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New Idea for Hex Totems

What if when a Hex Totem is destroyed, something happens. Each Hex could potentially be reworked to have it's own special ability once the totem is destroyed. Examples, once the Hex totem is destroyed Ruin could make skill checks have a 5% chance of being a Ruin Skill Check. Thrill of the Hunt could cause all survivors to be exhausted for 60 seconds when the totem is destroyed. Noed could injure the survivor that destroys the totem. One could respawn another hex totem once it's destroyed. I believe there's a lot of fun and mind games to this idea. It makes the survivors have to actually think and it makes them have to sacrifice something in order stop an entire killer perk. What do you guys think? I feel that this idea has a lot of potential. Thanks for reading!

Comments

  • MesmeMesme Member Posts: 177

    I had an idea for Hex's but I don't know if it's a good idea so please tell me what you think. Now what if the Hex's jumped from totem to totem from once being destroyed? Like survivor finds it right when the match starts it breaks and instead of the Hex going away and it being deleted it jumps to another totem.

  • blue4zionblue4zion Member Posts: 2,423

    Yoooooooooooooooooooooooooooooo these are hella good ideas!

  • Hail_to_the_KingHail_to_the_King Member Posts: 180
    Mesme said:

    I had an idea for Hex's but I don't know if it's a good idea so please tell me what you think. Now what if the Hex's jumped from totem to totem from once being destroyed? Like survivor finds it right when the match starts it breaks and instead of the Hex going away and it being deleted it jumps to another totem.

    Hmmm. Not bad. The Hex could respawn in a random location like 3 minutes after being destroyed or something like that. Once it's destroyed, survivors should definitely have some time without it active though.
  • Hail_to_the_KingHail_to_the_King Member Posts: 180
    blue4zion said:

    Yoooooooooooooooooooooooooooooo these are hella good ideas!

    Thanks!
  • MiloMilo Member Posts: 7,015

    How about we make hexes stronger when they are alive? And change everyones spawning so it's balanced?

  • M2FreamM2Fream Member Posts: 288
    Mesme said:

    I had an idea for Hex's but I ïdon't know if it's a good idea so please tell me what you think. Now what if the Hex's jumped from totem to totem from once being destroyed? Like survivor finds it right when the match starts it breaks and instead of the Hex going away and it being deleted it jumps to another totem.

    If this were in the game I would want 7 totems by default instead of 5 and a perk
    Hex: Hexed Mantra: Spawn 2/3/3 extra hex totems. Each hex totem will now contain difficult skillcheck. Failing a hex skillcheck will cause the totem to flicker out and move to a new totem.



  • NMCKENMCKE Member Posts: 8,050
    Vortexas said:

    Ruin: Survivor that Destroys Ruin is affected by it for the rest of the game.

    NOED: Survivor that Destroys it suffers from the exposed effect until downed.

    ToTH: Survivors Aura is revealed for 10 Seconds afterwards.

    The Third Seal: Survivor suffers from the blind effect until hooked.

    Devour Hope: Survivor can be Mori'd.

    Huntress's Lullaby: Survivor gets no notifications for the rest of the match when doing skill checks.

    These would be nice effects for the survivor destroying the totem.

    Ooo, that sounds very interesting! I would definitely love to take all of the Hex effects!
  • JoannaVOJoannaVO Member Posts: 747

    I don't think anything is wrong with the current effects of hex totems, I think the problem is that the totems are currently on spots where they become way too visible to survivors. Rather see harder totem spots like corners where you'd never come, but have to look to possibly find the totem than effects that still last on a hex totem that is already broken

  • White_OwlWhite_Owl Member Posts: 3,673

    The idea is around since a lot of time, but I really hope they take it into consideration because it could make Hexes more than just a nuisance for experienced survivors.

