The State of Hexes

I don't think hex perks are in a very good place right now.

There is a very massive difference hexes being defended by a litany of hex defense perks on killers that can patrol or defend them very easily and just running hex perks on their own and I believe this creates an unskillful interactions in the game.

When 1 or 2 hexes are run without these defense perks, especially on killers that aren't especially good at defending them they often end up being minor inconveniences for the survivor team that are gone within a few minutes.

I don't like that the favored party of any given match is basically going to be decided by the survivor team making a 50/50 guess on whether a given hex build is countered by cleansing or completely ignoring the totems and its solely decided by how many of the killers hex perks are defense perks and how many are non defense perks something you often can't deduce until you're well enough into the match that it's already too late so survivors just have to guess

This problem is ultimately created by the fact that there is too massive a difference between defended and undefended hexes.

In order to fix this, hex perks should have longer default cleanse times (basically partially basekitting thrill of the hunt), but the progress should not reset right away when forced off the totem, instead regressing at a slow rate

Base cleanse speed for hex totems should change from 14 seconds, to 24 seconds,Regression rate could be .3c/s, which would take 80 seconds to regress from nearly complete.

Thill of the hunt should have its % changed from 12% per totem to 6% per totem. This would keep thrill of the hunt cleanse time the same as it is now.

Pentimento: Only needs 2 adjustments, the relit totems should not be affected by or contribute to thrill of the hunt. Additionally, pentimento totems would have a faster cleanse time, still taking only 14 seconds. Unlike regular hex totems these should still work the old way where they lose all their progress if you get off of them.

The speed penalty from using a boon on a hex totem would probably need to be reduced (not removed). Booning would continue to completely reset as it does now.

This would make hexes without defense perks more viable, giving additional slowdown value to the killer from their totems being cleansed and also ensure survivors have a way to counter excessive defense of totems that isn't just ignoring the totems and dealing with the hex perk.

Comments

  • Hexes are in right spot tbh, just some killers can defend them easily and some killers like Pig or Ghostface will most likely lose them when not actively defending.

  • i have to hard disagree as a hex perk only user.

    Hexes can be game winning and incredibly oppressive as they should be. they should be often more dangerous than standard perks that cant be disabled.

    but hexes can be disabled and often are very quicly at the start of the match and thrill is the only perk that can keep them up a bit (unless you forgo a perk for undying and then with thrill leaves you with 2 hexes and thus 2 perks.)

    even with thrill you can wipe out hexes quite fast and just because some killers can defend hexes easier than others doesnt mean all killers can do so and you making hexes objectively worse and harder to defend when hexes spawn next to survivor spawns and in the open and most killers cant patrol hexes and gens and chase at the same time you are just damaging a playstyle that there are perk builds that completely decimate hexes.

    I refuse to accept my playstyle being nerfed because you dont like how a specific killer is able to protect a completely removable and inconsistent value playstyle.

    and while i understand your compensating for the changes and i dont think they are all bad, i dont think the base cleaning of hexes should be increased, it should be hex focused. they can be oppressive without thrill and thrill makes it harder to clean at the expense of another perk which i think is good.