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As for survs finding your totem at the beginning of the match, well that's a risk that comes with the territory.
Any hex worth taking is worth defending at all cost.
Equip the Hex you want, Hex:Undying, Hex:Thrill of the Hunt, and Hex:Pentimento. By the time they find and take out your Hex, you'll have a field of dead totems to apply 30% gen repair speed reduction with Pentimento. Don't use them all up applying healing and recovery debuffs, just keep the gen speed and when it's destroyed create another.
Thrill of the Hunt is very good, not only does it give you more BP and slow the destruction of totems which slows the game down it makes all dull totems look like Hex Totems.
If you only want Hex:Ruin with no protection for it, then opt for Call of Brine instead and kick gens. They can't take it from you.
Same, never used them for this reason.
I am familiar with shattered hope, but you are literally sacrificing a perk slot for nothing since it can happen that survivors not have boons at all.
Also i have bad experience with Pentimento, since you rely on survivors cleansing the totems, and there were many games where survivors just didnt care for dull totems. So i tried few times combining pentimento with other hexes, and oh boi, when SFW group catches on what you are doing, you are done. Had few matches with SFW where one would constantly follow me without my knowledge and as soon as i get one hex up, 20 secs later that totem is gone.
Totems just suck for me. I played against some killers that used totems very well, and i liked some of their play style so wanted to give it a go. Luck is not on my side when it comes to totems because survivors can literally spawn next to them at th start of the match.
Every Hex Perk at the start of the match is unlit. It only lights up as soon as the survivors are under the effect of the Hex Perk.
Examples:
- Ruin only lights up as soon as the first gen starts regressing under its effect (and plz remove the "gets destroyed after the first survivors dies", that nerf was truly overkill at this point)
- Devour Hope and Huntress Lullaby light up after the first hook
- Third Seal and Blood Favour after hitting the first survivor
- Crowd Control after the first Rush Vault action
Thrill of the Hunt, Undying, Retribution, Face the Darkness, Two can Play and Haunted Ground stay the same (atleast in my opinion).
Now, yes, it is obnoxious as a killer to bring a hex and have it destroyed at any point of the match, but if you don't like that then don't bring one? There's plenty of great killer perks that aren't hexes.
i like those survivors who consider COH as not viable, so does that mean botanic knowledge is even worst? and we'll make it is barely worth using? i'm laugthing already if you think old COH was "viable"
yeah sure, having both +100% healing speed and free self-care (aka two perks in one) for whole team in ONE perk slot is "only viable"....
For real though, COH is "we'll make it" but for everyone in the team and with a condition YOU CAN CONTROL, with free info about location of injured within the raidus effect, so you consider "not viable" a team effect double healing speed with info about allies, just saying
And taking an hex perk, only to see it deleted 20 sec in a match is unearable, its like having exhaust perks being deactivated for the rest of the match because killer removed your boon, would sucks to work like that hu? how viable would lithe be if it was once per game boon? probably among last perks to use i guess
Yeah, I tried them a couple of times and after they got smoked a few minutes into the match, I adopted the same mindset. Maybe have some built in early game protection, but who the hell knows what exploit or ungodly combo that would create so....eff it. They don't exist.