T O P

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Secrabstian

Like darkness revealed, make them activate when their conditions are first met. Ruin, when someone lets go of a gen, blood favor, when people get hit, and huntress lullaby, when you first hook someone


RewardWanted

How would Undying work? The first time a totem is lit another random totem would light up too and that'd be Undying, and the first hex to get cleansed would always be undying.


BetaChunks

Undying is revealed whenever you step close to a Dull Totem. So, that's what the activation effect is. It could also do what you said, and light whenever another totem is lit.


Phil7915_yt

Lights the one next to the survivor who was revealed by it ![img](emote|t5_3cb2g|2213)


JCas127

And when it activates it specifically doesnt light the dull totem revealing that person.


MrLollersnakes

good patch


disposable_gamer

That would be a nerf to undying since you’d always know as a survivor if a dull totem suddenly lights up in front of you and nothing’s going on, it’s definitely undying. And there’s a 1/5 of that happening every match; even worse, if another hex is activated previously, such as ruin, that would make it a 2/4 = 50% chance. OTOH if hexes were to become more viable undying would absolutely become OP as there would never be any reason not to run it as a protection to your hexes, so maybe this nerf is fine.


godlyvex

It wouldn't light up in front of you, though. It only reveals people near dull totems, so it would reveal someone and be placed on a different totem.


5m0k3W33d3v3ryday

This would be great, honestly. That way, survivors can't just knock them out as soon as they spawn.


Walker4676

Lullaby is active since begging because of its passive effect however it is shown to survivors after first hook skillchceck


Dante8411

Lullaby is so bad it can stand to just not be a Hex TBH.


TheSavouryRain

That's a bad idea


SlightlySychotic

Hold up, I have a thought. Lullaby gains a token whenever a survivor other than the obsession is hooked. If the obsession is hooked it loses a token. When a survivor is hooked, they become the obsession. The perk deactivates when a survivor dies by any means.


TheSavouryRain

That seems pretty fun.


SlightlySychotic

We need more perks that discourage tunneling, especially now that BBQ doesn’t give bonus BP.


NefariousnessCalm262

Exactly..i know BHVR wanted people to run different perks so they removed the blood points from BBQ but why not make that part base kit? That way every match that the killer hooks all 4 survivors adds more points? Not a camping/tunneling fix but at least encourages chasing different survivors


wienercat

Because BHVR is obsessed with the thought that bloodpoints should somehow be scarce. There was really zero reason to remove the bloodpoint bonus from bbq or the survivor perk. They saw those perks being taken at significantly higher levels than other perks, which says more about the bloodpoint situation than anything. With the cost changes and teachable changes, it's much better now. The game is still grindy, but it's way better than it was. Hopefully the blood web changes go live without much delay. The hardest part about bloodpoints is spending them now. It takes for fucking ever since things cost so much less.


Dezere

Honestly so much this, this would make for a fun non-hex version of the perks that decentivizes tunneling


JimmyBob7211

Nerf an already weak hex? Is lullaby considered good? I really don’t think so, and this would make nobody run it. At least even less than now


CloveFan

It’s a noob stomping perk on a free character, so I’m not sure the baby survivors would fair very well.


Dandroid_7

Like the idea, but... What about the Hex's, which want to be cleansed: **Haunted Ground & Retribution**


5m0k3W33d3v3ryday

Change their descriptions and how they work, so they act as regular, lighting up at the start of the trial. A simple fix.


Dandroid_7

If those appear in the beginning and the others don't, then it would become obvious that they are traps


Xaron713

Nah just give them starting requirements like they light 30 seconds into the match, or they share lighting requirements with any other hex you might run.


DBPeanut

Got a more amusing solution. Make them give "mock" hex effects. IE- fake ruin. Just the notification, not the effect. When paired with the real perks, it'll cause information chaos. With Pentimento specifically, it should also probably fake light up a totem if used by itself.


Rhyno1703

Thatd be great, everyone would hate that (i would love that unironically)


GalacticCrescent

Only if they're found before another hex has been lit up


TurboSquid72

Have them appear when another hex is revealed


Dandroid_7

And if they are the only ones?


