Hex perk epidemic
I understand that objectively strong chase perks like blood favour, crowd control "NOED and devour potentially" should include hex condition to have counterplay because they provide huge and often immediate value but lets address elephant in the room- two recent chase perks are just a decent perks with quirky activation condition AND hex affix slapped on them for no reason.
Nothing but misery- perk already count only m1 hits and require 8 of them which roughly transition to 4 hook states, it means that at moment of activation killer already couldnt afford to chase survivors recklessly because 2.5-3 gens already done at those stages against decent team so prime value of perk is gone, it wouldnt be op nor terrible without hex condition
Scared to death- good predrop counter and healthy anti-tunnel condition, again perk activates closer to part of match where killer couldnt afford unstrategic chases so prime value is gone, also a lot of pallets could be wasted to this moment so activation condition autonerfs perk value, why does perk with "shot yourself in the leg" condition and further conceptional autonerf should also be a hex perk? slap this affix away and it wont become op or problematic, just decent
With this logic SBFL/rapid/brutal might as well be a hex perks somehow, also both of them useless at least through 1/3rd of match and Im not even mentioning specific killers with long setup time or hook denial/genrush playstyles which could delay those perks activation near endgame so they would provide a value at ~20% of match and somehow still could be cleansed
The most sane solution is to either strip those perks out of hex category or erase their activation condition so they would match blood favour/crowd control level of value
Comments
I do not follow at all.
Hex perks are supposed to be very strong, with the trade-off being that they can be permanently removed from the game.
A lot of hex perks suck. STBFL is a lot weaker than it once was, and BS is very mediocre. The answer is to buff those hex perks.
Not all hexes are worth to be hexes, latest ones except like vecnas are bad.
Old desing was glass cannon and people still complain when counter is relatively easy go find the totem and destroy it and he lost one perk for good.
And that is just the chase perks.
Overture Of Doom, Two Can Play, and Hive Mind's secondary effect all are rendered useless by the Hex state (among other things)
If you are experiencing a Hex perk epidemic:
Bring Counterforce.
Wanted to include more but Two can play actually have purpose as respawner of hexes for penti, Face the darkness could be just a perk but concept of migrating hex is at least something new and others have some kind of reachy justification too, though NBM and STD (i know) are just slightly stronger chase perks that have an offmeta activation condition which already makes them questionable to pick and hex affix cut their potential from "offmeta" category to "i hope it will do something in 2/10 matches" category
The main issue most players have with hex builds these days is the overabundant use of Thrill of The Hunt, which slows down cleansing speed to a crawl. This is especially bad when paired up with a killer that has fast map traversal, and can also inflict injuries easily to activate Hex: Face the Darkness.
I wonder which version of Thrill is more unhealthy for the current game. Was old Thrill on Artist gonna be worse than the current Thrill builds we have now?
Keep bringing hex perks please. They are very strong. There is no possible COUNTER play. You are basically FORCE d to surrender if you go against a hex build.
Thrill of the hunt is the issue, without counterforce on some killers it's really hard to get rid of them.
should not even be using the first two lol
True that, true that.
Overture of Doom especially, since it does nothing, hands the survivors almost perfect info on where it is, and even if the stars align, you get an effect worse than Dark Devotion.
And Two Can Play is nothing compared to Lightborn