Hex lullaby? how about scourge hook lullaby.

My idea is to change our favorite huntress perk from virgin hex to chad scourge hook to make it worth running a little bit more often.

Nothing changes you just get a token after hooking a survivor on a scourge hook up to maximum 5 tokens.

Comments

  • Do you mean you have to use Scourge Hooks to get the tokens and it's no longer a Hex? I'd use it.

  • Petition to change almost all hex effects into scourge hook effects

  • @TeabaggingGhostface said:

    Petition to change almost all hex effects into scourge hook effects

    Oh gods yes! Hexes are trash; 99% have effects too weak to be hexes, and now they can be over-written by Boons.

    And the newest one needs Survivors to Cleanse, when they can just...not cleanse & apply a Boon. 🤪

    There is almost no point to using hexes anymore, and Boons are 100 times more powerful.

  • @TeabaggingGhostface said:

    Petition to change almost all hex effects into scourge hook effects

    Actually I think most Hexes make sense as Hexes, not as hook perks.

    Going down the Hex list for reference:

    • Blood Favour - Used to be pretty bad, but since it was buffed is now a decent hex perk, I've used it and gotten a bunch of free hits on survivors with it relatively early in a match before they realize it's a thing
    • Crowd Control - This is ok as a hex since it's really a straight up more powerful version of Bamboozle. It's kind of like Bamboozle where you don't have to waste time vaulting the window yourself as killer, and it also blocks multiple windows and works on all survivors simultaneously. So if this weren't a Hex it would just make Bamboozle totally obsolete.
    • Devour Hope - This is the very definition of a high risk, high reward hex perk. They might destroy it right away, or they might not find it for a while and you get some free downs, or you might get lucky and they never find it and you kill multiple survivors with your bare hands. This is really what being a hex is supposed to be about, something which is potentially really powerful but runs a risk of being negated
    • Haunted Grounds - Haunted Grounds only works because other Hexes exist. If the Hexes were turned into hook perks then Haunted Grounds wouldn't do anything.
    • Huntress Lullaby - This one I agree isn't powerful enough to be a Hex, at least not the way it works. It takes a long time to build up, and even when it's fully built up it's really that impressive. Let me put it this way, say this wasn't a Hex or a hook perk or anything, but was just a permanent passive effect where all skill checks had no sound cue. Use the perk, no sound cues for the whole match. Is that an overpowered perk? Because if the answer is no, that would be good but not broken, then why in the world is this effect so limited AND part of a hex?
    • No One Escapes Death - Despite all the hate this one gets from some people, it's actually not an overpowered perk in part because it's a Hex that can be destroyed or preempted. Hypothetically you could make this something that just automatically happens at the end of the match for 60-90 seconds or something, but I think having it be a Hex is more interesting because it gives the survivors something active they can do to get rid of it sooner.
    • Pentimento - Totally makes sense to be a Hex perk since the whole idea of it is bringing back destroyed totems. Jury is still out on how good or bad this perk is, particularly whether it's on its own versus combined with other Hexes.
    • Plaything - Permanent Obliviousness on a survivor until the totem is destroyed is a pretty nice effect. It's also a bit harder to remove since only the victim can destroy it initially. And it combos well with Pentimento.
    • Retribution - Another trap Hex that punishes cleansing or blessing it. Again, this doesn't work if other Hexes aren't a thing
    • Ruin - I could maybe see making this not be a Hex per se but having its strength be proportional to the number of dull or cursed totems on the map. Having it just be a generic perk would be a little boring probably.
    • The Third Seal - My off-hand gut feeling is they could probably buff this one to turn it into a Hex version of Fearmonger. So for reference Fearmonger makes survivors who work on generators Blind and Exhausted. They could make The Third Seal inflict permanent Blindness and Exhaustion on survivors you inflict a damage level on. This way it becomes a much more powerful version of a non-Hex perk, but being a hex runs the risk of being destroyed. And also while Blindness isn't too bad a condition for really good survivors with strong game sense, Exhaustion is a fairly nasty condition for veteran survivors because a lot of them run Dead Hard or some other Exhaustion perk that they rely on in a pinch.
    • Thrill of the Hunt - Ok, this one probably doesn't need to be a Hex itself. It could just be a generic perk that increases the cleansing and blessing time of totems, period. Especially now that it doesn't even have a detection ability, I just don't get why it's a Hex.
    • Undying - Last but not least, Undying only makes sense as a Hex perk. It's main job is protecting dull totems and other hexes. (In fact I accidentally ran this without another Hex perk last week and it turned out to be a pretty handy tracking perk! I caught three or four people by spotting their auras when they were near dull totems.)