Hex perk rework/removal

So hex perks are strong and yet usually countered in thr first minute of the game. Which pretty much makes them unfair for the killer. Some are really strong but again, never really last. So o vote to replace the hex part with token perk.

Obviously they would need changing as some of them would be stupid if they couldnt be countered. So lets begin:

Hex- Ruin: The most used hex perk. The one most conplained about. This gets based off of completed generators

0- Nothing

1- Skill checks increased to 1 every 10 seconds

2- Skill check success zones decreased by 15%

3-4 The ruin we all know and love

Room for number changes but still at least it will last the whole match


Hex- Devour Hope: Gain a token any time a survivor is hooked.

1-2 - Haste bonus when you hook someone.

3-5 - Haste bonus for 20 seconds When soneone is unhooked

6-7 - Survivors are exposed

8 - mori time

Having tokens on hook would counter people letting themselves or others die on hook to prevent the token somewhat. At 8 tokens almost everyone would have to have been hooked twice. Times 8 tokens would come into play are few and far between.

Hex - Haunted Grounds: Areas around dull totems act like Freddy's snares, causing a hindered effect while in the area. 8 meters? Chance based and effective for when totems spawn next to generators or in a chase and a survivor happens to run by one.

Hex- The 3rd seal: When a survivor is hooked they are inflicted with the blindness status effect. It goes away when they are healed fully.

Hex- NOED: When the last generator is powered, any survivor who has already been hooked suffer the exposed status effect. Effect goes away if hooked while active.

Hex- Thrill of the Hunt: Totem cleansing speed is reduced by 5%. The killer receives a notification when someone starts cleansing a totem.

So why would someone cleanse totems? A survivor gains 2000 bonus bloodpoints after the match for every totem broken. The killer gains 500 for every unbroken totem after the match. Increase number of dull totems to 10 per map.

Comments

  • Right now totems are 2nd objective in the game - it slows it down, and reduces slightly the gen rushes as some players are busy with cleansing dulls / looking for hex totem.

  • Thats why i added the extra bloodpoint objective. I've never noticed hex perks to slow the game down except for ruin and 90% of the time it's dead in first minute.

    I think game needs slowed down a bit but hex's don't do that. I think gen speeds need to slow down based on number left. Like 5 gens takes a full 2 minutes then 4 would be 110 seconds 3 100 seconds 2 90 and 1 left regular 80.

  • I'd be very hesitant with removing the totem aspect. The totem part is what balances hex perks. You get a powerful effect, but you run the risk of having it destroyed (in theory, some could use some love to be more worthwhile).

    In the case of Devour Hope, for example, I regularly get 6 hooks in a game. For the remainder of the match, everyone would be exposed. That is massive and the survivors have no way to prevent it. (Not to mention the moris. I'll just assume you hooked everyone twice, but you could in theory get a mori on someone that hasn't even been hooked before.)

    The way you get tokens with ruin is also counter intuitive to what the perk is used for; slowing down the start of the match. You definitely don't need a perk that slows down generators when there's only one or two generators left. If you play your cards right, you can defend generators very easily without a perk. Having it activate in full force in a 3 gen scenario would be terrible to play against.

  • Im not going to say my numbers were on point lol. For ruin you could make it the opposite. Have the power slowly taper off as the game goes.

    I just think as a killer having your totem destroyed before you get even a small benefit from it is so frustrating really to the point where id rather nerf all of them then run around with a perk missing the whole game.

    The way devour hope is now, you can definitely mori soneone who hadnt been hooked yet. Unless you make it where you have to hook everybody for the mori to activate then they are both the same. It just takes longer to get to in my version.