These perks are actually functioning like HEX perks are MEANT to function as. There's a reason almost no hexes get used in any game besides DH and Haunted Grounds up to now because they all SUCKED. Even ruin was meh for a hex. These hexes are actually OP and there go justifiable as cleansable totem types since the entire point of the gimmick is that you risk counterability for an absolute power spree in that department.
I hope they take this design philosophy and return to older, eternally unused and worthless hexes and apply it to them too although undying seems to make hex thrill of the hunt sort of redunant except for that small speed slow down.
But, what you said is still true. Sadly because SWF won't properly get punished for playing something that by default obliterate balance this cannot be fixed. There isn't some mythical middle line between OP like hexes should be and fair to solos while swf are in the equation. It's just another reason that the SWF need to be anwered by either being cut apart from the main survivors and killer queues or put specifically in their own private lobby-like KYF is- once that is done we can start actually modifying aspects of the game with solos in mind and giving them better perks and base kits.
I would suggest devs: deal with the swf by making them create their own lobby. If it's all about having fun with friends then it's no big deal, maybe have some sort of connection between KFY so any incomplete teams can search for each other and form a bigger lobby where people rotate killer based on wins or loses sort of like a fighting game lobby.
Then dramatically up the points given by lit totem destructions. I would also suggest that lit totem powers all be made as powerful as these BUT...all totems have a grace period of power up. They talked about having a start game stall so maybe in this period totems can cause a sort of mild wider radius ambient effect, as if their evil is warping reality while a big hex bar fills up.
Then the hex totems randomize again and lit up at different places. It would give solos a chance to find them in these small maps and make it clear to them that this is just as important as gens. It would also give them some anxiety and alert that hexes are in play. In a way that I think would be better than the cursed notifer, which I think should be removed.
I don't know if survivor should have a hex counter the entire game but if we had a hex power up period like I said maybe there can be a hex counter there. With each hex powering up the bar to their to activation quicker. Doubling the mentality to go after them.
You counter it's transfer effect by cleansing dull totems first which mostly everyone does because lol Haunted Grounds or the totem itself because lol it's a hex. Weaksauce. And timing when to do it safely is easy assuming you're watching your teammates status at the bottom.
And no, at max it can only regen another hex 3 times assuming no one has seen a single dull or the hex totem itself and that you're only using only one additional hex for maximum effect. That's incredibly unlikely in a number of scenarios.
And it won't be passively pinging peoples positions away because you have to be right on top of it to trigger the aura effect.
This is not comparable to old Ruin which literally forced people to either stop working together, or to find ridiculous workarounds.
When I go into a solo queue I know 4 things. One I'll probably have to deal with the killer by myself. I'll have to do gens by myself. Or I'll need to deal with totems by myself. With 3 other players doing "something" all match.
That's the reality of solo. It's harder. And it's still a hex, so there is a 1 in 5 chance it'll instantly be destroyed by an opportunist. That's 1/4th of your perks permanently destroyed.
There's no boohoo swf. Solo is your argument? If you've played killer as you've said, you'd know you'd need all the advantages you can get. Solo teams are destroyed because the killer is geared to deal with swf. Why doesn't solo attack swf eh? Your friends are ruining my hermit games.
If the killer is capable to build up DH twice without the survivors doing practicly any totems at all then the survivors were probably going to lose no matter what perks the killer was running
If all 4 survivors do 3 dull totems this perk becomes a mediocre aura reading perk ... on a hex
And that's assuming the killer only uses 1 other hex perk
I feel you are very much giving this the best case scenario treatment. This is still a perk that can be removed 15 seconds into the match
BHVR is already known to not give a flying ######### about totem locations and spawns which is why they keep making these perks to make up for their lack of understanding.
"Oh? Survivor spawns next to a lit totem? Let's make a Hex that MOVES THE ######### TOTEM SOMEWHERE ELSE!"
Unfortunately, their model for a lot of things that should be fixed is to just create a perk that . . . well . . . partially does it. Unfortunately, we can only run four perks a match, so there's a very limited amount of BS we can "fix" per match.
Because totems are so hard to find and ruin. Regress gens. "So fast" that getting off the gen would be a waist and there is still the rng of is it the new hex or is it ruin and gets replaced people dont do totems well now you have a reason to
I've seen plenty of survivors say they'll leave a lit totem incase it's Haunted Grounds. I wouldn't be surprised if they are more scared of lit totems knowing Haunted Grounds could be activated more than once. 😂
The only totems that would really be problematic (Devour, Third Seal and Lullaby) get gimped by this perk anyways because they lose all their stacks if they move. Ruin is a joke now because it does literally nothing if you just hold M1 on a gen and is STILL half as fast as a repairing survivor at level 3. Even the new hex perk that blocks pallets is countered by using windows, which most good survivors use anyways because they can't be broken.
As a killer I totally love this perk and don't want any changes of course, cause I'm sure you can run some really cool and fun builds. BUT as a solo survivor I think revealing the aura is a lil bit too much. Or at least buff small game to prevent this. I like to run inner strength and usually I try to activate it before I get injured, but it's not always possible. So now, when I'm injured and trying to cleanse a totem to heal myself I will get downed again, because the killer can see my aura. So as a killer this perk is pretty awesome, as a solo survivor it's quite awful.
