Awesome Hex Change!!

Hello everyone! I just had an awesome idea of how to make hexes more viable.

We all know he drill, its he talk of "high risk, high reward, yadda yadda", but in 95% of the time its just cleansed within the first minute without gaining much or anything from it.

So, how abut this: the hexes aren't randomly distributed around the map, but the order in which the killer locks them in their perk loadout determines the order in which they are cleansed.

So you could actually build layers of protection around that one perk that you want to build a strategy around, and have a little more control over what's going on.

I know that having to cleanse potential four totems to get to ruin was the biggest gripe people had with the old Undying, but since back then a lot has changed in the game.

Survivors can now sniff out totems at an alarmingly fast rate, have Counterforce and Detective Hunch combo and can also boon to their hearts content.

This change would still enable fast cleanses if everyone dedicated themselves to it, but that would also be no one on gens for the first minute or so, which could be its own reward.

Comments

  • Nice idea.

    But i guess this will be too much work to change and so never come.

  • Imagine Haunted Grounds + Plaything + Undying + Ruin ... *shudders*

  • It's interesting in theory, but it would be power creepy in practice.

    Everyone would put haunted and undying on the first two slots for a guaranteed haunted double proc, then ruin and last devour.

    It would get very messy for solo teams that can't coordinate cleanses to minimize haunted uptime. And even if going against coordinated teams, killers could just start subbing retribution for undying.

    Good luck against any A tier killer running that.

  • I have a different but similar idea. All of your hexes spawn on one totem, but that totem relights the same number of hexes you bring.


    For example, you bring ruin and devour, one totem lights at the start of the trial with both effects tied to it. Once cleansed, the totem relights on a dull totem 1 time since you brought two hexes.


    This would encourage survivors to spend time breaking dull totems every match, reducing generator speed, as well as adding built in protection for your totems.


    Booned totems would not relight as a hex.


    Edit: i also think cleansing the totem would give a 30 second grace period of the perks deactivated before they relight on the next totem