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Stream schedule: https://forum.deadbydaylight.com/en/discussion/64689/
Can we make hexes slow down the game a bit more?
I mean yes, some hexes are a little strong and probably need to be able to be cleansed, but survivor perks are not cleansable at ALL, so why do we have killer perks that can be dismantled completely in the beginning of the game? What if all hexes were like NOED? At the end of the game, a random totem is chosen to be the hex totem for that specific hex, and THEN it can be cleansed, OR you can cleanse every totem before end game, causing those hexes to be disabled. Then things like Ruin would remain until every totem was destroyed, allowing a bit more time to drag the game out. I get that NOED is an end game perk and that's why the totem is chosen only at the end of the game, but I feel like forcing ALL totems to be cleansed to remove a killer's perk would actually help to give some extra time for killers. This would make removing a killer's perk a LOT more time consuming, and that ruin, if you decide to get rid of it, will make you have to look for EVERY totem and destroy it. In addition this would help with giving Detective's Hunch more play. It might stop gen rushing, because of Ruin being active until all totems are done as well. Ruin might have to be nerfed a slight bit(perhaps slightly bigger great skill check zone), if it becomes too powerful, but I feel like this would be a great suggestion to add some extra time to the game.