Which is permanent on anyone for the entire time they're cleansing a totem, including dulls. The issue isn't walking past a totem, it's that you have to cleanse ruin up to 4 times and every time you are cleansing it the killer sees you.
Watching killers play all day the entire game is "attempt to cleanse ruin." Gens are literally an afterthought when everyone's already dead on hook.
No perk should up to quadruple the value of an already meta perk. And it's not like you can ignore it and run the risk of Devour Hope. And it's a massive buff to noed, an already daily complained about perk, because now it's basically impossible to cleanse the dulls without having the killer on you all match.
If you think that's the "appropriate value of a hex" then I'm very glad you have no say in balancing the game.
I'm disappointed in this perk because it is a buff to noed. How many times have we cleansed noed at the last second because we happened to find it after it had triggered? With this new perk, that won't happen if any bones are left.
Yes, I know, we can all do bones, but in solo without a totem counter, that is a big ask. There have been so many complaints about noed (like daily new threads on here), that I'm surprised they would buff it without first adjusting noed itself.
But I guess I really shouldn't be surprised at what BHVR does any more.
I see that side of the argument. I think that the aura reveal should be removed completely and it would be a fine perk.
It's ok that they want a perk that makes hexes stay up a little longer if they get cleansed. But that made it so that it preserves the totem if it gets cleansed AND it makes it harder to cleanse because it gives away your position AND works on dulls as well AND detects you even if you're not doing totems.
Like, wth were they thinking?
Not to mention it makes thrill completely obsolete. Sure, you don't get the audio notification, but as long as you don't have tunnel vision then undying is several tiers above thrill for totem protection and general info.
Imagine the potential for hostage builds with doc or high mobility killers. Solo q might as well go afk if they run into that.
Comments
Funny enough.
These perks are actually functioning like HEX perks are MEANT to function as. There's a reason almost no hexes get used in any game besides DH and Haunted Grounds up to now because they all SUCKED. Even ruin was meh for a hex. These hexes are actually OP and there go justifiable as cleansable totem types since the entire point of the gimmick is that you risk counterability for an absolute power spree in that department.
I hope they take this design philosophy and return to older, eternally unused and worthless hexes and apply it to them too although undying seems to make hex thrill of the hunt sort of redunant except for that small speed slow down.
But, what you said is still true. Sadly because SWF won't properly get punished for playing something that by default obliterate balance this cannot be fixed. There isn't some mythical middle line between OP like hexes should be and fair to solos while swf are in the equation. It's just another reason that the SWF need to be anwered by either being cut apart from the main survivors and killer queues or put specifically in their own private lobby-like KYF is- once that is done we can start actually modifying aspects of the game with solos in mind and giving them better perks and base kits.
I would suggest devs: deal with the swf by making them create their own lobby. If it's all about having fun with friends then it's no big deal, maybe have some sort of connection between KFY so any incomplete teams can search for each other and form a bigger lobby where people rotate killer based on wins or loses sort of like a fighting game lobby.
Then dramatically up the points given by lit totem destructions. I would also suggest that lit totem powers all be made as powerful as these BUT...all totems have a grace period of power up. They talked about having a start game stall so maybe in this period totems can cause a sort of mild wider radius ambient effect, as if their evil is warping reality while a big hex bar fills up.
Then the hex totems randomize again and lit up at different places. It would give solos a chance to find them in these small maps and make it clear to them that this is just as important as gens. It would also give them some anxiety and alert that hexes are in play. In a way that I think would be better than the cursed notifer, which I think should be removed.
I don't know if survivor should have a hex counter the entire game but if we had a hex power up period like I said maybe there can be a hex counter there. With each hex powering up the bar to their to activation quicker. Doubling the mentality to go after them.
You counter it's transfer effect by cleansing dull totems first which mostly everyone does because lol Haunted Grounds or the totem itself because lol it's a hex. Weaksauce. And timing when to do it safely is easy assuming you're watching your teammates status at the bottom.
And no, at max it can only regen another hex 3 times assuming no one has seen a single dull or the hex totem itself and that you're only using only one additional hex for maximum effect. That's incredibly unlikely in a number of scenarios.
And it won't be passively pinging peoples positions away because you have to be right on top of it to trigger the aura effect.
This is not comparable to old Ruin which literally forced people to either stop working together, or to find ridiculous workarounds.
I'm fine with all the changes and hexes, it would be dandy to have a totem counter or make it part of a perk.
Yes, three transfers. The aura site is too much though. Even dull totems get aura site. A bit much, especially for solo que.
When I go into a solo queue I know 4 things. One I'll probably have to deal with the killer by myself. I'll have to do gens by myself. Or I'll need to deal with totems by myself. With 3 other players doing "something" all match.
That's the reality of solo. It's harder. And it's still a hex, so there is a 1 in 5 chance it'll instantly be destroyed by an opportunist. That's 1/4th of your perks permanently destroyed.
