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

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
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Or maybe the survivor who destroyed the totem is affected by the ruin for the rest of the match
interesting idea too
I still want a trap Hex - if the survivor cleanses the Hex, all survivors lose a perk
that would be fair
Way too strong. Would make Ruin basically a pure bonus, rather than a bet, considering its strength.
As usual, I dislike this idea.
You shouldn't be affected by destroying the totems yourself.
Others, however, could be affected. Example :
Cleansing the hex totem could give the cleanser a repair buff speed (like 30%), and would put a malus on all other survivors (for example, 10%). It would force people not to clear totems in front of the killers, and it would make the totem to be an actual objective to find in the early game for survivors.
Well that would almost be like having a 5th perk.
Rethink this idea, you're onto something!
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.
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
But arent hex totems suppose to be high risk high reward perks? This is why they are hexes and not normal perks right?
i like this idea
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.
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?
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.
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.
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.
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
this make sense
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
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:
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.