Would it be that big of a deal if hex totems rebuild themself after a minute and half?

Now that ruin is gone most hex totems don't offer an immidiate reward anymore

So would it really be that bad if hex totems rebuild themself after 90ish seconds or so but lose all tokens

Survivors who pay attention still know where they are, so they can always put them out again

It would still be high risk high reward cause being without a perk for 90 sec and losing all progress on it is still devestating

But the risk would equal the reward somewhat then

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Comments

  • In the same spot?

  • @Boss said:

    In the same spot?

    With the existance of haunted ground that would be the best i think

    No point in giving survivors a gamble every time

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/978268#Comment_978268

    With the existance of haunted ground that would be the best i think

    No point in giving survivors a gamble every time

    Sounds fair, but losing Tokens and being in the same spot won't do much for my boy Devour Hope if anything.

    Can't you put an exception on Haunted Ground?

  • @Sonzaishinai said:

    Now that ruin is gone most hex totems don't offer an immidiate reward anymore

    So would it really be that bad if hex totems rebuild themself after 90ish seconds or so but lose all tokens

    Survivors who pay attention still know where they are, so they can always put them out again

    It would still be high risk high reward cause being without a perk for 90 sec and losing all progress on it is still devestating

    But the risk would equal the reward somewhat then

    Haunted grounds lets you take advantage of the lousy totem spawns. You can almost rely on having it within the first minute of the game.

  • Perks that require tokens like Huntress Lullaby and Devour Hope would be useless after the being cleansed mid game once anyways.

    Third Seal and the new Ruin could benefit from a change like this.

    and Thrill of the Hunt would become overpowered in a Russian Roulette build.

    Overall, would need additional changes to some hex perks so I doubt BHVR would spend time on it. Also 90 seconds is pretty low for being immobile in a location which the killer knows for 20 seconds.

    EDIT: Oh yeah, Haunted Grounds. I dont even know how that would play out.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/978273#Comment_978273

    Sounds fair, but losing Tokens and being in the same spot won't do much for my boy Devour Hope if anything.

    Can't you put an exception on Haunted Ground?

    Lol i'm not a dev. I'm just suggesting

    I would also prefer if they randomise it everytime I just don't see the devs doing something like that

    For devour hope alone it probably wouldn't do that much yes but you have to concidder when the killer takes only hec totems too

    And atleast they still need to take the time to go cleanse it

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/978299#Comment_978299

    Lol i'm not a dev. I'm just suggesting

    I would also prefer if they randomise it everytime I just don't see the devs doing something like that

    For devour hope alone it probably wouldn't do that much yes but you have to concidder when the killer takes only hec totems too

    And atleast they still need to take the time to go cleanse it

    I know you're not a dev, I was asking you to make that exception part of your suggestion, so as not to make other Hex Perks suffer because of HG's existence.

    If that would only be good with Hex Totem builds, then it won't be a popular addition.

    No longer a gamble, no longer in the same spot.

  • @DawnMad said:

    Perks that require tokens like Huntress Lullaby and Devour Hope would be useless after the being cleansed mid game once anyways.

    Third Seal and the new Ruin could benefit from a change like this.

    and Thrill of the Hunt would become overpowered in a Russian Roulette build.

    Overall, would need additional changes to some hex perks so I doubt BHVR would spend time on it. Also 90 seconds is pretty low for being immobile in a location which the killer knows for 20 seconds.

    EDIT: Oh yeah, Haunted Grounds. I dont even know how that would play out.

    The numbers can be tweaked ofcourse if 90 sec is too low

    Devour and lullaby would be useless after cleansed in the midgame but wouldn't be completly wasted perks when cleansed early

    Russian roulette was only really powerfull with old spirit who could grab people of without a hint

    There could be an audio queue when a hex comes back and maybe a popup for all survivors to know what hex perk got cleansed

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/978318#Comment_978318

    The numbers can be tweaked ofcourse if 90 sec is too low

    Devour and lullaby would be useless after cleansed in the midgame but wouldn't be completly wasted perks when cleansed early

    Russian roulette was only really powerfull with old spirit who could grab people of without a hint

    There could be an audio queue when a hex comes back and maybe a popup for all survivors to know what hex perk got cleansed

    I didnt phrase that well, Huntress and Devour would basically be the same but have the MoM treatment. Gets reactivated after cleansing, cool on paper but mostly useless at that point. So they are in good shape.

    Thrill and Haunted wouldnt fit in with this change, those 2 would need changes aswell.

    Also Spirit russian roulette is currently not overpowered but still good. You dont get grabs but free hits and usually quick downs. After a couple totems pop it gets pretty weak but a change like this would make it overpowered with most killers. A Thrill change may fix this though.

    Like I said, I doubt BHVR would do a change like this since now Ruin is gone, less people will complain about the totems. Good idea overall though.

  • I mean, it worked for Hooks to make sabo abuse stop being a thing. Even if a survivor keeps returning to it and clensing it every time it comes up, the amount of not-working-on-a-gen time that would provide would be much better than just yeeting the perk slot into the sun.

  • The only reason this was never done in the past was because of old ruin

    A lot of hexes would still be weak if this was implented tbh