Hex perk Idea for endgame

Hex: Chains and locks

As they run away from you, thinking they are free, they withness your chains and locks trapping them forever with you

Once every generators are completed Hex: Chains and locks activate

Until the timer runs out or Hex: chains and locks get cleased both exits gates are blocked from being opened by the entity for 80-100-120 seconds

Comments

  • What this would bring is survivors playing hide and seek for 80/100/120 seconds or up the amount of keys in play I reckon

  • @GloryHunter said:

    What this would bring is survivors playing hide and seek for 80/100/120 seconds or up the amount of keys in play I reckon

    they could anb could but it's still 2 minutes for the killer to find them and again i am pretty sure 95% of survivors would look for the totem isntead of playing hide and seek

  • Interesting idea, it overlaps with Blood Warden though.

  • @malatruse said:

    Interesting idea, it overlaps with Blood Warden though.

    it would, but it would mean the killer have 2 perks for the whole game

  • Couldn't the killer just stand in front of their totem to protect it making the game more drawn out?

    I like the idea I think it should be a lower time like at max 60 seconds.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848651#Comment_1848651

    they could anb could but it's still 2 minutes for the killer to find them and again i am pretty sure 95% of survivors would look for the totem isntead of playing hide and seek

    The egc lasts for 120 so either someone has to die or they find the totem if neither are done everyone dies

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848657#Comment_1848657

    The egc lasts for 120 so either someone has to die or they find the totem if neither are done everyone dies

    the EGC start once one gate is open or the hatch is closed, the perk won't trigger since it requires every gen to be completed, rancor doesn't trigger if it's a hatch closing EGC, this hex would be the same way, and since this hex takes effect before the EGC starts, survivors still have chances to get out, and if the killer simply camp the totem, survivors simply have to wait, every survivors or most of them look for noed before opening an exit gate, most of them at least, this perk will be the same, the will look for it.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848740#Comment_1848740

    the EGC start once one gate is open or the hatch is closed, the perk won't trigger since it requires every gen to be completed, rancor doesn't trigger if it's a hatch closing EGC, this hex would be the same way, and since this hex takes effect before the EGC starts, survivors still have chances to get out, and if the killer simply camp the totem, survivors simply have to wait, every survivors or most of them look for noed before opening an exit gate, most of them at least, this perk will be the same, the will look for it.

    I see I slightly missed read ohh well

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848660#Comment_1848660

    it would, but it would mean the killer have 2 perks for the whole game

    I mean people would not run both because they have a similar purpose. Why bother with Blood Warden if you could just run this? Or why run this when you could run Blood Warden and a hex perk like NOED?