Fyrex
Fyrex
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- Fyrex
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I wanted to expand on this idea little bit by having a "hex rework" idea
An additional idea was also added in the post that suggested that the hex should be it's own slot, which is a smart idea, let me expand upon it.
Basically a killer would have it's own, "hex only slot", in which you can only take a hex inside of it, the rest of the perk slots can take hexes, but allow for more open perk slots for additional help.
(Basically 5 perks in total, but 1 is specific for hexes)
In a way to stop some devious op of what this could be, a killer should only be able to take 2 hexes max (just a placeholder, the number can obviously be changed depending on how strong this could be)
Honestly, I think this could be too op, as survivors aren't getting any kind of bonus out of this (and I honestly don't know what they get in exchange) ... butttttt this will give fantastic variations of gameplay as all killers will now bring in a "small game changer"
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@premiumRICE said:
I don’t understand. What does it mean that the clow is concealed. It has less fire effects? Wouldn’t be the same? I mean, survs would just need to get 1 step closer to the totem. Whats the point? Just implement a BP boost if totem is cleansed.
it would basically look like a dull totem at tier 3
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@Exerlin said:
There is no reason for the injured/downed/hooked requirement or the 10% speed boost to cleansing. The perk will be useless if someone has to be injured.
Since I can't entirely test it, I can't say 100% if it's needed but, I believe it's needed for counterplay. If the survivors are dealing with hex ruin or devour hope, they are boned usually intil they find the totems.