Hex Perk Adjustment
Over the past several months, Hex perks have been nerfed repeatedly, either directly, like Ruin, or indirectly, like with the Detective's Hunch buff and the introduction of Soul Guard. There is also the issue that BHVR promised to improve totem spawn locations, and have only changed a small portion of them, while some of the most ridiculous spots remain unchanged. Hex perks are largely no longer worth using.
To compensate for these repeated nerfs, we could ask for buffs for specific Hex totems, but that process is messy, so I suggest a simpler approach. When a Survivor cleanses a Hex totem, they are cursed with that Hex totem's effects for the rest of the trial. There will need to be exceptions, for example Haunted Ground and Retribution would not work like this. Perks that generate tokens will have those tokens applied to the cleanser, but no additional tokens will be awarded afterwards. If you cleanse Devour Hope at 3 tokens, you are Exposed, but the killer cannot get more tokens to use the perk to mori you.
This will create an interesting dilemma and change the dynamics of the trial as totems are cleansed, forcing survivors to change up their playstyle and think on the fly, depending on what hex they cleansed and their personal strengths. For example, if Devour Hope has 3 tokens, you cleanse the totem to protect your team, but in exchange you are now burdened with the effects. This would cause most survivors in this example to play safer and less aggressive. Another example would be Hex: 3rd Seal. Players who are aggressive on unhooking may find it necessary to instead focus on generators.