24 thoughts on “Why Nobody Uses Hex Perks Anymore | Dead By Daylight”
No ed can’t be cleansed at the start… it lights up when the exit gates are powered. Technically you can cleanse every dull totem to stop no ed but who does that?
Also you are definitely getting value if they’re in the corner of the map doing nothing because of haunted grounds
Hexes should not be permanently tied to totem but instead those should light up only when hex is in effect. Clensed hex totem should removes their effect for rest of the game, and hexes should not fade out while clensed and 1s after clense was interrupted.
I use hexes a lot, actually. Most of the time it’s just a way to keep survivors busy and away from gens just that little bit more, but the effects are handy too.
I miss ruin tbh, pain res and pop are just fucking annoying. Some games I’ll do the same gen for like 10 minutes and never get to do it because the killer can down consistently and it just keeps getting regressed
Fun fact, pairing undying with haunted ground gives you 2 uses of it which is really nice, and if you do pair it up with Hex: Retribution the suvivors cant hide from you since their auras get shown
Because they trash, trash spawns and most cleansed before you get any value, only a few worth playing like plaything that actually gives you value because survivors don't know you have it immediately like stuff such as huntress lullaby.
i mean imo, saying you dont get any value from haunted because theyre gonna go hide, i feel thats value in in of itself. thats time off the objective where theyre hiding
Because when survivors find them instantly I tilt more than from a flashlight save. They're used in comp dbd tho dude, check first) They use ruin undying.
To be fair to ruin, its the only way to keep regressing generators past the regression event limit, making it stronger now than before the anti-3gen mechanic was added
HEXes are terrible. Pro Survivors knows where to find them when they activate cause Totems are added to specific locations.
To make HEX perks at least useful, there should be some coded laws:
1: The Totem can be summoned randomly but almost ANYWHERE on the map, not in the same predetermined locations but literally anywhere on the map. 2: The totem will be active and cannot be broken for either some amount of time OR a minimum of 3 concluded Gens. This would make either survivors to keep distance of the killer and try playing safer or force them to rush gens faster to start searching for the Totem. 3: The killer would be either alerted about the survivor next to the Totem OR Totems need at least 2 Survivors doing a ritual alongside it to purify break it (just like the way Sable perk makes a ritual on basement, but with 2 survivors)
I am not saying all of this should happen altogether but adding some of those rules to the Hex Perks would surelly make it harder to break and the game more comunicative
How about instead of placing it on available dull totem spots, let us place them anywhere, like Trappers bear traps. Could also have the order you place hexes be the same order of the perks in your loadout menu (if you put haunted grounds in the far left slot, that's the first you place)
Last year I came up with a funny build that I call "The 4 Orgasms" mainly because the portraits for the perks look like people having orgasms, the build is: Hysteria – Unnerving Presence – Hex: Plaything – Hex: The Third Seal. I use this build because it's funny and isn't really supposed to do anything in particular except make me chuckle…. I even take it an extra step further by using the BBQ Sauce Trinket (Lube) – Christmas Stocking Trinket (Cum Sock) – VHS Porn Cassette Trinket to show the Survivors what they're getting themselves into.
I also have a build for Trapper that has a Hex Perk which is rather powerful especially since I completely surround the Hex Totem with bear traps and use Trapper as a classic M1 Killer. The build is: Hex: Devour Hope – BBQ & Chili – Lethal Pursuer – Agitation. I always make sure I bring any combination of these Add-Ons: Honing Stone – Trapper Bag – Tension Springs – Trapper Sack – Bloody Coil – Iridescent Stone. As soon as I trap up the Hex Totem I aim to secure 4 hooks and use BBQ & Chili to give me the incentive to go after Survivors that get highlighted with BBQ & Chili. I tend to get my first Mori 4 – 5 minutes in and have everyone dead in 7 minutes if lucky enough.
You didn't said anything about devour hope perk. This perk is so strong and underrated that I'm suprised you didn't even mentioned it that much in the video. If you take Devour + Undying you basically insta down survivors every match and you can kill them whenever you want
1. During the first 30 seconds of the match, all totems appear as dull totems. They can still be cleansed, but the survivors won't know which ones are hexes until the killer at least has a chance to defend it, and it also makes them harder to find since they are no longer lit.
2. Hex perks needs to just straight up be better than non hex perks. I think the major flaw shown in this video is that they just aren't powerful enough. Ruin should be the best regression perk in the game. Devour hope should be the best exposed perk in the game. Retribution should be the best aura reading perk. Most of the hex perks are as powerful as an average perk, and they'll never be good at that rate. They need to be more powerful than other perks to compensate for being cleansable.
I think the idea of having hex perks give a lesser benefit when they are taken out is a good idea. I will add that a lot of perks are kinda lacking anyway. I often throw on Devour Hope and just use three other perks. If DV gets taken out early, oh well, what was I gonna get out of that extra slot. Some minor silly perk I will notice twice in the game? If it lasts I get some insta downs and if it really lasts I get a cool animation.
Most perks shouldn't give you guaranteed value. If survivors hide due to Haunted Grounds, that's still 60 seconds they are away from gens. It's perfectly fine to not have guaranteed value from perks, that's why I dislike the Iron Will buff, because that's one of the perks that shouldn't guarantee value as well.
No ed can’t be cleansed at the start… it lights up when the exit gates are powered. Technically you can cleanse every dull totem to stop no ed but who does that?
