and killers in a match, so addressing any of the issues in this thread can and will lead to more fun, fair, decision heavy games.
Comments
But isn't that the point of the hex? High Risk/High Reward?
This. The literal point of a hex perk is to be SUPER powerful, but super risky.
Third seal for example. Absolutely HORRIFYING if you can't find the totem.
Most of these suggestions just push more risk onto the killers, who are always pressured to be as efficient with their time as possible, while making it even easier for survivors to deny killers their hex perks. By the time killers are no longer under pressure, the trial is over, and the perks become irrelevant. In other words, these suggestions (except the first one) are just straight nerfs to hex perks, because killers simply do not have time to go around lighting totems or desecrating altars or whatever.
The only suggestion I could see myself supporting would be the first one, and only for specific hex perks as they exist now.
I just wondering why people keep using hex btw... very ez to find... at red rank any hex totem only last below 20 sec....
survivor with map decrease difficulty to find hex at double rate.... just use sloppy and thana for now ( before thana nerf )...
High Risk, High Reward does not translate when the risk and reward are both RNG.
The current hex mechanism leaves both the Risk and Reward in the hands of the servers and not the players. It's a literal gamble, roll of the dice. For High Risk, High Reward to work, the reward needs to be consistent while the risk needs to be factors inside the control of the players in the match. If a hex can be cleansed within the first 20 secs of a match, cause a survivor spawned there, you've lost an entire slot (and possibly the game) through no fault of your own; conversely, if that same hex spawned in the most esoteric place, the survivors lost through no fault of their own. That's not a High Risk, High Reward strategy in gameplay terms, that's just a flip of the coin.
Suggestions #1-3 all place the hex placement in the hands of the killer and each take little to no time on the killer's end and in fact front load the power of the hex in #3. Only suggestions #4-6 put resource management on the table, with #5 specifically making hexed-totems immune to destruction, only being disabled for a limited time before reactivating. The only change given to help survivors was a small 1m terror radius as a general tuning, while the killer got the full auras of all totems for a minute at the beginning of the map. Calling these nerfs when the upside for each suggestion was not losing a hex immediately, keeping power within the killer and forcing survivors to constantly deal with the threat of a hex is mildly absurd. It's especially absurd on the grounds of time, given #1-3.
That said, there's nothing stopping the combining of any of these into one full mechanism or simply adopting suggestion #1. Whatever promotes balanced play and leads to more fun, decision heavy matches is what matters.
Probably because some effects only exist in hex form and some just like the playstyle.
Personally, I like the idea of hexes, but the fact is that only a handful are viable options. That's mostly because they can be cleansed so fast and so easily, with no retaliation from the killer. The devs needs to address that issue before touching the power of any hex in particular, which is partly the point of this thread.
Having the killer place his own totem is already taking away precious time away that could be better spent finding survivors.
Take suggestion 2, for instance. The killer would have to roam the map, see each totem spot to find an appropriate one, then attach their hex perk to the totem they want. Meanwhile, survivors see all the totem spots (because killers literally alert survivors to their presence via the TR) and know exactly where the killer placed the perk. Alternatively - and the most likely scenario, given how the game is played - the killer would place the hex on the nearest totem to save time, even if the placement was crappy, meaning this is effectively the current mechanic, but the killer wastes more time.
Suggestion 3 has another major flaw. You literally want killer perks to be actively detrimental to killers if survivors counter them. That'd be like if OoO injured survivors if they were going up against a stealth killer or whatever. Having your perk countered (i.e.: having no benefit from using the perk) is enough of a detriment in and of itself. Nobody who's playing seriously would run a perk that actively hinders you if your opponent happens to counter it.
Suggestion 4 would either result in more genrushing, or survivors just hiding for several minutes until the hex perks expired. Probably the latter, since that's what happened after the first NOED nerf.
Suggestions 5 and 6 have the same problems as 2.
Overall, your suggestions (again, apart from the first one) are also needlessly complicated for both players and developers.
Having the totem randomly spawn is also the main problem with the current hex mechanism. As I stated to ToxicMyers, hexes are meant to be High Risk, High Reward, but they are effectively a coin-flip in this current iteration. There are only two ways to solve for that: The killer places the hexes or the hexes must spawn in hard to reach areas. Even coding the hexes to spawn the furthest away from the survivors doesn't solve the problem, as that's still information for the survivors to use to find and locate the hex quickly. So you're back to the killer placing the hexes or the hexes spawning in hard to reach areas and the latter makes hexes too powerful if the numbers or effects are off. That leaves you with the killer placing the hexes or keeping RNG and RNG is the entire reason hexes feel too oppressive or too useless to begin with.
