Hex Totems Rework

I developed a system in which Totems could function properly and become much more viable.

Once activated, Totems would initially have a weak effect on survivors. However, as time passes, the totems would become stronger.

There would be a total of three levels, or tiers: Tier 1, Tier 2, and Tier 3. Totems would level up over a certain period depending on their current tier.

  • From Tier 1 to tier 2: 1:30 minutes, or by hooking a Survivor.
  • From Tier 2 to tier 3: 2:50 minutes. If a Survivor is hooked, 1 minute will be deducted from the required time.

Totems can be activated again after being destroyed, starting from Tier 1, provided that the perk's activation requirements are met.

Totem progress is not lost if its effect is interrupted. Instead, progress begins to decay at a rate of 0.6 c/s.

When destroying a totem, the time required to destroy it will depend on its current tier:

  • Tier 1: 14 seconds to destroy.
  • Tier 2: 18 seconds to destroy.
  • Tier 3: 22 seconds to destroy.

Examples

Hex: Fortune's Fool

Whenever you hook a Survivor, regardless of their hook stage, a totem lights up and causes the following effects:

  • Tier 1: When you hook a survivor, all other survivors suffer from the oblivious status effect for 30 seconds.
  • Tier 2: All survivors suffer from the oblivious status effect indefinitely.
  • Tier 3: Survivors also suffer from the blindness status effect indefinitely.

Hex: NOED

Once exit gates are powered, you gain the following effects:

  • Tier 1: You gain an additional 10% movement speed.
  • Tier 2: Your successful basic attacks and special attacks no longer trigger the survivor's speed boost.
  • Tier 3: The cooldown of successful basic and special attacks is 35% faster.

Hex: Blood Favor

Blood favor lights up a totem at the beginning of the match. Whenever a survivor is injured by any means, the totem activates its effect for 15 seconds:

  • Tier 1: Within a radius of 24 meters, upright pallets temporarily become fragile.
  • Tier 2: The Survivor who was injured and triggered the Totem's effects suffers from blindness and oblivious status effects.
  • Tier 3: Within a radius of 34 meters, windows are also cursed, and survivors cannot perform fast vaults.

Hex: Ruin

Ruin lights up a Totem at the beginning of the match and applies the following effects to generators:

  • Tier 1: Any Generator with progress that is not currently being repaired will automatically begin regressing 100% faster (0.5 c/s).
  • Tier 2: The Killer can kick a regressing Generator to empower Ruin and cause it to regress 200% faster (0.75 c/s).
  • Tier 3: Kicking a regressing Generator will cause the generator with the most progress to suffer the effects of tier 2. If a Survivor is repairing that generator, they will receive a skill check similar to overcharge. If they fail, the generator explodes and loses an additional 5% progress.

However, if the survivor succeeds, they can stop a generator from regressing for 15 seconds after they stop repairing it.

All the Totem perks I have mentioned can be rekindled if two different survivors are hooked during the match.

All of the totem perks I have mentioned will have a 14 meter detection radius once they reach tier 2.

It took me a week and a half to come up with this because I find it difficult to work on things once I get home after work. So, I decided to develop the idea during my breaks at work.

If you do not agree with the effects of the Totems at each tier, feel free to leave your opinion on how the new Hex perks in Dead by Daylight could work.

Comments

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  • @lovlor said:

    hex builds are supposed to be strong in early game. Killers who need/want early game pressure are more likely to bring hex. Jason bring the 4 hex for easy downs normally when survivors cleansed both ruin and blood favour someone is already second stage or worse. Killers like henry force you to cleanse early game so they can get more stacks on survivors when gen progress is lower. So I don't think they will change anything

    what happens to the other 90% of killers that dont have the mobility to interrupt the hex's cleansing? those killers you mention they can fit to protect the totem.
    I just want the devs play their game and make ideas to make dbd more fun.

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  • I love the idea; but sadly, certain killers with specific, niche, builds would turn this hex rework into a new meta that everyone would complain about. This rework seems more geared towards M1 killers, which I love playing btw. However, Special attack killers would 100% bully and dominate survivors, making the game more unbalanced than it already is.

    Consider updating your idea with special attack killers in mind; and remember, there are a lot of them.

  • Generally speaking the idea's good on paper. Implemented correctly I could see it working in that kind of matter but seems a bit complex. I like your thought process though.