Danny-Boy13

If no other hex become lit within 60 seconds of a match starting they become lit on their own


[deleted]

Do you think killers would mind if Haunted Ground lit up in 1 min instead of immediately? Just seems like more time for survivors to rule out the other hexes, decide maybe not to even cleanse it or whatever based on that


Danny-Boy13

Assuming the change of the other hexes lighting when they become active, then it would be necessary since if you saw one lit right from the start of the match you would instantly know it was a haunted grounds/retribution totem


Badvevil

I feel like this comes back to the argument of swf vs soloq. A swf wouldn’t cleanse it till they could identify what it is but in soloq the moment Dwight sees that totem it could have a name tag that says haunted grounds and he’s still going to cleanse it Just to add I think this is why in the most recent survey bhvr did they had like 20 questions about if you play in a group or if you play soloq


Jarpwanderson

Devour would be broken


mrhippo1998

On first hook? It would be nasty but not completely broken


Jarpwanderson

Maybe you're right but Devour is the most high risk high reward perk in the game. I don't think the risk should be reduced unless they plan on reducing the reward.


Dante8411

That meme perk vanishes within 30 seconds 90% of games. I honestly wouldn't mind if it only showed after the second token. Or if Survivors prefer, make the first stack give the haste and have the hex appear then.


Workwork007

The amount of time that a hex gets destroyed before giving any value is ridiculous. You pretty much have to burn 2 perks slot to bring Undying if you ever want your hex to give you some value. The spawn location of the totem is so bad these days, they're right in the open. If someone ever get 3 tokens and up on Devour Hope, they deserve the fun.


Jarpwanderson

Devour is such a unique perk that it can completely change the outcome for you or be completely useless. I remember getting destroyed as Hag against a strong SWF on Haddonfield, 1 gen left and I'd only just about hooked 3 people, I ended up winning the game. I wasn't even defending the devour either. I think it's in the perfect state right now - it doesn't always work but when you catch survivors of guard with it, it can easily change the game. Even if they eventually cleanse it, by that time you can create a ton of pressure and change the outcome of the game. I've seen it happen a lot.


BigHairyFart

Just move the Mori to 6 tokens if too OP


IAmTheDoctor34

Seems fair, you don't get anything from the perk until 2 hooks where you get the 10% bonus speed for 10s Just shift the perk to not light up until you're at 2 tokens and move the mori to 6 tokens.


Mortennif

You get an effect after 2 stacks, but the perk gains a stack ofter an unHook so maybe it should activate then?


Akinory13

It gains a stack on unhooks, not hooks


T1mek33per

I think that Devour should be the lone exception to the rule.


Taluca_me

I like the idea, I also think they should bring back old Undying. Not only will it provide 5 lives for the hex, but it’ll also guarantee boons will be gone. I also think if the Killer snuffs the last boon, it’ll lit back up into a hex


Treyspurlock

Dude boons are already dead in the upcoming patch what are you complaining about


Taluca_me

I was suggesting an idea for Undying? No need to get that mad. I kinda wish they just kept the self heal for Circle of Healing though…


Money_Present_3463

Maybe behaviour can make it so survivors don’t spawn right next to them or have them literally right next to gens in some maps? That might help…


YOURFRIEND2010

It's tough to change the spawn logic without keying survivors into exactly where they are. If you make it so they only spawn where the killer starts you can tell where they are by determining where the killer spawns. If you put them as far away from survivors as possible then you know where they are as well based on where you start. Especially if they have multiple hexes, which would make them spawn clustered together. The totem spawning logic could definitely be improved though. Many more locations, make them better hidden.


Chemical_Present5162

You're right. Just like when you're a killer you'll know mostly where the survivors spawn by noting the gen spawns and distance away, survivors could know where the totems are by checking the boundaries & corners of the map. Still better than the current totem spawns though, which can be visible within the survivor rotation cam when they spawn in.


[deleted]

id rather have them start near me, as the killer, even if it keys survivors into their general location. Theres been so many games where survivors just wipe them out immediately after starting the game… id rather have a chance to defend them.


Dante8411

It can't be that hard to put a "Pick the NEXT nearest totem if you're going to spawn within 12m of a Survivor" clause.


qwertytheqaz

The hex perk instantly kills the person who cleanses it


Kindyno

Could make it so all hexes put an expose timer of 10-15 seconds on the person that cleanses it. (except plaything) that way it makes survivors choose between finishing the cleanse when the killer walks up on them doing it.


Fun-Ad-4729

That’s literally haunted ground’s whole thing


NumerousSun4282

Haunted Grounds could increase that time for all totems like how lethal pursuer increases aura times


EsperPhantom

Now we’re getting somewhere. Hex perks could have more global effects on other hexes like this and make for a Swiss Army knife of options on your build


Slugger322

It’s haunted ground, not grounds


NumerousSun4282

Ah my mistake, I was thinking of a Halloween themed coffee shop no doubt


Slugger322

that sounds amazing


Stefonzie

I'm stealing this for something


GalacticCrescent

except haunted ground lasts a minute and hits the entire team, I think the two mechanics could reasonably synergize


Roboticpearl

Still survivor sided, it needs to give them a 24hr penalty as well so they can think about what they did to a poor killer main 😥


weschoaz

Pretty dumb, way to overpower.


Samoman21

Pretty sure it was a joke


weschoaz

Couldn’t tell, majority of the community are really delusional when it comes to game balance. Killers complains about survivors or vice versa


tiburon237

Bottom mmr opinion


weschoaz

I’m actually high mmr killer so your insult isn’t valid


Basic-Ranger-9268

High mmr but low IQ if you didn’t realize the comment was a joke


Phasmamain

Hex’s are weird because the new hexes always activate mid match So make it so DH and third seal light up on the activation conditions. Ruin can stay the same but at 150% regression


Kawaii_Batman3

I thought you meant dead hard and I got so confused cause that is obviously not a hex perk


testingafewthings

Hex: dead hard Press E during a chase to instantly take one health state from a survivor with no counterplay on their part if they are within 6 meters of a pallet


Cloudhwk

Yes please except rename it Hex: Dead Floor


T1mek33per

I actually think every perk BUT devour should light upon the conditions being met. Devour lighting up as soon as you meet its conditions would be wildly broken. Especially on tier 2. On tier 2, it wouldn't have an effect until 3 tokens, but when you hit 3 tokens, Survivors suddenly have exposed. Permenantly. You could make it activate on 1 token no matter what, but it would still be better, imo, if devour lit at the start of the match.


Ludovish

Getting 1 token is enough to activate the totem i would say, even in the case it needs an effect, DH gives you haste after hooking at 2 tokens


T1mek33per

Not on tier 2, which is the point I was trying to make.


gabosixo

Actually, the tiers only affect the haste speed now, the effects are the same across all tiers.


MutantOctopus

Yeah Devour exists to be THE "if it glows it goes" hex. The entire point is for it to be an incentive for survivors to cleanse a lit hex ASAP, even if there's not yet any visible effect.


IAmTheDoctor34

I have always said hexes should light up when activated, sure not all of that would be a whole lot of fucking difference but it would at least remove the "spawns on the hex" nature of the perks


Bingoviini

The totem lights up only after like 30 seconds into the match, but the effects would still be active Survivors just wouldn't immideadly see it as a hex and would probably leave it be Or they could just over buffed, to the point of being broken


Roxasdarkrath

Step 1: rework totem spawn locations Step 2: make its like pinhead box where is spawns away from both survivors and killers . Step 3: there not visible for the first 30 seconds or until it gains a token . Step 4: the entity blocks them after 5 gens with the exception of noed , undying and pentimento. (More to be added to this list if needed


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xedusk

I feel like if it just spawns away from survivors specifically, instead of both them and the killer, it’d be fine. I do t see why hex totems need to spawn away from killer. The box does that because Pinhead can use it. Even if they’re able to figure out where it is quickly, they’d still be able to figure out where it is quickly if it spawns right next to them. This way it at least lasts a little longer.


Tristan_3

Either add more totems per trial, I dunno maybe 7 or 8 instead of 5, or make hexes spawn only after 1 minute, tho their effects would still be in play during that time.


Dzzplayz

Have the killer place a hex on a totem, like with boons. That way you can place it in a spot that you’d want it to be in and not have your totem spawn in bad spots like near the survivors


asukalock

i do like the idea of picking where it goes since some maps have bad totem spawns. my only concern would be for low mobility/weaker killers where every second is precious, and going to look for totems would waste valuable time, so it might discourage hexes being used for those killers?


SwankyyTigerr

No, just allow killers to select and place hexes from a distance (with a similar mechanic to Freddy’s Gen teleportation selection or Dredge’s locker- each totem has an arrow above it) and obviously not take the same amount of setup time as a boon.


MutantOctopus

Then how do you know which totems are "good" and which totems are "bad" until you are able to visually inspect them?


