The only hexes I run are Ruin (on blight), Devour Hope and NOED (on meme expose builds for my stream), and Undying (to protect any other hex - or more often as a replacement aura perk to find survivors who use Boon Totem Perks.) however, I cannot deny that they are capable of getting more value than any other perk in the game, especially if they are on a hard-to-find totem. Overall, I think Hex perks are very RNG, and I don’t like using them all that much. Hexes like Ruin and the Third Seal also offer game changing effects which can drastically impact the game if left uncleansed. Devour is one of the strongest perks in the game, you can Mori survivors out of the game before they even hit a single hook and get free downs with exposed as long as you don’t camp a hook. Of course, having a hex totem that doesn’t get cleansed is a game changer. work very well like this.) then you not only get some value from the perk but also free time as survivors are searching for a totem rather than repairing a generator. In the event they don’t figure it out right away, you can probably get a little value out of the perk and then have them search the map for it (perks like Ruin, Devour, Crowd Control, etc. 10 seconds is the difference between gate and no gate, a 2k and a 3k, a massive main event and finishing 1 knife short. However, there are some bonuses to any HexĮven if the hex is cleansed before you get any value with the perk, you took time off the clock to make them cleanse it. Sometimes you’ll get 4 decent spawns and 1 off in the Killer Shack which happens to hold your Hex, and a generator in the shack or even a survivor spawn in the shack with the totem. Other maps are incredibly powerful for totems, like Dead Dawg Saloon, in which almost all the totem spawns are in good places. Some maps totem spawns are just bad - the Coldwind Farm maps have totems out in the cornfields easily seen by anyone holding W through them, and Ormond has so many bad spawns it’s not even funny. The issues I have with Hex totems are as follows There are 5 randomly spawned (from a set) totems, and 1 of those 5 randomly spawned totems will hold your hex. Hex perks are overall a big gamble, very RNG/luck dependent. Includes: Repairing a Generator, healing yourself or others, cleansing or blessing a Totem, sabotaging a hook, unhooking a survivor, and opening an exit gate.The speed bonus and Endurance effect are removed if the Survivor performs a Conspicuous Action.Unhooked Survivors now get a 7% movement speed bonus and Endurance for 5 seconds.Survivors now have a modified version of Borrowed Time as a baseline ability, no perk required.Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds).Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds).Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds).Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds).The following Killer actions have been sped up by 10%.Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds).Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression.Generators take 90 seconds for a single survivor to repair (was 80 seconds).Added 5 maze tiles to the pool in the McMillan Estate map.“Tome 12: DISCORDANCE” of The Archives (starts on July 20 at 11 am ET).Now, without further ado, let’s have a look at the official patch notes: #DEVOUR HOPE DBD UPDATE#įurthermore, you can expect a long list of balance changes for Killer and Survival Perks, which makes the update even meatier than previous mid-chapter patches.(Sorry about the TED Talk length) people have said similar answers, but I’ll put my point of view. Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%).Now triggers when a Survivor loses a health state by any means (was just basic attacks).Added: Healing Skill Checks move 50% faster for Survivors under the effect of this perk.Note: The perk still deactivates after 2 minutes if no Survivor has entered the dying state.Added: Corrupt Intervention deactivates when any Survivor enters the dying state.Endurance does not prevent a Survivor from entering the dying state if they are inflicted with Deep Wound.Endurance status effect is now cancelled by Conspicuous Actions.Added a new section and description to the Game Manual.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |