The 3.6.0 PTB is now live on Steam! For full details, click here: https://forum.deadbydaylight.com/en/discussion/130916/
We are aware and looking into the issue which caused players to have their rank reset further than intended. If your rank was not reset at all this month, this is a visual bug and closing and re-opening the game should fix it.
We have updated our Forum Rules. Please take a moment to read through them: https://forum.deadbydaylight.com/en/discussion/87004/

Killer Perk - Hex: Exsanguination

KaraageKaraage Member Posts: 158
edited February 12 in Creations

Hex: Exsanguination

A Hex rooting its power in despair. Your prey can do naught but wait for its inevitable demise.

After a Survivor has spent a total of 210/180/150 seconds in Injured State, You can kill them by Your own hand.

When there's only 30 seconds remaining, Survivor is afflicted with Broken Status Effect till perk activates.

Perk timer is paused when Survivor is in a Chase, in a Dying State or on the Hook.

Survivors are not notified of Hex before they're afflicted with Broken Status Effect.

The Hex effects persist as long as the related Hex Totem is standing.

Post edited by Karaage on

Comments

  • Nos37Nos37 Member Posts: 709

    The Survivor(s) with No Mither would be alerted to the Hex right away and have no choice but to take it out, as they are the most vulnerable to it.

  • TheRockstarKnightTheRockstarKnight Member Posts: 708

    Hex: Devour Hope but it's a passive perk?

    I'd prefer more passive Hexes like Haunted Grounds that only activate after being cleansed.

    This is basically just a slightly too strong and very slugging oriented Devour Hope.

    It's a decent idea but it'd be a bit too nasty IMO.

  • KaraageKaraage Member Posts: 158

    @Nos37

    Survivors are only alerted when afflicted with Broken by this perk. Survivors with No Mither would not be alerted from the start, but only when they have 30 seconds on timer remaining.

    @TheRockstarKnight

    It's as passive as Thanaphobia or Sloppy Butcher, still requires You to injure survivors and is countered by Survivors healing. And to prevent slugging, timer is paused while You're down, so if You slug using this perk, You're just wasting it.

  • Nos37Nos37 Member Posts: 709

    I see the Plague making good use of this perk. Would also give Survivors facing the Legion a reason to heal.

  • KaraageKaraage Member Posts: 158

    @Nos37

    ye, Plague was one of my worries for this perk. Initially, I planned to pause timer when You're Broken as well, but then again Plague could use a little buff. Not to mention, You can cleanse Yourself from Plague's Broken, which is even faster than regular healing. And experienced Survivors should always be on lookout for this Hex when facing Plague (like I see streamers playing against Wraith and saying Wraith=NOED, better cleanse totems).

    And yes, this perk counters the mentality of running injured for the whole match and rushing gens.

  • TheRockstarKnightTheRockstarKnight Member Posts: 708

    If you slug with this perk Survivors can either leave their teammates on the floor to bleed and let the team be a person short, pick them and progress them towards being Mori'able, or waste time fully healing them instead of doing gens.

    If you're playing a Killer that can quickly down Survivors like Huntress, Nurse, Hillbilly, Michael, or Ghostface or a Killer that keeps Survivors Injured like Legion or Plague you'd be wasting your time by hooking since you can pressure the Survivors by slugging and gain progress towards killing them instantly without worry of a DS-Locker combo.

    As long as the hex is up it's stronger than a Mori and would promote an unfun playstyle.

    I think if you want to end the "no heal just rush gens" playstyle you should focus on giving them a reason to want to heal or do something besides gens, not a reason to avoid being Injured. And furthermore make this part of the base game rather than a perk.

    As proven by the effectiveness of any attempts at punishing camping and tunnelling, negative reinforcement via perks usually just ends up making the people on the other side frustrated.

  • Brucecastro81Brucecastro81 Member Posts: 1,361

    No need to be an hex perk

  • Furry_FuccboiFurry_Fuccboi Member Posts: 30

    It absolutely needs to be a hex perk lmao. Any perk that allows you to mori the whole lobby needs to be a hex, especially with killers like Plague that force the survivors to be injured.


    But I like this concept, albeit with a little tweaking. I don't like the idea that the only way to know that the perk that lets the killer kill you if you don't heal is in the game, is to suddenly be prevented from healing, thereby dooming yourself. I think Hemmorhaging/Mangled would be better, as it forces survivors off gens by making their repair speed slower, and them easier to track.


    Also, I think it needs to reset on healing, and can't tick down in chase. Or else a killer could basically just injure and bloodlust every survivor, then mori them before hooking them. I know it's a hex totem so there's the opportunity for it to be cleansed, but the potential is there.

  • KaraageKaraage Member Posts: 158

    @Furry_Fuccboi

    Hey there,

    my idea was for both Survivors and Killer to be notified of the impending doom 30 seconds before it happens, that's why You get Broken in last 30 secs. Reason why it's Broken Status, is because it's the only Status that shows on UI, like on the survivors icons in bottom-left. Any other statutes would alert only survivors and would make it extremely hard for killer to track unless he downs someone and checks for mori. The 30 seconds can be tweaked, of course, but it should be enough to hide/find the totem?

    Think of above like when Devour 3 Token suddenly pops up, it's meant to be similar kind of warning.

    It already doesn't tick down in chase, dying state or hooked. And since it's based on a long timer (150 seconds), resetting it would means it would never activate. You can't take away Tokens from Devour or Lullaby either.

  • FlatskullFlatskull Member Posts: 87


    I really like the idea of a hex perk that slowly affects injured survivors over time but I think that a mori would be too strong.


    Maybe something more like the longer a survivor is in an injured state your hunger for their blood over grows stronger. Slowly increasing your speed until a survivor is downed. You know, like blood lust...except not useless.


    It would still be powerful because survivors who don't heal allow you to become faster/gen pressure/you can use the fact it resets on down to zoom speed a healthy survivor somewhere else. Applying more injured pressure and another person that needs to heal.

  • Nos37Nos37 Member Posts: 709

    What if this hex perk does nothing until cleansed. Once cleansed, any injured Survivors who are not Broken become Broken and can be mori'd.

    It doesn't punish No Mither and it will give a reason for all Survivors to heal up before attempting to cleanse hex totems, as they won't know which hex it is.

  • KaraageKaraage Member Posts: 158

    @Flatskull @Nos37

    The concept of this perk, as I see it, is that Survivors bleed to death. Death, aka Mori, is essential to realize this idea then.

    I designed the perk so that taking precautions against bleeding to death is Survivor's individual responsibility. it is not meant to empower Killer and used against other survivors similar to Devour Hope or Thanaphobia, it could be an idea for a different perk. As of now, I can only think of few mechanics that make killer directly benefit from injured Survivor: Bloodhound perk, Stridor perk and Oni's Power. You may think of Thanaphobia as well, but rather than benefitting Killer, it hinders Survivors.

    About perk activating after cleansing, it could be an idea for a different perk, similar to Haunted Ground. And I see nothing wrong against punishing No Mither, these guys love being punished methinks ;)

    P.S. I know the perk's called Thanatophobia

Sign In or Register to comment.