There's no boohoo swf. Solo is your argument? If you've played killer as you've said, you'd know you'd need all the advantages you can get. Solo teams are destroyed because the killer is geared to deal with swf. Why doesn't solo attack swf eh? Your friends are ruining my hermit games.
You lose all your tokens though.
If the killer is capable to build up DH twice without the survivors doing practicly any totems at all then the survivors were probably going to lose no matter what perks the killer was running
If all 4 survivors do 3 dull totems this perk becomes a mediocre aura reading perk ... on a hex
And that's assuming the killer only uses 1 other hex perk
I feel you are very much giving this the best case scenario treatment. This is still a perk that can be removed 15 seconds into the match
That's only IF Undying is kept until end game.
No survivor ignores a lit totem.
that's true it the only time they do totems there need to be a perk to hidden hex totems make them look like null then I wonder how that would go..🤣
BHVR is already known to not give a flying ######### about totem locations and spawns which is why they keep making these perks to make up for their lack of understanding.
"Oh? Survivor spawns next to a lit totem? Let's make a Hex that MOVES THE ######### TOTEM SOMEWHERE ELSE!"
Instead of actually fixing totem locations.
Unfortunately, their model for a lot of things that should be fixed is to just create a perk that . . . well . . . partially does it. Unfortunately, we can only run four perks a match, so there's a very limited amount of BS we can "fix" per match.
I think everybody are overreacting about new perks.
I love them, they are strong and they add something new to the gameplay, also they'll make hex builds more fun.
They'll force survivors to focus on totems so the gen rush issue can be solved in a way.
There's nothing wrong with the new perks imo.
is that what the do with every thing band ad fixes.
Because totems are so hard to find and ruin. Regress gens. "So fast" that getting off the gen would be a waist and there is still the rng of is it the new hex or is it ruin and gets replaced people dont do totems well now you have a reason to
I've seen plenty of survivors say they'll leave a lit totem incase it's Haunted Grounds. I wouldn't be surprised if they are more scared of lit totems knowing Haunted Grounds could be activated more than once. 😂
It’s not that hard tbh. Most people know totem spawns
The only totems that would really be problematic (Devour, Third Seal and Lullaby) get gimped by this perk anyways because they lose all their stacks if they move. Ruin is a joke now because it does literally nothing if you just hold M1 on a gen and is STILL half as fast as a repairing survivor at level 3. Even the new hex perk that blocks pallets is countered by using windows, which most good survivors use anyways because they can't be broken.
As a killer I totally love this perk and don't want any changes of course, cause I'm sure you can run some really cool and fun builds. BUT as a solo survivor I think revealing the aura is a lil bit too much. Or at least buff small game to prevent this. I like to run inner strength and usually I try to activate it before I get injured, but it's not always possible. So now, when I'm injured and trying to cleanse a totem to heal myself I will get downed again, because the killer can see my aura. So as a killer this perk is pretty awesome, as a solo survivor it's quite awful.
Does anybody cares about Killer's fun ? Nope.
It's only 2 meters calm down
Which is permanent on anyone for the entire time they're cleansing a totem, including dulls. The issue isn't walking past a totem, it's that you have to cleanse ruin up to 4 times and every time you are cleansing it the killer sees you.
Noed requires a dull totem if you see one lit you could always just leave that
Cleanse all other dull totems and then lit
Noed can't spawn if no dull totems remain
Which is the appropriate value of a hex perk
Watching killers play all day the entire game is "attempt to cleanse ruin." Gens are literally an afterthought when everyone's already dead on hook.
No perk should up to quadruple the value of an already meta perk. And it's not like you can ignore it and run the risk of Devour Hope. And it's a massive buff to noed, an already daily complained about perk, because now it's basically impossible to cleanse the dulls without having the killer on you all match.
If you think that's the "appropriate value of a hex" then I'm very glad you have no say in balancing the game.
Otz tested it. It respawns
I'm disappointed in this perk because it is a buff to noed. How many times have we cleansed noed at the last second because we happened to find it after it had triggered? With this new perk, that won't happen if any bones are left.
Yes, I know, we can all do bones, but in solo without a totem counter, that is a big ask. There have been so many complaints about noed (like daily new threads on here), that I'm surprised they would buff it without first adjusting noed itself.
But I guess I really shouldn't be surprised at what BHVR does any more.
It is already 6 months ago, why are y still mad?
i don't think you know what inb4 means lol?
I see that side of the argument. I think that the aura reveal should be removed completely and it would be a fine perk.
It's ok that they want a perk that makes hexes stay up a little longer if they get cleansed. But that made it so that it preserves the totem if it gets cleansed AND it makes it harder to cleanse because it gives away your position AND works on dulls as well AND detects you even if you're not doing totems.
Like, wth were they thinking?
Not to mention it makes thrill completely obsolete. Sure, you don't get the audio notification, but as long as you don't have tunnel vision then undying is several tiers above thrill for totem protection and general info.
Imagine the potential for hostage builds with doc or high mobility killers. Solo q might as well go afk if they run into that.
yea I know this to well survivor normally Cleanse the lit ones more then null tho
As I said in another post. I've been able to see people working on a gen near a totem. The 2m is bigger than you think.