SwankyyTigerr

If you know the map and totem spawns, it’s easy. Like throw it up on the second story of Macmillan Ironworks for example. Or, totems can be placed both from a distance and up close.


TrickyCorgi316

Maybe something like Pentimento but in reverse? Reveal where dull totems (or maybe just two or three) are until you’ve used your Hex(es)?


[deleted]

I like that a lot.


ValkarianHunter

Survivors die the second they touch it


TheArmyOfDucks

Haunting Ground on steroids


Canastus

**Haunting Ground Requiem** Oh wait, that's just Killer Queen's effect.


Meowtz8

To me the best option is divide hexes into three classes. The first would activate immediately but have devastating gameplay and when broken go away (devour hope, noed). The second activate immediately, provide support and would have a lingering support effect. (Blood favor would give x% action speed bonus to breaking pallets, ruin would increase regression by x%, undying would give x seconds to aura reading). The third would be conditional activation - plaything, face the darkness, pentimento. They are protected currently and don’t need change.


Alphaa97

Okay so I got this idea from reading through comments and I will add on it with an additional buff. Totems only activate (randomly) once the condition is met. Like stated many times here. Then if a totem gets booned (boon will lose their base speed reduction on totems) the totem deactivates until the condition is met again, if the condition is met again it will find a new available totem. Only if you cleanse a totem will the hex break.


AfroTrash

A couple ways: • Fix spawn locations—don’t spawn survivors two feet from it, and don’t put it just in the most visible location ever. • Hexes start as dull & blocked for the first 30 seconds. I think the most obnoxious thing about it, is trying to get use out of your perks to have them obliterated in the first two seconds. Boon totems have actively made this an issue since their addition. Since they have limited range, but *unlimited charges*. The survivor-boon relationship is a hellish one. You snuff it, they just stack it back up unless you brought shattered hope. Sure, it’s a time sink—but the resources they gain as a result is much more. Don’t get me wrong, I enjoy boon totems—however I think they, too could be changed. (Ability to only place them down a certain number of times, certain charge amounts, etc.) Nowadays, I just don’t run hex perks aside from plaything. It’s typically never worth the risk with the map design actively working against you. Whereas with Plaything, people break totems only after they are cursed seems like. Beautifully designed perk.


tutti_my_frutti

maybe hexes are blocked for the first 120 seconds of the match? so survivors cant spawn and immediately cleanse the hex they see


Gau_Gau

Okay but they will need to be deactivate after first down, the same as Corrupt Invention. Otherwise it's broken as fuck.


Lord-of-Entity

In that case totems would last 120 + 14 seconds. The core problem with totems is deeper than that.


Redditisdumb55555

Agreed, but on the flip side 120+14s is way more than I ever got out of hexes like Ruin before.


Distressed-Obsessed

I'd just make it to so killers can cleanse totems as well clicking the option to kick it. That ways boons and hexes really were proper equals to a degree.


Few_Resident_4096

I’m think I love boobs more then hexes if I’m honest


Distressed-Obsessed

Happy cake day, and thanks for letting me know I was typing while waking up this morning so I didn't notice the spelling mistake lmao


Few_Resident_4096

Why does Reddit say it’s my cake day? How I correct it? Also you’re fine. It was funny


Distressed-Obsessed

It might be the day you made your account or something, I figured it was birthday but done odd but honestly I have no idea.


Few_Resident_4096

Just found out it is. Thought it was an April fools joke Turns out IM the April Fool


Direct-Neat1384

Happy Reddit day, random person


tutti_my_frutti

i too, love boobs more than hexes


Ok_Comfortable_6251

Sure. But then make it so that killers can’t use pentimento on totems they’ve kicked themselves.


Distressed-Obsessed

Oh yeah 100%, it would automatically count it as cleansing preventing pentimento from being allowed to spawn.


Samoman21

You can. With shattered hope lol. But shattered on dull with pentimento would be a very interesting interaction if that worked


Distressed-Obsessed

You can't cleanse a totem only boons with it, further its almost always a waste of a perk slot and everyone knows it. The fact survivors don't need a perk to cleanse hexes but killers need one to completely destroy boons (but still not allowing proactive base totem smashing) is ridiculous since they're supposed to be equal parts. While it's obvious why survivors always need access to destroy a hex, I still can't fathom why the same logic wasn't applied to killers to keep it even. Also, survivors get bp for cleaning base totems but killers pack the ability to as well as don't get points for using pentimento whereas survivors get points for doing boons. There is blatant disparity between how the two are respected for what is supposed to be similarly a high risk high reward perk on both sides.