Your complaint isn't about the placing, it's about the perceived time it would take to find and attach hexes to totems, but that itself can be addressed in a myriad of different ways. There's nothing stopping killers from simply being within a certain radius of the totem(s) to place the hexes, instead of walking directly to them or activating the hex and a random totem within a wide range lights up. There also isn’t anything barring the action from being instantaneous instead of channeled: So these are moot points.
If the issue is that gaining a debuff is your problem, then don’t put the debuff in. Trading power for risk is the definition of High Risk, High Reward and hexes are already trading certainty for power. The suggestion is only there for balance reasons.
Games last between 5-15 minutes. #4 places Hex:Lullaby at an 8 minute timer, with the ability to recharge the hex. I doubt survivors are going to wait 8 full minutes hiding, without one getting caught, especially with perks like whispers and killers like Doctor.
Again, I have to reiterate this, nothing in #1-6 are concrete. My main concern is making hexes, as a mechanism, consistent and workable. You like #1, because it solves the issue of losing an entire perk, but that then begs the question as to why hex-perks even exist and how certain hexes would even function (I.E. How do you split Ruin?). Your complaints about #2-6 are mainly time centric, yet if the time issue for the killer was resolved, what about the core of the suggestions are actual issues, what ones are workable to you?
For example, what about a combination of #1, #3 and #5 would be a problem, where hexes are Split-Perks with modest effects that you activate for power gains for a limited period, at the risk of losing the perks if cleansed and all the hexes are combined into one randomly lit totem on the map. That solves for your time issue, takes pressure off the killer, gives the killer a modicum of control over the hex, yet allows for Highs and Lows.
#3 Speaks to me the most, and while I would be inclined to write a long reply, I've already written a post to that extent before, so I'll just link that.
Hexes currently are far too out of the killer's control, and no matter what changes the developers implement to change hex totems, as long as they spawn in the trial pre-chosen and pre-placed, Hexes will never feel as "right" as they could. Take what the Minecraft Live segment on design said about making sure that things don't "just happen" to the player. There's always a reason and the reason must be player caused, either by inattentiveness, poor planning, or falling for a trap*. In every scenario, in all games and in real life, when there are intense feelings being simulated, leaving negative things up to chance (and having a totem broken in DbD is essentially that at base) always breeds frustration. It's why killers get mad at "genrush" or their totems breaking in the first five seconds. Expectations are everything when it comes to satisfaction, and when the expectation is that the player will at least have a chance (from their perspective), things that seem to deny that breed immense frustration and dissatisfaction.
*it's why I hate the Undying Ruin combo because the survivors have no control over which totems get broken first since it all depends just on how the survivors happen to path (this is accelerated by perks but not made extensibly different).
--
Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
This thread is an attempt to address that. Many comments I've read in other threads are summed up in this frustration on both sides. The game is asymmetrical, which means the RNG does not hit both ways equally. A killer whose screwed by RNG loses an important perk before ever getting use out of it. Survivors get screwed by having the rules changed, with almost no way of directly dealing with it (Ruin+Undying).
My preference is using #3 as a base and working through it to resolve the hex issue. Even if totems are not directly placed by the killer, the simple option of having a small perk that activates for large, limited, but risky gains, opens different kind of killer strategies while giving survivors windows.
You think a coin flip where one of the results is potentially having infinite insta-downs at some point isn't high-risk, high-reward? And just because you couldn't think of an alternative doesn't mean there are literally only two ways to solve the problem. In my experience, if you boil down potential solutions to just two, then either both are unworkable, or there's a better one.
I think my complaints were quite clear, I wrote them down and everything. So far, I've complained about the placement, the time, and how unnecessarily complex your ideas are for both players and developers. The time spent can't be fixed by allowing killers to place totems remotely since they need to be able to see the surrounding area. If they're going to be traveling entire maps just to get started on their totems, they'll be wasting a ton of time. These are not moot points just because you think your ideas are perfect.
My issue is that nerfing hex perks so they're actively detrimental to the killers who use them only "solves the hex problem" in the sense that nobody would ever use them again because they'd be utter garbage. Why would anyone take a perk that benefits the other side? Does that sound balanced to you?
You doubt wrong. You've been here for one month, I've been here for four years. Hiding is exactly what happened when NOED got its first nerf. That's not to mention all the hostage-taking the survivors can and still do, often for hours.
I don't "like" 1, I just think it's the least worst of your ideas and is the one I'd pick to implement if I had to. Solve the three issues I mentioned first (note that they go to the core of the suggestions, not just what you perceive to be tangential issues), and if I can't find any more issues with your new solutions, then I can tell you which ones are workable.