  • Dr_doom_j2Dr_doom_j2 Member Posts: 869
    I like your ideas a lot. They aren't ridiculously OP, especially together, in fact I think the 5% on hex ruin could bump up closer to 50% if not higher, but they are great and creative ideas.
  • Dr_doom_j2Dr_doom_j2 Member Posts: 869
    JoannaVO said:

    I don't think anything is wrong with the current effects of hex totems, I think the problem is that the totems are currently on spots where they become way too visible to survivors. Rather see harder totem spots like corners where you'd never come, but have to look to possibly find the totem than effects that still last on a hex totem that is already broken


    There are two problems with that.

    A. If you put them in really good spots, some totems could just be ridiculous. The point of totems is that they are so strong survivors should want to take time from gen rushing to take them down. Half are, but at the very least you can say all totems have a useful effect. But survivors might just take too long finding them before they become super powerful, imagine the Devour hope nerf threads... but the other thing to consider about just changing spots for totems is

    B. Eventually, it won't matter. Once survivors start figuring out the spawn places for new totems, they'll justnmemorize them like the old ones. All itbwpuld take is someone going around, using the perk to find totems and eventually that info will be out there, boom totem buff pointless.
  • iceman2kxiceman2kx Member Posts: 462

    The places totem spawns need to be fixed. Why would my most powerful ability spawn right in the middle of a field survivors are constantly crawling around?

  • xmenfanaticxmenfanatic Member Posts: 815

    @Vortexas said:
    Ruin: Survivor that Destroys Ruin is affected by it for the rest of the game.

    NOED: Survivor that Destroys it suffers from the exposed effect until downed.

    ToTH: Survivors Aura is revealed for 10 Seconds afterwards.

    The Third Seal: Survivor suffers from the blind effect until hooked.

    Devour Hope: Survivor can be Mori'd.

    Huntress's Lullaby: Survivor gets no notifications for the rest of the match when doing skill checks.

    These would be nice effects for the survivor destroying the totem.

    I think that’s a neat idea, and alternatively I like the idea of the hex jumping to the next free hex totem available. If there isn’t one then the hex dies.

    I don’t think a bunch more hex totems should be added, because when balancing a game you shouldn’t boost like 3 things about a currently unbalanced item or you might just tip it over to the other side and keep it as a faulty mechanic that is just effecting a different player.

    I could see it jumping from 5 to 8 so if you go in with 4 Hex’s, each hex has at least one chance to be saved after being dismantled. I’d say if this and the hex permanent effect come into play, it should only be the actual survivor who removes it from game gets it, not the survivor who dismantled it initially and made it jump.

    Unless it transfers. So the survivor who dismantles the totem first gets the curse when they transfer the hex to another totem. Then the next survivor to dismantle that next totem with the curse gets it next, etc.

    That way as well you can have a surivor with all four of your hexes if they choose to dismantle them for the team. That way you don’t lose the perks you equipped on your killer.

    Oh I don’t know, haha.

  • JoannaVOJoannaVO Member Posts: 747

    @Dr_doom_j2 said:
    JoannaVO said:

    I don't think anything is wrong with the current effects of hex totems, I think the problem is that the totems are currently on spots where they become way too visible to survivors. Rather see harder totem spots like corners where you'd never come, but have to look to possibly find the totem than effects that still last on a hex totem that is already broken

    There are two problems with that.

    A. If you put them in really good spots, some totems could just be ridiculous. The point of totems is that they are so strong survivors should want to take time from gen rushing to take them down. Half are, but at the very least you can say all totems have a useful effect. But survivors might just take too long finding them before they become super powerful, imagine the Devour hope nerf threads... but the other thing to consider about just changing spots for totems is

    B. Eventually, it won't matter. Once survivors start figuring out the spawn places for new totems, they'll justnmemorize them like the old ones. All itbwpuld take is someone going around, using the perk to find totems and eventually that info will be out there, boom totem buff pointless.