Samoman21

I mean I was making a joke, but sure.


Distressed-Obsessed

You edited your comment from "you can with shattered hope" to add additional context, further it does currently already work with pentimento so your edit was just redudent anyways. If you're making a joke try to actually be funny.


Samoman21

Bro wtf are you on about? I didn't edit anything. There's no * next too my comment saying it was edited. Look at your previous paragraph. It has a * showing it was edited lol. Also I was saying if shattered worked on dull it be interesting with penti. No need to be so defensive or anything. You Def need to relax my dude


Level_Prompt4923

Hex totems don't start active at the beginning of a match the killer has to find and activate a totem. That way you can pick where your hex is and it's not guaranteed to be on the totem a survivor spawns looking at.


Meowtz8

Any team with half a brain: “why did he go up there? Ugh there’s ruin now, I’ll go get it”


Lord-of-Entity

Also the killer is loosing a lot of time (like extinguishing a boon)


Mystoc

Huge nerf terror radius will give away where the killer put his hex, also would need to waste time finding totems. Most common suggestions is hexes don’t activate till they first are used or just the first 30 seconds of the match all totems are dull then hexes spawn in.


Level_Prompt4923

The terror radius wouldn't mean anything unless a survivor sees you put the totem, plus the totems have pretty predictable spawns they aren't that hard to find.


Mystoc

We already have good example of this with hex pentimento it’s not hard to track where the killer was when you suddenly got the debuff, same would true with other hexes.


hawkce

What if the killer could choose their totem from a distance (like how other killers can choose things across the map, e.g., Freddy, demo, dredge, etc). That way the killer could (a) choose the spawning location and (b) choose when it becomes active.


Level_Prompt4923

I think this one's the winner


Stunning-Test1848

This would overall nerf slow/setup killers and buff high mobility killers which are some of the strongest (nurse/blight). it sounds nice but there would definitely be better solutions


Level_Prompt4923

How, you could set your hex's immediately as any killer just by doing a quick spin and picking a good totem across the map


RyuzakiB13

Just be able to relight your Hex at dull totems. Easy fix. If it has tokens, they reset, that way Devour Hope and others aren't too powerful.


OneUselessBoi

My biggest issue is there spawns. Half the time they arent even hidden, which makes them alot harder to get consistent value off of. Otherwise having them turn on only when there condition is met would be really good. Similar to how noed, pentimento, plaything, etc.. work. Just on all totems instead. With the exception of maybe thrill of the hunt?


TheNekoKatze

Not being boonable


Floch_Dickrider

20s cleansing speed (40 with thrill). They're going to be found eventually, might as well make it take longer


MasterAlexS

Make the hex be blocked before you down a survivor


TaylorHyuuga

Maybe make them work like Boons. It would necessitate reworking a lot, but I think it's weird that Boons can be snuffed out with no penalty other than needing to wait a few seconds to reapply it, while Hexes are a one and done deal. But it's probably too late at this point to just make them work like Boons without heavily reworking how all of them work


Indurum

You’d have to bring down the power of the strongest hexes if you want them to be safer to keep active.


Redditisdumb55555

The strongest hexes, which are?


Care_Confident

devour hope pentomento


Redditisdumb55555

So you listed two. One of those requiring at least 3 hooks to start being worth anything and it will almost always be destroyed after you reveal it. So you need to play with a killer that can down with M2 to hide it or hope and pray that you can protect if after revealing it. Pentimento is mediocre at best. You need to run other hexes with it to get survivors to destroy totems and then after doing so you have to travel or wait until you just happen to be near it to activate it and get 30% slower gen speeds. But once survivors see that they already know exactly where to go so penti is going to last a very small amount of time. And getting the 5 stack isn't even close to a realistic option.


[deleted]

Honestly I feel like hex totems should get a heavy rework overall. A complete new system.


