OhTofu's New Hex Rework Video - My personal Ideas

Tofu said he was building on an idea where killers can only equip 1 hex perk. The hex is tied to all totems instead of just one, and it starts out very strong and gets weaker as more totems are cleansed.

Pros - Build diversity, 2nd objective, Early-game pressure, reduce the risk-reward paradox.

Cons - Hard totem spots/ map RNG, snowball effect

My idea for each Hex Perk:

OhTofu Hex Rework Master Plan.pdf


Comments

  • The changed undying looks interesting, could become part of a really strong slugging build or make you get more value out of your slugs in general.

  • Some are interesting, some have lost flavor (retribution), and some are just OP (haunted ground)

    It is an interesting twist on hex perks though! Would the perk still have tiers?

  • A number of these seem fairly OP for something you get right out of the gate, even factoring in that you can only use one at a time.

  • I actually like this.

  • Another Post complaining about NOED insta-downs, Add it to the pile.

  • I love the idea. I thought about this idea 1 year ago and I thought about posting on forums back when Hex:Ruin got changed but I couldn't really grasp good ideas for how to modify existing hex perks in way that scales them down in strength. This idea would be far superior idea than artificial end game collapse if implemented. If these perks are limit 1 slot and you can only choose one, Wouldn't survivor need to get something like passive abilities to compensate fact that the killer is getting 5th perk slot. Maybe survivors could get their old version of MoM back if killers became significantly harder to face.

    Looking at the perks, I feel like most players would just choose Thrill of the hunt to get old machine gun build or Lullaby to get a old version of old Hex:ruin from listed perks.

  • These are all really cool ideas. Not sure about Haunted Grounds. As long as it's not useable literally instantly, and you would have to wait 60s at the start of the trial I think it'd be pretty balanced. Retribution seems....overpowered as hell. Any amount of permanent aura-reading is ludicrously strong and negates any and all mindgames for free. You should keep retribution as is, but everytime any totem is cleansed you see survivor auras for a few seconds.

  • That concept would make hex perks actually have consistency and survivors would start to feel that cleasing dull totems are worth their time. Also imagine a full totem build, oh god that would be awesome to try with this concept.

    But some of your ideas for the hex are kinda of OP like Retribution and Haunted Grounds and NOED just feel like a bad Play With Your Food, maybe some percentage increase would be nice?

    Idk, the concept is great but need to be worked on with balacing the perks and making some actually usable on practice.

  • ehhh...

    not really a fan of something that strong being active from the start of the match and having no downside if the match goes quickly.

    It's precisely why Ruin was changed, according to the devs, and they're unlikely to go back to that.


    I'm much more of a fan for what I advocate:

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), 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 #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @Emeal said:

    Another Post complaining about NOED insta-downs, Add it to the pile.

    Did you even read any of it?