Hex Perks

Introduction to Totems

Hex Perks Descriptions

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"Totems are bad", "Hex perks sucks", "They get destroyed too easily"...these are the most commonly seen comments about Hex Perks. Now, as you can see with this section being here, you can probably guess I disagree with those statements. It is true that totems are hidden in mostly bad spots and they are sometimes destroyed easily, but there's one thing about them most people tend to forget: they counter the gen rush. Now if you don't know what gen rush is, basically survivors only have two main objectives: do generators and save people. However, when no one is on a hook, they all do generators and they get done fast, like really really fast. Thanks to Hex Perks, you can make the game longer and less stressful. The downside is, these perks can be destroyed, this is why a strategy is something every Hex user might need.Be warned that this section contains advanced stuff, so make sure you played enough killer to be a little bit more familiar with the basics. So in order to make this as structred as possible, I'm going to review every Hex perk in the game that isn't NOED. Now why I'm not reviewing NOED is simple: I already said that I will never recommend this perk and I will never encourage anyone to rely on it to kill people. This is why I'm going to look at every other Hex perk in the game and give some tips about how to use them more effectively.Before we start, something you should accept when you use Hex Perks: they will get destroyed. I'm not kidding, survivors will dive into your totems to destroy them and you won't always be able to stop them. It's when the damage is already done that you can let the totem go and do something more important instead like getting someone on a hook. This totem gives you more power when someone unhooks a survivor when you are further away. When you use this perk, two things should come into your mind: it's a surprise perk, so making sure no one gets in the totem's area is pretty important, so patrol it often, but also, your goal is to get three tokens. Once you get three, you get instant-downs, which makes you tremendously powerful.How to use this one is tricky as using this totem alone does make it more hidden as only one totem will lit, but also more vulnerable. Most of the time, I would say run only this totem as having another one would reveal to the survivors that you have Devour before you even get three tokens. Note that once you hit someone with three tokens in hand, survivors will know you run Devour Hope, at this point, the totem is in danger, but the damage has already been done, so what matters is trying to get everyone down before it gets destroyed. A common mistake is trying to run both Devour Hope and Thrill of the Hunt. I do consider this a mistake as once a survivor touches a totem, they will know you have Thrill of the Hunt and because you don't run Ruin or Lullaby, they will guess you run Devour and search for it.So there are two kind of builds to use Devour Hope. Use Devour alone or use three totems in order to cover Devour as much as possible in sacrifice of perk slots. For example, you can run Devour, Thrill of the Hunt & Ruin/Lullaby. This set-up gives you more chance of protecting Devour and Ruin/Lullaby so it stays until the end. The only thing you don't want is for Thrill to be last, but it is RNG based, so there's no way on predicting that. Lullaby is an interesting perk as it slowly removes the sound of the skill checks' warning. Like Devour Hope, you gain tokens and it reaches it maximum power at 5. Unlike Devour Hope, however, this perk is much easier to gain tokens from as you don't need someone to unhook the survivor, just hooking him gives you a token. This makes it that you can get three tokens per survivor instead of two, which is huge. However, Lullaby is a lot less powerful as it only affects skill checks and makes progress harder.While interesting, Lullaby is a little bit weak on it's own. I wouldn't use it my only Hex perk. When you use Lullaby, you want another Hex perk to stack with it so one of the two survivres and you can further increase that by equiping Thrill of the Hunt as well. Use Huntress Lullaby in a build with Thrill of the Hunt and either Ruin or Devour. I recommend Ruin as having both Ruin and Lullaby makes the skill checks a nightmare when the survivors are trying to repair generators. One thing Lullaby does more than Ruin, however, is that it affects ALL skill checks. So healing is gonna be harder as well, making some perks like Nurse's Calling or Thanatophobia even more useful. If you looked at the Tier List on the top, you would know that this is the strongest Hex perk in the game and for good reasons. Once survivor notice Ruin is up, two reactions happen. Some survivors will try to complete the generators and get through Ruin, but others will go hunt the totem. This delays the progress of generators considerably and is the #1 perk to counter gen rush. The only thing about Ruin that stincks is how fragile it is.You clearly want to protect your Ruin. While using it alone is fine, I do recommend you run another perk to help against gen rush in case Ruin gets destroyed in the first 30 seconds.The other alternative, the one I prefer anyway, is to equip other Hex perks. One of the perks you want is Thrill of the Hunt. Equiping both of them will make Ruin last a lot longer. Now I'm not saying you will keep Ruin up all game, but it will sure do it's job and delay the progress to give you time to turn the match into your favor. Use Ruin often, it's a fantastic perk and I think it is one of the strongest perks in the game. Third Seal is an underrated perk. It can be used effectively if the hex isn't found and can completely confuse the survivors as their auras go away. This perk is only viable on a slug build and only one killer seems to use it well: The Nurse. This perk isn't recommended at all as it is mostly a gimmick, but it's not complete garbage. OK so when I think of Hex Perks, I think of this one. This is the heart of Hex Perks, your biggest friend when you do Hex builds. Basically, it makes it so you know when someone works on one of your totems and makes the cleansing a lot longer. You want this perk combined with any other hex perk, really, it's that good. Sure, you can run Ruin alone and Devour Hope gives a better surprise when used alone, but it makes your perk a lot more safe. You need perk slots to do so, but to be honest, when you are starting to get good at the game, you only need like 1 or 2 perks that really make your life a lot easier. For me, it's perks like Nurse's Calling that I always equip whenever I have it.When someone works on your totem, go defend it if it's not too far away. Some killers are stronger at protecting totems, like Hillbilly and Huntress, but you can easily find survivors and stop them in their cleansing. However, hexes don't last forever, there is a point in the game that you are going to be better off just hooking someone and let the totem go if you judge the damage has already been done. So yes, Thrill of the Hunt is very useful and one of the best Hex Perks in the game.If you have any question about Hex perks, you can write in the comments section below. Other than that, more Hex Perks might come and they will be added to this section if that ever happens