Should some hex’s not spawn until first hook or hit?
With the introduction of Plaything introducing a new spin on hex perks do you think some hex perks should not activate until a requirement is met? Examples
Hex third seal doesn’t activate until you hit a survivor. Once you hit a survivor a dull totem will become a hex perk that links all 4
Devour hope, the perk doesn’t activate until you hook the first guy, once the first person is unhooked 24 meters away the perk activates on a dull totem.
this won’t apply to some hexes like Ruin, TOTH, haunted grounds, Retribution, Undying, blood favor, crowd control and plaything.
Comments
I wish third seal had some other benefits. Like making it so you can't see if ur teammates Are injured or healthy. Also I think it should work with blood favor. Spawns hex totem when getting first hit near a pallet.
Killers should have control over where their Hex spawns. Instead of random totems getting hexed at the start of the match, all dull totem auras should be revealed to the killer when they have an inactive hex perk. Then they can go to one of the dull totems and Hex it, activating their hex ability.
If a hex totem gets cleansed the Killer can hex a new totem, however they do not keep stacks if a totem had any stacks.
Not only would this mean the Killer has to take time to Hex dull totems when they lose their hex totem, but it makes Hex Perks more available to play, and Survivors more likely to do the other objective in the game instead of just focusing Gens.
You're right, a lot of these hexes could use this update.
Lullaby should light up its totem on first hook.
And Crowd Control should light up its totem the first time a survivor fast vaults.
I think they should spawn upon applying the Cursed status effect on a survivor. Not sure how'd that work for Retribution or Haunted Ground though.