    But, if developers really want to ensure fun and fair gameplay there are definetly solutions for this. Developers can make it so that totem placements become different frequently, like monthly or every patch but it will make learning all the spots pretty useless. Considering a big percentage of the survivors will not go and hunt for the totem every match but instead works on a generator.
    I'm sure that survivors will make topics in which they declare how overpowered totem perks are, but then, their moaning will eventually stop and they will get used to the change. Just like how it happened with the exhaustion nerf.

  • Dr_doom_j2Dr_doom_j2 Member Posts: 869
    JoannaVO said:

    @Dr_doom_j2 said:
    JoannaVO said:

    I don't think anything is wrong with the current effects of hex totems, I think the problem is that the totems are currently on spots where they become way too visible to survivors. Rather see harder totem spots like corners where you'd never come, but have to look to possibly find the totem than effects that still last on a hex totem that is already broken

    There are two problems with that.

    A. If you put them in really good spots, some totems could just be ridiculous. The point of totems is that they are so strong survivors should want to take time from gen rushing to take them down. Half are, but at the very least you can say all totems have a useful effect. But survivors might just take too long finding them before they become super powerful, imagine the Devour hope nerf threads... but the other thing to consider about just changing spots for totems is

    B. Eventually, it won't matter. Once survivors start figuring out the spawn places for new totems, they'll justnmemorize them like the old ones. All itbwpuld take is someone going around, using the perk to find totems and eventually that info will be out there, boom totem buff pointless.

    But, if developers really want to ensure fun and fair gameplay there are definetly solutions for this. Developers can make it so that totem placements become different frequently, like monthly or every patch but it will make learning all the spots pretty useless. Considering a big percentage of the survivors will not go and hunt for the totem every match but instead works on a generator.
    I'm sure that survivors will make topics in which they declare how overpowered totem perks are, but then, their moaning will eventually stop and they will get used to the change. Just like how it happened with the exhaustion nerf.

    Yea, I don't think developers will waste resources on repeatedly changing totem spots each month, and even if they did, there's only so many places that are suitable for totem spawns. So that either means map rework each month or this isn't going to work. Not to mention good survivors will learn totem spots if they fear devour hope, noiseless skillchecks, and blindness.
  • Dr_doom_j2Dr_doom_j2 Member Posts: 869
    JoannaVO said:

    @Dr_doom_j2 said:
    JoannaVO said:

    I don't think anything is wrong with the current effects of hex totems, I think the problem is that the totems are currently on spots where they become way too visible to survivors. Rather see harder totem spots like corners where you'd never come, but have to look to possibly find the totem than effects that still last on a hex totem that is already broken

    There are two problems with that.

    A. If you put them in really good spots, some totems could just be ridiculous. The point of totems is that they are so strong survivors should want to take time from gen rushing to take them down. Half are, but at the very least you can say all totems have a useful effect. But survivors might just take too long finding them before they become super powerful, imagine the Devour hope nerf threads... but the other thing to consider about just changing spots for totems is

    B. Eventually, it won't matter. Once survivors start figuring out the spawn places for new totems, they'll justnmemorize them like the old ones. All itbwpuld take is someone going around, using the perk to find totems and eventually that info will be out there, boom totem buff pointless.

    But, if developers really want to ensure fun and fair gameplay there are definetly solutions for this. Developers can make it so that totem placements become different frequently, like monthly or every patch but it will make learning all the spots pretty useless. Considering a big percentage of the survivors will not go and hunt for the totem every match but instead works on a generator.
    I'm sure that survivors will make topics in which they declare how overpowered totem perks are, but then, their moaning will eventually stop and they will get used to the change. Just like how it happened with the exhaustion nerf.

    Yea, I don't think developers will waste resources on repeatedly changing totem spots each month, and even if they did, there's only so many places that are suitable for totem spawns. So that either means map rework each month or this isn't going to work. Not to mention good survivors will learn totem spots if they fear devour hope, noiseless skillchecks, and blindness.
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