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Corrupt intervention but totem version idea

Hex: intervention
the thought of your hex totems being destroyed sparks anger and arouses the entity.
Hex: intervention will block all hex totems at the beginning of the trial for 120 / 220 / 320 seconds
the effect persists as long as the associated hex totem is still standing.
maybe this will make hex perks actually good, and I could start using ruin again without it getting cleansed in the first minute of the trial. Let me know your thoughts
2
Comments
First off, Hex perks aren't supposed to be "good". They're supposed to be a "gamble".
You will probably also make gens fly even faster if Survivors can't break Hex Ruin. Might as well just commit to generators at that point so ruin doesn't take effect.
Edit:
Pretty much this too lol
the effect persists as long as the associated hex totem is still standing.
If it's a hex then it would block itself as well.
Yeah, the whole point of the perk
So Hex intervention is a hex that itself cannot be broken but has an effective timer before it becomes useless. Why is that a hex?
New ruin isn’t meant to slow the game down, rather it amplifies any pressure you put on survivors as gens go back. It’s not a slow down perk because it doesn’t affect the actual gen speed itself
Then that condition it's redundant. It can't be cleansed while the timer is on and when it runs out it doesn't matter if it's cleansed.
You aren't understanding my point. Chase one person all you want, people will still be on generators. Now that Hex Ruin can't even get BROKEN at all for that allotted time, people can literally ONLY focus on generators instead of finding Ruin, making gens just get done faster. That won't really make ruin any stronger.
Might make it weaker honestly unless you plan on just walking from generator to generator not committing to a chase for 5 minutes and at that point why are you doing that lmao
That's incredibly OP. Firstly, blocking totems for over 5 minutes? I'm a Killer main and even I think thats unbelievably unfair. Imagine using Devour Hope or Huntress Lullaby with this. Secondly, if you think it should block itself for the duration thats even worse. Hex Perks are all about gambles, and giving the Killer a ton of power at the risk of permanent removal from the Trial. If it uses its power with no way for the survivors to break it theres no way it'll be balanced.
I would remove the timed portion and the ability to block itself, maybe with some increased drawback like (Hex: Intervention can be broken twice as fast as a regular totem, or all Survivors can see the aura of Hex: Intervention), that way they have a chance of playing around it while the totem does its job.
Why wont you use hex build to make them stay longer?
Why wont you safe your main hex with bringing in haunted grounds?
Dont bother to answer i already know why its the same as when you see gens gets finished even though you wining the game:
You simply want a win with no downsides towards your side. Its called one sided logic.
I like the idea, but 320 seconds is too much.
I see 2 possibilitys: Make the timer shorter or let it last for 5 minutes, but after the 5 minutes, all hex totems become dull totems.
Just make Corrupt Intervention block the 3 farthest totems as well as the 3 farthest gens.