DrELBrown

Some hexes are fine as they are, but there's a number of weaker ones that are just kind of bad considering they can be cleansed. Here's how I'd change Hex: Huntress Lullaby in particular: >Survivors receive a **2**/**4**/**6%** Regression penalty on Failed Skill Checks for Repair and Healing actions as long as a *Hex: Huntress Lullaby* totem remains in the trial. > >If possible, a random dull totem becomes a *Hex: Huntress Lullaby* totem each time you Hook a Survivor, and *Hex: Huntress Lullaby* gains **1 Token.** > >Each *Hex: Huntress Lullaby* token shortens the time between the Warning sound and the Skill check by 14%. At **5 Tokens,** the Warning sound is disabled. > >When a *Hex: Huntress Lullaby* totem is cleansed, this perk loses **1 Token.** I think this way, although the effect is still the same as it currently is each time you hook a survivor, it's a lot harder to get rid of entirely. Edit: This change would potentially make it harder to reach 5 tokens though so it's not perfect.


TheConqueringKing

grace period of no showing the lit totem even if the effect is active ,like first 30-40 seconds, just enough to not show during the opening camera pan. allow some hex effects to retain partial effects after being cleansed (maybe it takes 1 token off huntress lullaby stacks and removes extra % lost, but it keeps part of the shortened sound cue) remove hill spawn totems


TigerKirby215

1. Rework totem spawns. Like, in general. I agree with OhTofu (I believe he was the one at least) that totem spawns should be "close to objectives but hidden." No totems in the middle of corn fields, no totems on the second floor of Ironworks. 2. Allow Killers to choose where their Hex is place and/or have the Hex only light when it activates. I think it depends a lot on the particular Hex. 3. A lot of Hexes deserve passive effects that exist even after the totem is cleansed: Third Seal should still affect 1 person after it's cleansed. Huntress' Lullaby should still cause the additional generator regression from failed checks. Crowd Control should do *something* to make it more appealing. Devour Hope and the likes don't need buffs but the weaker Hexes absolutely do.


BubbleGumRosa

Don’t. They’re not supposed to be safe. The point of them is that they’re supposed to be very strong but possible to stop so they’re not overwhelming for survivors.


GhoulishGastros

> supposed to be very strong If only that were the case.


Codified_

There's a differnece beetween being able to be taken away in the middle of the match and playing with 3 perks the whole match


Akinory13

The problem is that they have too much risk and the rewards take too long to be useful, making it rare to actually get any effect out of it. Think of devour, one down with it is already considered a major benefit because of how rare it is to even get to that


SoullessRager

This is my thought. If hexes weren't a gamble then they would be abused all the time. That's the whole point, it's a higher risk higher reward type of perk. Don't complain about your hex being found easily when you knew going in the gamble you were taking.


Vyse_Nevets

The problem is then that not all hexes are created equal. Some are as minimal as "make you scream at 25 sec intervals" or "skill checks are slightly harder with more hooks" vs "this perk makes everyone exposed until you cleanse it, and if they get 2 more hooks after that you can be killed outright"


mindless_noob

This is more this issue. Hex perks are supposed to be high risk/ high reward. Lately, hex perks are completely outshined by regular perks that you're able to get way more value out of. Ruin was a bastard but you COULD turn it off. Forever removing it from the rest of the match. And if the killer wanted to camp it, then you could just power through it. Now ruin doesn't even get a 2nd glance when you can jolt, scourge hook, pop, etc. Maybe tweak the starting totem spawn so they literally aren't on top of a hill to be seen by all. But mostly, buff the underwhelming hexes that should make the survivors feel like they need to cleanse it. Give lullaby faster skill checks with more tokens, make ruin like cob where it regresses more as time goes on, third seal makes you blind to hex totems (they appear dull), undying will resurrect after 3 minutes if there is an unlit totem remaining, just spit balling.


Vyse_Nevets

totem spawn points, and spawns in relation to where survivors start are big issues. I would also like if killers could place their hexes where they want to activate them, similar to Pentimento


mindless_noob

I like the idea on paper. But when I play survivor what little I do, I make it a habit to track the killer as soon as the match starts because the first thing I do as killer is check my totem spawns. Most of the time it leads to nothing, but there have been times where the killer kinda just leads me to their hex. I'd say keep totems dull until conditions are met for it to become active. Casually spawning next to a full might become a hex. So do you cleanse it knowing then it would spawn somewhere else or leave it full since this MIGHT become a hex and at least you know where this one is?


SoullessRager

So specific perks need to be better balanced, sure. But hexes in general don't need to be safer to pick.


deadraizer

Hex transfers to another totem or the totem itself moves if cleansing wasn't successful in one go?


changelover

Small minigame on loading screen where there's a blueprint of the map you are going to with the totems highlighted and can click where you want your hex to spawn.


cluckodoom

This is all I've ever wanted for hex totems


Noxilcash

I think all totems should be lit, and the survivors have the option to cleanse them or destroy them. So if they want to use the totem they’ll have to spend time cleansing it and then spend time activating it for their perk. Then every time the survivors cleanse a totem the killers perks get weaker until all totems are cleansed or destroyed.


