Hex Perks Redesign
Now, I am not the only person I know of to think that Hex perks are ludicrously weak. They often are broken immediately.
So I have a little bit of a solution:
A Lingering Curse.
This would not be a perk. This would be an aftereffect for all Hex Perks. It would NOT be as strong as the active perk, but it would try to make it so the spot isn't useless after 30 seconds (Ruin).
I'll go through each Hex perk:
Hex: Ruin: When the hex totem is broken, great skill checks still have a 0% regression penalty, and there is an increased regression penalty for missing a skill check. However, good skill checks now are like Great ones. That way, Ruin still slows the game down.
Hex: Third Seal: When this totem is broken, Every 60 seconds, one survivor will lose the blindness status effect until every survivor no longer blinded.
Hex: Devour Hope: When this totem is broken, you will slowly lose tokens until back to 0. 1 token for every 120 seconds.
Hex: Huntress' Lullaby: Keep the Regression Penalty and audio cue thing until all totems are gone, and Lose one token for each remaining totem on the map.
Hex: Haunted Ground: Make the effect last until all totems are gone.
Hex: NOED: Make the speed boost a passive thing that needs no totem.
Hex: Thrill of the Hunt: Make the Bloodpoints passive, and for each totem destroyed give a token instead of how many totems are left. That way you get more bloodpoints if the survivors get greedy, instead of being denied points. Also, gain a notification of whenever someone is working on ANY totem, not just Hex totems.
If you think that this list needs some changes, I'll be open to input. However, I don't really want survivor mains complaining about this. You will always destroy my ruin in the first 30 seconds.