Also you are definitely getting value if they’re in the corner of the map doing nothing because of haunted grounds
W yugioh mentioned 4:35
I personally use hex perks alot. I love devoure hope face the darkness pentimento and undying🎉😅
Hexes should not be permanently tied to totem but instead those should light up only when hex is in effect.
Clensed hex totem should removes their effect for rest of the game, and hexes should not fade out while clensed and 1s after clense was interrupted.
I use hexes a lot, actually. Most of the time it’s just a way to keep survivors busy and away from gens just that little bit more, but the effects are handy too.
I miss ruin tbh, pain res and pop are just fucking annoying. Some games I’ll do the same gen for like 10 minutes and never get to do it because the killer can down consistently and it just keeps getting regressed
Fun fact, pairing undying with haunted ground gives you 2 uses of it which is really nice, and if you do pair it up with Hex: Retribution the suvivors cant hide from you since their auras get shown
Because they trash, trash spawns and most cleansed before you get any value, only a few worth playing like plaything that actually gives you value because survivors don't know you have it immediately like stuff such as huntress lullaby.
i mean imo, saying you dont get any value from haunted because theyre gonna go hide, i feel thats value in in of itself. thats time off the objective where theyre hiding
I would use Blood Favor and Crowd Control if they weren't hexes. They shouldn't be but us killers can be big and strong so…
Because when survivors find them instantly I tilt more than from a flashlight save. They're used in comp dbd tho dude, check first) They use ruin undying.
To be fair to ruin, its the only way to keep regressing generators past the regression event limit, making it stronger now than before the anti-3gen mechanic was added
Nobody? Then why the hell Hexes are in 1 of 3 matches 🙃🥲
HEXes are terrible. Pro Survivors knows where to find them when they activate cause Totems are added to specific locations.
To make HEX perks at least useful, there should be some coded laws:
1: The Totem can be summoned randomly but almost ANYWHERE on the map, not in the same predetermined locations but literally anywhere on the map.
2: The totem will be active and cannot be broken for either some amount of time OR a minimum of 3 concluded Gens. This would make either survivors to keep distance of the killer and try playing safer or force them to rush gens faster to start searching for the Totem.
3: The killer would be either alerted about the survivor next to the Totem OR Totems need at least 2 Survivors doing a ritual alongside it to purify break it (just like the way Sable perk makes a ritual on basement, but with 2 survivors)
I am not saying all of this should happen altogether but adding some of those rules to the Hex Perks would surelly make it harder to break and the game more comunicative
I like you placing hexes idea.
How about instead of placing it on available dull totem spots, let us place them anywhere, like Trappers bear traps. Could also have the order you place hexes be the same order of the perks in your loadout menu (if you put haunted grounds in the far left slot, that's the first you place)
Last year I came up with a funny build that I call "The 4 Orgasms" mainly because the portraits for the perks look like people having orgasms, the build is: Hysteria – Unnerving Presence – Hex: Plaything – Hex: The Third Seal. I use this build because it's funny and isn't really supposed to do anything in particular except make me chuckle…. I even take it an extra step further by using the BBQ Sauce Trinket (Lube) – Christmas Stocking Trinket (Cum Sock) – VHS Porn Cassette Trinket to show the Survivors what they're getting themselves into.
I also have a build for Trapper that has a Hex Perk which is rather powerful especially since I completely surround the Hex Totem with bear traps and use Trapper as a classic M1 Killer. The build is: Hex: Devour Hope – BBQ & Chili – Lethal Pursuer – Agitation.
I always make sure I bring any combination of these Add-Ons: Honing Stone – Trapper Bag – Tension Springs – Trapper Sack – Bloody Coil – Iridescent Stone. As soon as I trap up the Hex Totem I aim to secure 4 hooks and use BBQ & Chili to give me the incentive to go after Survivors that get highlighted with BBQ & Chili. I tend to get my first Mori 4 – 5 minutes in and have everyone dead in 7 minutes if lucky enough.
You didn't said anything about devour hope perk. This perk is so strong and underrated that I'm suprised you didn't even mentioned it that much in the video. If you take Devour + Undying you basically insta down survivors every match and you can kill them whenever you want
people don't use hex much because survivors cleanse them… 1 line explaination.
Hex perks could be fixed in two ways.
1. During the first 30 seconds of the match, all totems appear as dull totems. They can still be cleansed, but the survivors won't know which ones are hexes until the killer at least has a chance to defend it, and it also makes them harder to find since they are no longer lit.
2. Hex perks needs to just straight up be better than non hex perks. I think the major flaw shown in this video is that they just aren't powerful enough. Ruin should be the best regression perk in the game. Devour hope should be the best exposed perk in the game. Retribution should be the best aura reading perk. Most of the hex perks are as powerful as an average perk, and they'll never be good at that rate. They need to be more powerful than other perks to compensate for being cleansable.
I think the idea of having hex perks give a lesser benefit when they are taken out is a good idea. I will add that a lot of perks are kinda lacking anyway. I often throw on Devour Hope and just use three other perks. If DV gets taken out early, oh well, what was I gonna get out of that extra slot. Some minor silly perk I will notice twice in the game? If it lasts I get some insta downs and if it really lasts I get a cool animation.
Most perks shouldn't give you guaranteed value. If survivors hide due to Haunted Grounds, that's still 60 seconds they are away from gens. It's perfectly fine to not have guaranteed value from perks, that's why I dislike the Iron Will buff, because that's one of the perks that shouldn't guarantee value as well.
Idea: What if Corrupt Intervention also blocked hex totems for the duration?
Guess you dont know how to properly use ruin
Subtle cheaters killed hex perks.