Hex Perks igniting and their timing

Hello Devs,

I write to you fine folks today in regards to hexes that I feel need tweaking in order to have a chance to be effective.

The ones in particular being those that need tokens to even start doing their effects such as Lullaby, Devour Hope, Undying and lastly Third Seal. All of these perks are effectively dull totems yet get ignited right at the start of a trial for survivors to find and destroy.

I think that needs to change until you get a token or a condition is met that ignites it. You have made this a thing going forward on more recent hexes such as face the darkness, nothing but misery, two can play and so on where a condition is met and then the hex affects survivors.

I do not see a reason for these perks to be lit while they do nothing and yet can be found and destroyed, sometimes right in the early minutes of a trial. It is not enjoyable for the killer to bring these to a match just for them to be blown up right away.

You could argue due to their effects they should be that way, yet some require build up such as lullaby and having it that easily accessible just for it to be gone before it even gets started is an outdated design decision that needs to be changed.

Having Undying save itself is a parody on totems which is what happens sometimes if its the only hex you have equipped until another hex activates.

Devour hope shouldn't be an option to cleanse until you get the first unhook and then it lights up. Same goes for Third Seal, make it become lit after you hook someone or hit someone so it has a chance to impact the game instead of being a simple task for some BP for the survivor.

Make hexes have a chance to do some hurt before letting them go boom. Good day.

Comments

  • I can agree with Lullaby and Third Seal, as not only are both token based (or at least have a mechanic similar to it) but they also are the weakest and most unpopular, but the rest just don't make sense. Both Undying and Devour are already very powerful. If you were to change Undying to only activate and protect a totem when it's cleansed, it effectively buffs it because before you had one more totem you could find before any were cleansed, and Undying is already plenty powerful. Devour's whole mechanic is that the survivor's need to cleanse it before it gets too powerful and snowballs the entire game. If it doesn't get lit until the killer get's their first stack, that means that there was a whole period of time where a survivor got chased, hooked, and unhooked where the survivors could not find the crucial totem even if they wanted to.

    While using certain activating effects makes sense and works for some totems, it should not be a blanket change.

  • This would have the potential to make Devour Hope a little too powerful, so I wouldn't do it for that one.

    But for most other hexes I agree. It doesn't replace improving totem spawns/moving totems away from plain view of generators as they often are, but it does make it less likely you just spawn on a hex totem and get rid of it before it ever has a chance of doing literally anything at all.

    I think Crowd Control's design where it only ignites a totem the first time a window is blocked is what would be realistic for most other hexes, so for example Blood Favor ignites the first time a pallet is blocked, Third Seal ignites the first time you hit a survivor, etc. It's important that the activation conditions don't take too long either because otherwise you get the Nothing but Misery problem where by the time the perk activates, the game is often over already.

  • Third Seal is already a horrible Hex that destroys solo queue, so if anything it should be nerfed.

  • Hexes need overhaul to be ruin/devour hope level so they actually worth the risk or work like two can play where you can activate them multiple times.

  • did everybody forget that undying has another effect that is always active?