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Toth has been buffed.. but was it enough of a bandaid fix to make hexes useable?
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Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
{Art by Adeloo}
https://twitter.com/Adeloo_Art
{Chalk drawings}
https://www.picturetopeople.org
Toth has been buffed.. but was it enough of a bandaid fix to make hexes useable?
source
0:26 Game1
Always a pleasure watching survivor getting destroyed by the Hag.
And that is a gg! WP, and yes, I think hexes needs some love. I am surv main, but tend to like to play killers like Hag, Twins… and having good hexes would be nice. As surv, TOTH is painful atm, but I hope they leave it for a while. Really love your content.
Wasn’t TOTH nerfed back to it’s original values 2 days ago? The maximum penalty is 60% now, right?
Hi Michi, if you’re up for a hopefully fun request, try the “It’s A Trap!” hex build using the newly buffed Thrill:
– Hex: Thrill of the Hunt (makes totems take a very long time to cleanse or bless)
– Hex: Haunted Ground (Exposes survivors for a full minute if cleansed)
– either Hex: Undying, Hex: Retribution, or Shattered Hope (Undying to reset a cleansed Haunted Ground or Thrilling, or Retribution to see auras of survivors for a long time when totems are cleansed. Or if you think they’ll bring Boons, Shattered Hope instantly destroys them and shows the offender’s aura)
– Hex: Pentimento (replace cleansed totems with slow down hex totems)
The idea is simple: survivors will be fine if they ignore totems altogether, but will be heavily punished for messing with them. Not only will it take forever for them to actually cleanse or bless anything, which in itself wastes a lot of their time, but even if they succeed they just end up Exposed, maybe have their aura shown, and set up a spot for massive slowdown with Pentimento. And note that, especially in the current totem meta, it’s extremely likely you’ll get at least a survivor or two every match who is going around actively trying to cleanse every Hex totem or even dull totem they find, so someone will fall into the trap!
(Of course this isn’t meant to be better than your usual builds with Make Your Choice, etc, it’s just a hopefully fun combo in the current meta to try if you feel like switching it up for a bit. 🙂)
That snowball at the end.
Ich bin dein Fan, ich folge dir immer hier in Brasilien. Liebe Hexe.
What might help with the issue of totems being found too quickly – don't make them glow for the Survivor until 60 seconds into the round. Before that, they look like normal totems to them, while they are visible to the killer the whole time.
This would give the survivors the opportunity to either go straight to the gens or make an assumption (also based on the killer's behaviour towards this ‘normal’ totem), which would allow them to destroy a potentially empty totem or provide it with a boon totem, which also renders the hex totem useless (the latter bothers me, to be honest, because in the realm of the Entitus it has been established that survivor abilities outweigh the abilities of the killers in the event of a tie – which doesn't really fit the lore, in which the killers are practically the henchmen of the Entitus).
So this ‘randomly spawned right next to the Hex Totem’ problem would be a thing of the past, because the Survivors would no longer be nudged right at the start of the round.
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Was helfen könnte bei der Frage der zu schnell gefundenen Totems – lasst sie erst 60 Sekunden nach Rundenbeginn für die Survivor sichtbar leuchten. Vorher sehen sie wie normale Totems für diese aus, während sie für den Killer die ganze Zeit sichtbar sind.
Dadurch würden die Survivor die Möglichkeit haben sich entweder direkt an die Gens aufzumachen oder einen Annahme (auch aufgrund des Verhaltes des Killers zu diesem "normalen" Totem) zu machen, aufgrund derer sie ein potenziell leeres Totem zerstören oder mit einem Boon-Totem versehen, was das Hex-Totem ja auch unbrauchbar macht (letzteres stört mich ehrlich gesagt, weil es im Reich des Entitus etabliert hat, dass Survivor-Fähigkeiten die Fähigkeiten der Killer bei Gleichstand ausstechen – was nicht wirklich zur Lore passt, in der die Killer ja praktisch die Handlanger des Entitus sind).
Somit wäre dieses "zufällig direkt neben dem Hex-Totem gespawnt"-Problem Vergangenheit, weil die Survivor nicht mehr gleich nach Beginn der Runde mit der Nase drauf gestoßen werden.
The issue with totem builds is that very often teams ignore the effect (if possible) and dont bother cleansing and instead genrush you
If you are not a high mobility killer (strongest killers all are) then you are just rushed without a chance
This team only crumbled because they wanted to do the totems (which toth prevents quite well)
And your hex perks did only help with chase and a bit information (+ other things)
So this build can work well but only if the enemy team is focusing on your totems
My personal favourite hex build is: devour hope, haunted ground, undying & pentimento
2nd variant: Haunted ground can be switched for corrupt intervention if one is not so experienced
Toth couls also be a preplacement for undying then to make it harder for devour to be cleansed
The tactic is to get devour running which will stop the teams movement and lets them search for it by any cost. The danger is too high for them wiping if you can insta down and mori them…
Nearly all totems are lit then and they have a high chance to trigger haunted which will spawn again and will make it even more difficult and if any totems get done then there is still pentimento to carry you.