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Hex Perk Fix Suggestions

SythalinSythalin Member Posts: 280
edited May 2019 in Feedback and Suggestions

As we all know, hex perks are garbage right now unless the survivors haven't played for more than an hour total.

"Don't complain unless you have a solution."

Fair enough, here you go:

1) Make totems, both dull and hexed, invisible until you are within X range and in vision range (so that totems don't magically appear behind a wall when you can't actually see it). This will help make it a bit longer/harder to find, and hexed totems are not lighthouse beacons seen from halfway across the map.

  • or

2) Make the hex totem not glow until it is interacted with, at which point it remains lit even if the survivor doesn't complete it.


  • Tru3LemonTru3Lemon Member Posts: 1,358

    or just let the killer place theyre own totems thats the only solution

  • MiloMilo Member Posts: 7,018

    3) Make totems not spawn within like 20 meters to a gen

  • YoukariYoukari Member Posts: 53

    My suggestion; if the killer uses a hex perk, then all totems are lit in the survivors view but only the killer knows wich totem is the real one.

    That way survivors have to guess and randomly cleanse totems if they want to destroy the Hex. With that they either waste time on 'dull' totems or killers can mindgame with traps or builds; TotH would be scary if people stop cleansing if they hear the terror radius maybe accidently exposing themselves out of fear, HG would be the ultimate totem trap as people maybe cleanse through 'dull' totems till they hit the jackpot of doom...

    All this is a mindset example and should also be pretty easy to program it.

    Another idea would be to decrease the light effect or put a grassy area around each totem for additional camouflage.

    Another suggestion would be giving Hex perks a lingering effect after cleanse like HG, so even after a early cleanse the effect may stay for a minute but it can't gain stacks or such anymore till it finally fades.

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