Just spawned really close to a hex totem

Watch ruin GIF by Shinymon (@shinymon) on Gfycat. Discover more related GIFs on Gfycat

So much for line of sight checks. That Spirit must have been pissed (It was Ruin.)

Comments

  • I feel like when totems are destroyed the effect should just keep being active but in a nerfed version of the perk itself so that the killer doesnt loose an entire perk slot...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405803#Comment_405803

    hex totems meant to be a risk/reward. if they're not hexes. they would be the most op perks in the game. forever ruin. forever blindness. forever exposed (noed or devour).

    they meant to be if the survivors didn't find them. you would benefit a lot from them.

    the most common example is

    buffs to hex perks can be accepted. but making them permanent can be way too overpowered. (even if it was a nerfed version)

    The problem comes with most of these perks having a bigger risk than the reward is worth. NOED is strong cause it has immediate pressure upon being activated and it only comes into play endgame. Ruin is strong out of sheer necessity. Every other one is mediocre to weak. And, in every case besides NOED, it's extremely common to see it get busted in the first minute of a trial. The devs can say they're improving totem spots all they want but if that's not reflecting in trials still then it means nothing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405803#Comment_405803

    hex totems meant to be a risk/reward. if they're not hexes. they would be the most op perks in the game. forever ruin. forever blindness. forever exposed (noed or devour).

    they meant to be if the survivors didn't find them. you would benefit a lot from them.

    the most common example is

    buffs to hex perks can be accepted. but making them permanent can be way too overpowered. (even if it was a nerfed version)

    For HEX: Ruin after being destroyed:

    When succesfully hooking a survivor a 5/10/15 seconds timer starts,when the timer is on, all skillchecks appearing on generators will be affected by ruin until the duration ends.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405803#Comment_405803

    hex totems meant to be a risk/reward. if they're not hexes. they would be the most op perks in the game. forever ruin. forever blindness. forever exposed (noed or devour).

    they meant to be if the survivors didn't find them. you would benefit a lot from them.

    the most common example is

    buffs to hex perks can be accepted. but making them permanent can be way too overpowered. (even if it was a nerfed version)

    @Heroiq

    So you are telling me you couldnt fight back against Ruin with a 3% regression if It was permament because you cant hit great skill checks? Or you couldnt fight back against a permanent DH that gives a 4%ms buff to the killer..? Even tho survivors are always talking about how they are so good that can run a killer for 5 gens...

    That's just you being bad at the game in the first scenario and hypocrisy in the second... Those would be the kind of nerfed and permanent versions of the perks btw...

    Also, risk/reward? More like 30 seconds reward and f*ck your perk...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405836#Comment_405836

    i'm talking about how the hex perks meant to be. try reading and understanding a bit. don't be a #########.

    and if you suck at defending your totems. don't blame the game. you have perks like Hex: thrill of the hunt. these perks exist only to protect the other hex perks.

    once again idiot. i'll write it with caps. hoping you'll understand.

    MEANT TO BE

    .

    https://forum.deadbydaylight.com/en/discussion/comment/405835#Comment_405835

    changing the hex perks would require a lot of work tho. i don't expect it to come to the live game. also perks like Hex: thrill of the hunt would be a bit of a problem to the devs. because it was meant to protect your hex totems.

    your opinion is cool. but it's a bit hard to go live. because it would require a change to ALL hex perks.

    Yeah, It would be too much for the devs.

    Big OOF.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405836#Comment_405836

    i'm talking about how the hex perks meant to be. try reading and understanding a bit. don't be a #########.

    and if you suck at defending your totems. don't blame the game. you have perks like Hex: thrill of the hunt. these perks exist only to protect the other hex perks.

    once again idiot. i'll write it with caps. hoping you'll understand.

    MEANT TO BE

    .

    https://forum.deadbydaylight.com/en/discussion/comment/405835#Comment_405835

    changing the hex perks would require a lot of work tho. i don't expect it to come to the live game. also perks like Hex: thrill of the hunt would be a bit of a problem to the devs. because it was meant to protect your hex totems.

    your opinion is cool. but it's a bit hard to go live. because it would require a change to ALL hex perks.

    @Heroiq

    I know what you meant when you said "meant to be", that doesnt mean it's how It should be now, it's been more than 2 years since the release of this game... Look at how DS was meant to be and how It got completely changed, look at how Tinkerer was meant to be and was completely changed, look at how Moris and NOED were meant to be and were also completely changed. Just because something is/was meant to be like that doesnt mean it's in a good spot as It is right now...

    Also I dont want to flag you and get you banned because you are new to the forums considering the amount of comments and post you have... You should remove what you said about me in your comment and I'll give It a pass...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405856#Comment_405856

    not everything requires a change. for example. it's been 2 years since borrowed time arrived. and it's still a good anti-tunnel perk. yes it got nerfed. but then it got buffed and balanced.

    noed? got nerfed and buffed. but it's still the same perk.

    " also "

    delete the part about " being bad at the game ". etc.

    if you didn't and said some ######### like " you're actually bad". go and flag me then.

    and comments / posts in the forums doesn't mean skills. a lot of people can be in the forums from way ago and still bad at the game.

    I think he means the part where you keep calling everyone idiot my dude

  • @tt_ivi_99 said:

    I feel like when totems are destroyed the effect should just keep being active but in a nerfed version of the perk itself so that the killer doesnt loose an entire perk slot...

    Yeah, for example the effect remains for the survivor who destroyed it for the rest of the match.

  • @Andreyu44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/405820#Comment_405820

    For HEX: Ruin after being destroyed:

    When succesfully hooking a survivor a 5/10/15 seconds timer starts,when the timer is on, all skillchecks appearing on generators will be affected by ruin until the duration ends.

    @DwightsLifeMatters said:

    https://forum.deadbydaylight.com/en/discussion/comment/405803#Comment_405803

    Yeah, for example the effect remains for the survivor who destroyed it for the rest of the match.

    @DwightsLifeMatters

    @Andreyu44

    Yh, something like what you both said. It's not too powerful but It doesnt leave the killer without a perk slot either.

    Maybe someone should make a thread about It... ๐Ÿ™„

    I'll leave that to you guys ๐Ÿ˜Š

  • @DwightsLifeMatters said:

    https://forum.deadbydaylight.com/en/discussion/comment/405803#Comment_405803

    Yeah, for example the effect remains for the survivor who destroyed it for the rest of the match.

    I'm into that actually. Make survivors not immediately want to cleanse a totem. (Something haunted grounds failed to do)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/405887#Comment_405887

    ain't that chief. it would be an overpowered buff. imagine cleansing a devour hope. then skip after 3 unhooks. you're exposed for the rest of the match. skip after 2 unhooks. you're mori-able and exposed for the rest of the match.

    and i think it would break some of the perks like hex:haunted grounds.

    Maybe have the post-cleanse effect be on a by-perk basis. HG wouldn't have anything, Devour Soap could have a timer of a minute or two, or stop after you're downed or hooked once.