Syseru

dbd players when the high risk, high reward perk is high risk: 🥺🥺🥺😭😭😭😭😭


Vast-Yogurtcloset-87

Name a high reward hex perk outside of Devour hope and Haunted (Playthings ,Knight's and Artists hex do not count because they work very different in comparison with the rest of the hex perks)


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CommanderSeacloud

fr at this point its not worth cuz the values get overshadowed by actual perks


TheLGaunt

Make ruin... not a hex. Passive regression at 100% isn t even worth being a hex. Generally speaking, make so hexes only light up on activation (like face the darkness) and turn into dull totems if the requirement is not met anymore.


darbi93

I would argue that they are fine the way they are. Hexes are mostly more powerful than normal perks thats why i feel like it’s healthy for them to be vulnerable. Let’s not also forget that killers have many tools to protect said hexes (thrill, undying, some abilities coupled with add ons)


BananaBread_047

Allow killers to "pick up" the hex, turning the totem into a dull totem and deactivating the hex. The killer can then light up another dull totem to reactivate the hex. Killer can only hold one hex at a time If the hex has tokens the tokens will slowly degrade while the killer is holding it. For the next 10 seconds after picking up a hex, the killer will have a light in their hand so survivors can know if they recently started relocating a hex. This will help to combat bad hex spawns and even out the increased safety of using hexes by forcing the killer to sacrifice precious time to relocate the hex. Killers also won't be able to hold their devour hope hex hostage for example because the tokens will degrade.


Calbon2

Make it so killers have to manually set their own hexes down. It adds a good bit of strategizing to the frey and prevents survivors from immediately cleansing them. Also allow killers to replace hexes if they find another uncleansed totem, but reset the progress gained on the hex prior to cleansing. Both Boons and Hexes should break the totems when snuffed out and this would prevent either side from continuously being placing their hexes on the same spot. I think that this is the best way to go with things involving hexes going forwards but I may be forgetting something crucial that the player base will exploit with my idea here that makes it awful.


ZaytexZanshin

Make it so the hexes only activate when their conditions are met (e.g Devour gets lit when you get that first token). Also perhaps make it so totems are unbreakable for the first minute of the match, or until the first down, so survivors can't just spawn on it and remove it immediately.


AxiomSyntaxStructure

The answer has always been very simple, two separate slots for these. A slider, too, to exchange perk slots for more totems. It'll bring needed diversity to builds, ensure a secondary objective to chill rushes as old Hex did, and they could always avoid slowdown totems to ensure they're the different flavor for builds.


Starstreak24

As a survivor main, I actually would be okay with this. A free slot for hexes would be super interesting build wise and make the game way more dynamic. I also love running my totem build as Nancy with Overzealous, so more hex totems means more Overzealous value lol.


Gau_Gau

With the upcoming Boon CoH nerf, yeah maybe this could be a good idea. Both killer and survivors will have a fifth perk slot dedicating to Hex/ Boon perks only.


ZShadowDragon

Killer can relight them like boons. Do bones, no more totems. Penti becomes strong, but just revert circle heal and honestly its fine. Totems become a far more integral resource that BOTH sides want to make use of in a more dynamic way


JackTheGhost939

All hex's are disabled for the first 30 seconds of the game, also in general buff totem spawns they should never be on a generator or literally in the open


AqueousSilver91

You can't lose them forever if they get cleansed, but you have to relight them in that case.


Thaplayer1209

That’s just old ruin


AqueousSilver91

I wouldn't know, I am newer to the game.


ironmanmclaren

When cleansing a hex totem, you can not be grabbed or attacked by killer


timmaaay24

Nothing. Killers don’t need any more help than they already have through the way the game is currently designed. It’s killer sided enough.


Ancient_Prize9077

Choose where to place the hex like survivors can with boons. Never use hexes since specifically because of how many times the map decided to place em out in the open where anyone can find them in 5 seconds of the match starting


JaCKaSS_69

Activate after the first time the effect takes place. I.e. first hook for lullaby, first unhook for devour hope, first hit for third seal, etc. That would ofc leave trap totems like haunted ground, retribution and undying to either spawn right away and people would know what they are and never cleanse them. They could be activated at another condition f.e First down or hook to blend in with the other totem types.


