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When Hex Perk is destroyed, the perk slot will replace with another perk u want

JAZC_CRJAZC_CR Member Posts: 207
edited August 2018 in General Discussions

Just a little idea, u need to put the perk in lobby what do u want when u loose for example ruin, so u loose ruin then, you got the perk u choice in the lobby, sorry for my grammar... very sad i know
PD: i said this idea because ruin in so many games is detroyed in the firts minutes or in the firts 60 seconds

Post edited by JAZC_CR on

Comments

  • JAZC_CRJAZC_CR Member Posts: 207

    @Ihatelife said:
    Or maybe the survivor who destroyed the totem is affected by the ruin for the rest of the match

    interesting idea too

  • SkorpanioSkorpanio Member Posts: 605

    @JAZC_CR said:
    Just a little idea, u need to put the perk in lobby what do u want when u loose for example ruin, so u loose ruin then, you got the perk u choice in the lobby, sorry for my grammar... very sad i know

    Well that would almost be like having a 5th perk.
    Rethink this idea, you're onto something!

  • deadbydaylightfandeadbydaylightfan Member Posts: 262
    I’d honestly just prefer hex’s as offerings because I mostly play survivor but sometimes I spawn right next to one so the match would be over in like 5min I’d think it would playing killer better and survivor more intense IMO
  • brokedownpalacebrokedownpalace Member Posts: 8,180
    Hex perks could each come with some kind of lesser cleansed effect. Maybe Ruin's would be that once cleansed skill check success zones are reduced by 25% or something. Getting to pick an entirely new perk to replace it is ridiculously OP.
  • brokedownpalacebrokedownpalace Member Posts: 8,180
    I have another idea.. what if cleansing a hex totem only removes the negative effects for that survivor? Each survivor would have to take the time to cleanse it themselves. That would mean a hex couldn't instantly be rendered useless 30 seconds into the match. There also wouldn't be that hex cleansed notification until all remaining survivors cleanse the hex (maybe just the killer could get a smaller notification).

    Even if it's a SWF team with communication that's a lot of extra time they need to waste getting to the hex and cleansing it once one of them finds it and the killer would better be able to defend it.
  • LarczLarcz Member Posts: 531
    I got not great idea.What if hex totems don't burn and look like normal dull totem? This of curse make killer to use only 1 hex per game but surv start destroy all totems.What buy some time killer.
  • M2FreamM2Fream Member Posts: 288
    Hex perks could each come with some kind of lesser cleansed effect. Maybe Ruin's would be that once cleansed skill check success zones are reduced by 25% or something. Getting to pick an entirely new perk to replace it is ridiculously OP.
    Hey I loke that idea. Heres my idea for each perk

    Ruin - 50% reduced success zones and 10% chance for ruin skillcheck

    Lulluby - Lose 1 token and do not gain more tokens

    Third seal - Only one person blind at a time

    Noed - Keep 2% movement speed

    Devour Hope - Lose 2 tokens and cannot gain more

    Thrill of the Hunt - Lose speed debuff but keep notification
  • MiloMilo Member Posts: 7,089

    But arent hex totems suppose to be high risk high reward perks? This is why they are hexes and not normal perks right?

  • JAZC_CRJAZC_CR Member Posts: 207

    @M2Fream said:
    brokedownpalace said:

    Hex perks could each come with some kind of lesser cleansed effect. Maybe Ruin's would be that once cleansed skill check success zones are reduced by 25% or something. Getting to pick an entirely new perk to replace it is ridiculously OP.

    Hey I loke that idea. Heres my idea for each perk

    Ruin - 50% reduced success zones and 10% chance for ruin skillcheck

    Lulluby - Lose 1 token and do not gain more tokens

    Third seal - Only one person blind at a time

    Noed - Keep 2% movement speed

    Devour Hope - Lose 2 tokens and cannot gain more

    Thrill of the Hunt - Lose speed debuff but keep notification

    i like this idea

  • DelfadorDelfador Member Posts: 2,553

    Hexes are high risk high reward perks. This suggestion just kills their nature.

