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Hex Totem Protection At The Start Of Trial


I'd think someone has suggested similar thing before but if not, then here it comes:

Hex Totems should have built in protection for 1 minute (blocked by Entity) at the start of the trial to avoid them getting destroyed immediately. It maybe sounds harsh for survivors but it would do a bit and it's not balance breaking. It benefits every hex totem, naturally. Just a suggestion which isn't too unfair.

What's your thoughts? What would be cons? Etc.


  • SeraphorSeraphor Member Posts: 2,792

    So then survivors would just commit to gens and genrush instead of doing their side objective of looking for totems.

    Maybe as a Hex protection perk, like Undying, Thrill, Retribution, but on the other hand... we already have plenty of 'Hex Protection' perks as it is.

    Maybe we need an Iron Maiden-like perk, that applies to Hexes, and I don't mean Haunted Grounds, but rather a non-Hex perk that, when a survivor touches a totem for the first time in a trial, they scream and become exposed, and that totem becomes blocked for 10 seconds. This could trigger five times, once for each totem.

  • EarelandEareland Member Posts: 167

    I like your ideas, although adding more perks those do not help you much and are easily counter-able isn't necessary, as we know that people won't even use them since there is a lot better perks exist. Plus they take up perks slot, so it isn't worth it.

    What comes to genrushing, survivors do it anyways and you can stop them from doing gens (or slowdown), if you have ex. Ruin with 1 min protection. And it doesn't take up a perk slot.

    I think you didn't get the point of this suggestion, unfortunately, so I leave this be.

  • adsads123123123123adsads123123123123 Member Posts: 316

    Alternatively, Hex totems are disguised as dull totems for 1 minute.

  • R1ch4rd_N1x0nR1ch4rd_N1x0n Member Posts: 1,114

    I just think hex perks should not light up a totem until the perk actually gives someone the cursed effect from that perk. That would be great.

  • KingFieldShipperKingFieldShipper Member Posts: 41

    I like this idea, but I'm unsure about it's execution on a few perks

    Undying - you become cursed when you pass by a dull totem, with the possibility of that dull totem turning immediately into undying and then you will never get undying value from any aura reading

    Haunted ground - you get cursed once the trap totem is cleansed

    I don't know if I'd want devour to only appear when cursed - you can sort of suspect if a killer might have it.

    But other than that I like that idea

  • R1ch4rd_N1x0nR1ch4rd_N1x0n Member Posts: 1,114
    edited September 21

    Undying would activate upon someone approaching a dull Totem, or upon the activation of another Hex.

    Haunted Ground would light up upon the activation of another Hex perk, or 30 seconds after the trial begins if no Hex perks are in use.

    Devour Hope would appear when you gain the first token.

  • Dino7281Dino7281 Member Posts: 2,107

    Devour Hope would be kinda broken with this.

    I like more idea that Hex totems are disguised as dull totems for 1 minute.

  • AnneBonnyAnneBonny Member Posts: 585

    What if lit totems were just moved at the start of the game if a survivor spawns on the same tile as that totem?

  • EarelandEareland Member Posts: 167

    I kinda liked that disguising idea, both works.

  • WTBaconWTBacon Member Posts: 582
    Corrupt Intervention

    Your prayers invoke a dark power that meddles with the Survivors' chances of survival.

    At the start of the Trial, the 3 Generators and 3 totems located farthest from you are blocked by The Entity for 80/100/120 seconds.

  • SabunoHakiaSabunoHakia Member Posts: 465

    I believe that it should be the same duration as corrupt intervention. 1 minute 20 seconds. This would make hexes a bit less obsolete but the duration during this. They shouldn't be delectable by maps or perks until the timer is up as if it can be someone will always just wait on top of it and remove it then.

  • SabunoHakiaSabunoHakia Member Posts: 465

    No, 3 totems farthest away from the killer is bad because of the RNG with the placement is horrendous.

  • SabunoHakiaSabunoHakia Member Posts: 465
    edited September 21

    Obviously it would but it is easy to avoid that perk by not immediately running around the map and being heavily cautious as most randoms I always have 1 person who spawns and just runs all over and immediately gets hooked in seconds. So it would be possible for this to keep a tally of hooks on devour of hope and keep it inactive until the duration of the protection is over then kicks in but it would also make people more situationally aware of the hexes with out early removal and detection protection until the timer is up.

    But let's be honest this seems like the company would just be lazy and avoid this long process of coding. It would clearly have glitches were you can't cleanse them sometimes until fully worked out with no bugs.

  • SabunoHakiaSabunoHakia Member Posts: 465

    Or they could just make all hexes look like dull totems and you know actually looking for and cleansing totems becomes a standard task for all forms of survivor groups? Risk and Reward for both the killer and survivor and personally makes Hexes from becoming obsolete due to lack of forsight when they make more perks so it's not a instant loss and onesided tilting it to the survivor's side.

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