Idea: Passive hex totem effects

When within a lit totem radius, you heal and recover faster...

Cause exhaustion, blindness... near dull totems

Just a suggestion.

Comments

  • That's a survivor buff in my opinion.

    A survivor being buffed for a killer using a perk that can be taken from them.

    And the debuffs from dull totems would (to a skilled survivor) act as an improved (and free) Small Game.

  • @rhodamia said:

    That's a survivor buff in my opinion.

    A survivor being buffed for a killer using a perk that can be taken from them.

    And the debuffs from dull totems would (to a skilled survivor) act as an improved (and free) Small Game.

    I mean most killer hex totems are already a huge advantage to killer, so it would encourage survivors not to break them and vice versa. The passive effect should not be strong though, like 5%~10% buff, debuff...

  • @PeenutsButt3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/889873#Comment_889873

    I mean most killer hex totems are already a huge advantage to killer, so it would encourage survivors not to break them and vice versa.

    I hear ya there. But there are 2 positives for the survivor. Buffs near hex. Debuff near dull (alerting them of a nearby dull).

    The killer gains nothing except MAYBE a chance at survivors ignoring a hex totem.

    Perhaps a better incentive not to break would be a bonus in bloodpoint gains to all survivors for each hex totem left. This would REALLY inspire survivors to leave hexes alone. But without major gameplay advantages.

  • @rhodamia said:

    That's a survivor buff in my opinion.

    A survivor being buffed for a killer using a perk that can be taken from them.

    And the debuffs from dull totems would (to a skilled survivor) act as an improved (and free) Small Game.

    I mean, it would delay the game by forcing survivors to break dull totems, and it provides a risk-reward where a survivor might risk leaving a hex totem to help later, but it could be something like devour hope that could punish them later. It just seems like a good way to make totems play a more active role

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/889873#Comment_889873

    I mean, it would delay the game by forcing survivors to break dull totems, and it provides a risk-reward where a survivor might risk leaving a hex totem to help later, but it could be something like devour hope that could punish them later. It just seems like a good way to make totems play a more active role

    I seriously doubt that would happen. Leaving hexes is pretty much always a bad idea (except Haunted cause obvious reasons).