    The only improvement I want is that the killer must be able to choose his/her hex location and hex totem should be active even if the killer doesn't choose a location for the first 30 seconds of the game. After that, if there is still no location, It should become inactive as long as there is no hex totem on the map. NOED should still be random.

  • fcc2014fcc2014 Member Posts: 4,388

    Looks like i found the latest Killer Circle jerk. So you want the killer to get basically 5 perks? The bonus being after Hex ruin gets broke. How is it every platform has rank 1 killers every month if the game is this hard for you?

  • OrionOrion Member Posts: 21,675

    @Milo said:
    But arent hex totems suppose to be high risk high reward perks? This is why they are hexes and not normal perks right?

    Except that they're high risk low reward. If Survivors can ignore a perk (which they can in the case of Ruin), it's not worth using.

  • TeaLeafTeaLeaf Member Posts: 205

    I really like the idea of the totem having a trap effect for the censer, for the other survivors and not the cleanser, or even just a smaller effect once cleansed. Unless hex's are very much better hidden, they really are not effective of their role of prolonging the game to get survivors to search for them. From what I see mostly its oh hey a totem... free points \o/ .. as it stands now.

  • NMCKENMCKE Member Posts: 8,091
    Ihatelife said:

    Or maybe the survivor who destroyed the totem is affected by the ruin for the rest of the match

    Made a post about this before but people didn't really like it! :(
  • thomasnutthomasnut Member Posts: 113

    We don't need all these changes to hex ruin. All they need to do is either just hide them better, make dummy hexes or like one comment suggested, just make them look like ordinary hexes.

  • lyriclyric Member Posts: 611
    JAZC_CR said:

    Just a little idea, u need to put the perk in lobby what do u want when u loose for example ruin, so u loose ruin then, you got the perk u choice in the lobby, sorry for my grammar... very sad i know

    I think this is an excellent idea , my idea with replacing the totem yourself after it breaks would’ve been too time consuming and rendered totems useless as survivors would cleanse them all early, but the immediate perk transfer of your choice is fair in my book but only for ruin and not devour hope or the other hex perks
  • JAZC_CRJAZC_CR Member Posts: 207

    @lyric said:
    JAZC_CR said:

    Just a little idea, u need to put the perk in lobby what do u want when u loose for example ruin, so u loose ruin then, you got the perk u choice in the lobby, sorry for my grammar... very sad i know

    I think this is an excellent idea , my idea with replacing the totem yourself after it breaks would’ve been too time consuming and rendered totems useless as survivors would cleanse them all early, but the immediate perk transfer of your choice is fair in my book but only for ruin and not devour hope or the other hex perks

    yeah that's good and i said that because ruin in so many games is detroyed in the firts minutes or in the firts 60 seconds

  • JAZC_CRJAZC_CR Member Posts: 207

    @Goobz said:
    Giving a debuff to the cleanser is the way to go. There needs to be consequences to every action the survivor makes. Playing survivor shouldn’t be a walk in the park. 

    this make sense

  • MiloMilo Member Posts: 7,089

    @Goobz said:
    Giving a debuff to the cleanser is the way to go. There needs to be consequences to every action the survivor makes. Playing survivor shouldn’t be a walk in the park. 

    Yeah. There is a consequence you know what? You need to cleanse the whole totem without stopping. It leaves you free to get grabbed (if you aren't paying attention/determined to get the totem) or hit
    The only problem is the spawning of totems and survivors and killers

    @ZombieGenesis said:
    Only survivors get second chances and backups. Deal with it.

    If you mean for example DS, Adrenaline they are one use and they are gone.
    Now i can't wait till i get commented back :chuffed:

  • PeanitsPeanits Dev, Community Manager Posts: 6,805

    I don't think this would work. You would basically have no reason to take anything other than hex perks, if that was the case. You could run all hex perks to get a strong early game (ruin, devour hope, TOTH, wildcard fourth perk), then have all endgame perks set as backups. You'd basically have double the perks.

    The point of hex perks is to provide you with more powerful perks that can be destroyed unless you defend them. Some killers have an easier time defending them than others (hag, hillbilly, nurse) due to their mobility. Having backup perks sorta' eliminates any downside to having a hex perk in the first place, giving you powerful perks that get replaced with other good perks if you destroy them.

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