valycarrolito
valycarrolito
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@AntiJelly said:
Hex Perks.
A, shall we say, unique game mechanic.
I'm going to try my best to avoid personal bias here, but for perspective, I do not like Hex Perks. In my personal opinion, they do not require skill and are very luck based. I am also speaking from a rank 1 Killer and Survivor standpoint.
Anyways.
Hex Perks grant you very powerful abilities but their totems can be easily destroyed very quickly.
Let's break it down even more. Each Hex Perk is slightly different, but can be categorized. There are three types of Hex Perk: Immediate Benefit, Activatable, and Tracking.
- Immediate Benefit - Ruin, Haunted Grounds
- Activatable - Third Seal, Devour Hope, Huntress Lullaby, No One Escapes Death
- Tracking - Thrill of the Hunt
So, given these perks and how they work, which ones are in the meta, or seen in many games?
Ruin, Haunted Grounds, and NOED.
The other 4 are seen mostly in very rare builds. But why are these 3 the only ones seeing the most use?
Pressure. These 3 perks give the Killer a LOT of pressure. Ruin will slow generator progress until destroyed, Haunted Grounds and NOED allow for snowballing downs, which creates pressure because survivors are either hiding or slugged.
The other four either take time to have the effect (And in the time being taken to build up the effect, the totem is destroyed), or is THoT and only serves a purpose if you're going to be puppy guarding your totems, in which case is nearly impossible to protect all game and simultaneously build up your activatable hexes. Which makes is nearly useless. Nearly.
This begs the question though, what makes a perk deserving of being a hex?
This is very much up to personal opinion, but I think that a perk shouldn't be a Hex unless it REALLY slows down the game, like Haunted Grounds, Hex Ruin, or NOED. I think I better way to describe it is; you know the feeling you get when Haunted Grounds pops and you don't know where the Killer is? If a perk gives you that feeling, it should be Hex.
Given this, I don't think Third Seal or Thrill of the Hunt should be hexes. Their effects remain the same, just not Hexes.
However, I do think Huntress' Lullaby and Devour Hope should stay hexes. Why? They still give you that "feeling", at least when they have 3-5 stacks. It's just that it takes a lot of time for the perks to start doing that.
So, they should be buffed. I think that, first of all, they should both only require 4 stacks to reach max i.e. 4 unhooks for Devour and 4 hooks for Lullaby. Second, they should not appear as a hex until the perk has 1 stack.
Survivors should not be notified of the perks, and once the perks reach 2 stacks; they will appear on any random totem still on the map like NOED.
Given the stacks change, certain parts of the perks will have to be changed though. Minimally. Devour would remain the same, except you can Mori people at 4 stacks. Lullaby wouldn't change that much, other than each stack represent 25% less warning time for a skillcheck, up to 100% at 4 stacks; as opposed to 20% per stack.
Some hexes aren't good enough to be hexes, lullaby and devour should require 1 less hook and they should take the position of an avaiable dull totem when they actually activate( like noed)
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@Carlosylu said:
I adore her, Red ranks in surv and killer sides bwt.
As killer: The mind games are fun AH to play!
As survivor: ONLY if the killer mains her or dominates her it's one of the hardest games ever. No tunneling nor camping has to be involved for me to categorize this killer as fun to play against.
You can win against her without perks. Remember shes tier 1 because of her mind games and chase potential.