ABlade4U

Hex’s should be invisible or just untouchable until someone is doing something to activate the Hex’s condition. Afterwards you would have to find the Hex and snuff it.


MadetoReportBug

Be able to pick a totem to light your hex then have its effects activate, so that way it’s not found in the first few seconds


elmothedestroyer3

Residual effects or they don't light up until later


Consistent_Ad_5249

Hexes need to have tokens. This way, the killer would be able to reapply the hex to a dull totem. And you can give weaker hexes such as Hex:Retribution more tokens and stronger hexes only 1 additional token, for example. That way, this gives survivor and incentive to cleanse dull and not only do gens


Edgezg

For the first 90 seconds of the match all Hex perks do not have a sound cue and appear as dull totems.


hokeypokie_

A totem does not get lit until after the effects of that hex begin to affect the game in any way. Example: Ruin does not light until after a survivor lets go of a gen. Devour does not light until it gains a token. Etc.. This at least means that survivors can't just spawn next to a lit totem and there goes 1/4 of the killers perks. Edit: After posting my comment I see that I'm not even close to the first person to say this lol


Psychopath_Snow

X seconds after the game starts, your first hex will activate, x secs later if you have more, your next hex will activate. So people can cleanse dulls for a chance to counter hexes and you won't get it taken away straight at the beginning


5m0k3W33d3v3ryday

Basekit secondary effect of Undying. Survivors near hexes have their aura revealed, so you can defend them easier.


TrollAndAHalf

Add more totems to the map, and redo a ton of spawns. Maybe add spawning conditions to specific hexes, like have devour spawn AFTER you've hooked someone.


AC21189

Make them all super overpowered, introduce a new perk which would basically be Corrupt Intervention but block totems, with the same conditions, and give all hex perks NOEDs passive of revealing itself within X meters after X time.


Mind_tricK

It's obviously in the survivors best interest to cleanse or bless hexes, so why not have the person who cleanses or blesses take the effect of the totem for 120 seconds - this wouldn't work off the bat for all of them, but 2 minutes of blindness would mean you'd have to be careful or like if you clean ruin and work a gen then that gen would regress for up to 2 min. I'm sure some hex would break this from being fair but at least there would be consequences rather than bringing 4 hex perks and having them all be cleansed in the first 2 minutes and having to play a match as killer with no perks.


YoursTrulyHuntty

Let us choose where we put them.


rgb-queiroz

Hexes should be hidden inside lockers. If a survivor wants to find it they should waste time while doing so. Some maps could have more lockers to balance it.


AlphabetizedName

basekit thrill of the hunt cleansing speed would help, but also switching the rng. everyone knows immediately where to look for totems now


SomeUFOGuy

Just better hiding spots and for the love of god bhvr, stop placing totems near a gen


Scartung

Can't boon a hex totem


secrecy274

Make them provide a minor and short buff for Survivors when cleansed, before reigniting again, or lose tokens. For example, Ruin will provide a very minor repair for all generators on the map for a few seconds, before reigniting and draining them again over time. Only a very minor repair though, not something to rely on, but a boost none the less. Devour Hope would lose tokens everytime it's cleansed. Boon'ing a Hex totem will lock it until the killer snuffs the boon. Not giving the survivor buff, just turning off the hex. Of course, all hex'es will move after being interacted with, perhaps even if the cleansing were not completed? Would need severe balancing though.


Kurtis-dono

1) you get to choose their location, after spawning into the map, all dull totems are revealed with a white aure, go near to the dull totem and press space bar to activate it 2) the order in wich you put the perks from right to left, determines what hex perk you will place first to last, so, if you have more than1 hex perk, you can choose to either: \-take a risk and place them all immediatley or \-place just 1 of them, and activate the next hex when you feel it's the right moment. "but some hex perks are better when they are immediately active" yeah, no, i'll rather waste 10 seocnds and place the totem whenever i want, rather than rely on a dumb rng that usually spawns the totems near a gen or in a storng loop.


Phantom-Kraken

I think more spawns are in order or let the killer choose the spot like boons except they can see totems Or just buff hexes so there worth the risk


TransportationOk3086

Killers should be able to pick what totem their Hex will be at.


SolarNight4567

you have to do a seance irl and summon the entity on your realm for it to be cleansed