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Can we make hexes slow down the game a bit more?

Atrushan88Atrushan88 Member Posts: 82

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.


  • AStupidMonkeyyAStupidMonkeyy Member Posts: 159

    I agree. It would increase the time in-game and prevent killers from feeling so rushed. Or at least, make the hex totems not light up until halfway cleansed so it's like roulette.

  • Atrushan88Atrushan88 Member Posts: 82
    edited May 15

    Yeah, exactly(and in case they add my idea, although I kinda like your idea too), hexes like Devour Hope might actually become much better perks.

    Post edited by Atrushan88 on
  • premiumRICEpremiumRICE Member Posts: 19
    edited May 16

    Why not make survivors not able to repair gens until 5 mins into the game. This would make even bronze rank killers able to pip and sacrifice at least 3 survivors.

  • KillermainBTWm8KillermainBTWm8 Member Posts: 1,459

    They need to find a way to stop the genrush meta without adding more gen progression time (GOD NO) and they also need to hide totems well.

  • Atrushan88Atrushan88 Member Posts: 82

    Why not make survivors not able to repair gens until 5 mins into the game. This would make even bronze rank killers able to pip and sacrifice at least 3 survivors.

    Oh come on, being forced to cleanse all 5 totems if you WANT to remove all of a killer's hex perks completely is totally fair. Killers already have 4 perks against 16, assuming the killer they're using is level 15+, with hex perks that can be even less. Yes, some hex perks are powerful, but those can be rebalanced if they become too powerful after having to cleanse all 5 totems. I'm not asking for killers to be overpowered, I'm asking for balance between killers and survivors, because games can END in 5 minutes really easily and that removes a lot of perks from play on killers. The only perk I can think of for survivors that can be completely removed from a survivor that won't see play is DS, and you have to know the survivor has it for that to happen. Killers have several perks that can be removed immediately, and the only thing I see survivors complain about perk-wise for killers is NOED and Ruin. Well if you had to remove all totems to remove Ruin, you'd also be removing NOED, problem solved.

    They need to find a way to stop the genrush meta without adding more gen progression time (GOD NO) and they also need to hide totems well.

    That's why I suggested making survivors forced to cleanse all totems to remove all hex perks(and rebalancing any hex perks that become overpowered afterwards). It'd give survivors a different objective, and totems generally don't take that long to cleanse. It'd also make it so that killer perks weren't forced into a 2-3 vs 16 situation. Overall it'd only add a small amount of extra time to the game.

  • premiumRICEpremiumRICE Member Posts: 19

    Im not sure if you understand how much ruin slows the game down.

    Maybe playing at rank 20 with a freddy it doesnt have much difference. But if you meet a full perked billy(for example) who knows what to do it is absolutely crazy strong and a buff is a big nono.

    there is a situation that is a bit stupid for example where survivors spawn in front of the hex totem.

  • Atrushan88Atrushan88 Member Posts: 82

    @premiumRICE As I said, they could nerf ruin if they did this. Also from what I've heard really good survivors can generally hit the hex skill checks pretty much all the time.

  • MiloMilo Member Posts: 2,724

    "In addition this would help with giving Detective's Hunch more play."

    A perk that gives info for completing a gen for 5 seconds... . And after you complete (if you are the God of skillchecks ;) ) find those 3 totems in the radius. How exactly?

    Also Small Game is way better than Detective's Hunch for finding hexes

  • Atrushan88Atrushan88 Member Posts: 82

    @Milo You can complete a gen with Ruin on it. People power through Ruin all the time. Maybe Small Game is better, but it also shows traps, etc and has a 10 second cooldown which isn't huge, but what if you're facing Hag or Trapper? You're gonna be hearing that notification quite a bit if so. 5 seconds is also plenty of time, and it reveals EXACTLY where they are, rather than a perk that gives you an auditory warning if you're looking in the direction of one that you're basically on top of already. I don't understand the question on HOW you would find totems in that radius, considering the aura of the totem would be revealed. You'd know exactly where they are.

  • MiloMilo Member Posts: 2,724

    People still power through ruin.... Yep. They do.

    Still cant see how that would make Detectives Hunch more useful somehow.

    Oh btw how exactly would this work with 2-4 hex perks?

  • Atrushan88Atrushan88 Member Posts: 82
    edited May 24

    @Milo Cleansing all hex totems would remove all hexes. The hexes would last until ALL totems were destroyed. That's why detective's hunch would be more useful, because you'd need to find all hex totems to remove hex perks. This way they get more use than just 5 seconds to use their hexes.

  • MiloMilo Member Posts: 2,724

    @Atrushan88 so basically the killer can bring 2-3 hexes and defend even one totem to still get full value. Fast moving killers would love this, for slower killers (except maybe trapper/hag) this would work like Corrupt Intervention

  • Boosted_DwightBoosted_Dwight Member Posts: 266

    Anything to slow the game down a bit. I was playing Freddy without ruin today. BIG MISTAKE! I'm not very good with Freddy so those survivors kicked my ass. Although one of them was a random I encountered awhile back when I was playing nurse.


    Wholesome moments are so nice :)

  • zach3734zach3734 Member Posts: 17

    If the killer is just protecting one totem then survivors can just get gens done while one or two survivors distract the killer

  • Atrushan88Atrushan88 Member Posts: 82

    @Milo Yes, that was the point of it. Of course defending one totem would also mean you weren't patrolling generators, unless you had like Wraith's movement speed, and people already say Wraith needs help so I don't see a problem with that. The thing is this gives Survivor's an extra goal, for example if the killer has Devour Hope, generally that's something you want gone, you're gonna be trying to get those 5 totems. Same with Ruin, of course some people still power through Ruin, but it's still likely to slow the game down even if they weren't worried about totems. The issue with hexes is that they're countered quite easily. It also gives the killer another thing they have to patrol. This would make it easier on killers because survivors would have to actually clear all totems to remove the killer's perks, but at the same time if you run all hexes, all of your perks can be gone. Things like Devour Hope would become a bit better, and Ruin wouldn't be gone within the first 30 seconds. Haunted Ground would need a rework though, but I suppose it wouldn't be a difficult rework. Just make it where when every totem is taken out, all survivors are given exposed instead of when the lit totem is taken out. It wouldn't make it more difficult on any killer, it'd make it easier on all of them. It might make it easier on some more than others, but all killers would still benefit.

  • se05239se05239 Member Posts: 2,035

    Wouldn't it be better if the developers did something to slow down the game by itself? By introducing secondary objectives that rewards survivors. A natural way of slowing the game down, sorta?

  • Atrushan88Atrushan88 Member Posts: 82
    edited May 25

    @se05239 I mean there's no secondary objective they could introduce I can think of that would make a survivor risk not getting out, so they'd likely just keep doing gens. Also this technically already IS a secondary objective for survivors, removing perks of the killer, and it does reward survivors by doing exactly that, and it would slow the game down more, imo. Outside of this, the only thing I can think of that would make survivors slower would be slowing down generator progression, or making them have to complete more generators. This would just give the killer a bit more control because now their perks that they have 4 of vs 16 can't be lessened within 30 seconds of the game starting.

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