let the killers place the totem by themselves.

I think the most controversial thing now is the position of the totem, if the killer can choose where to place the totem and move the totem during the game, all the hex perk will be acceptable, even the Ruin (PTB).

Tagged: Trusted

Comments

  • Better idea. They get to assign the hex totems. All totems begin play as dull totems. Killer sees them as white aura (if they have a hex perk). Interact button to assign a hex to it. Haunted ground still random for second totem.

  • @[Deleted User] said:

    So trapper players will place the totem in a place put 5 bear traps in front of it making it impossible to cleanse? No thanks

    I don't think that using 5 bear traps to protect the totem is a clever idear.

  • @[Deleted User] said:

    So trapper players will place the totem in a place put 5 bear traps in front of it making it impossible to cleanse? No thanks

    And then he spends the whole game hugging his totem and having no traps to actually use for the map? He would be throwing the game.

  • @DWolfAlpha said:

    Better idea. They get to assign the hex totems. All totems begin play as dull totems. Killer sees them as white aura (if they have a hex perk). Interact button to assign a hex to it. Haunted ground still random for second totem.

    Heroes think alike

  • Or we could just fix maps and totem placements. Never should a totem spawn in the open (asylum), nor should it ever spawn in an L T wall.

  • @LemeTheMeme said:

    Or we could just fix maps and totem placements. Never should a totem spawn in the open (asylum), nor should it ever spawn in an L T wall.

    that is also cool, but if let the killers make their own choices, nobody will complain anymore.

  • I've just played half a dozen PTB games, some using Ruin, some against a killer using Ruin, and I can assure you totem placement is not the issue. Survivors don't even bother searching for the totem, because the effect it has is that tiny, even in the late game.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/978597#Comment_978597

    that is also cool, but if let the killers make their own choices, nobody will complain anymore.

    I mean, that's precious time to go and place your hex.

  • @LemeTheMeme said:

    Or we could just fix maps and totem placements. Never should a totem spawn in the open (asylum), nor should it ever spawn in an L T wall.

    or directly next to a gen

  • Yes, that'd be a lot better

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/comment/978611#Comment_978611

    I mean, that's precious time to go and place your hex.

    True. but no pay, no gain.

  • @Fibijean said:

    I've just played half a dozen PTB games, some using Ruin, some against a killer using Ruin, and I can assure you totem placement is not the issue. Survivors don't even bother searching for the totem, because the effect it has is that tiny, even in the late game.

    that means, the Ruin is not as strong as it used to be.

  • or just fix totem spawns, i still spawn next to them lmao

  • @BigTimeGamer said:

    or just fix totem spawns, i still spawn next to them lmao

    LOL I think we did pretty good job so far.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/978637#Comment_978637

    that means, the Ruin is not as strong as it used to be.

    To say the least. Basically, from what I can tell, new Ruin is practically useless outside of its synergy with Surveillance.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/978670#Comment_978670

    To say the least. Basically, from what I can tell, new Ruin is practically useless outside of its synergy with Surveillance.

    Well, that is true when you face with gen rush squad.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/978701#Comment_978701

    Well, that is true when you face with gen rush squad.

    Even without a "gen rush squad". All of the games I played were just four solos, no fancy toolboxes or anything, doing generators normally. Ruin did basically nothing in any of those games.

  • @DWolfAlpha said:

    Better idea. They get to assign the hex totems. All totems begin play as dull totems. Killer sees them as white aura (if they have a hex perk). Interact button to assign a hex to it. Haunted ground still random for second totem.

    Bad idea. Any killer without a stealth ability to hide their TR would essentially have a high chance of downright showing survivors where they are placing their totem. Only killers that would work on would be pig, ghostface, and maybe wraith (if he can do it while cloaked.)

    It WOULD be a good idea if not for that, unfortunately.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978583#Comment_978583

    Bad idea. Any killer without a stealth ability to hide their TR would essentially have a high chance of downright showing survivors where they are placing their totem. Only killers that would work on would be pig, ghostface, and maybe wraith (if he can do it while cloaked.)

    It WOULD be a good idea if not for that, unfortunately.

    I mean, trapper gives it away by trapping the totem anyway. In fact, this way, ruin would have a better chance of lasting. Pop it up after 2 or three gens are done, away from the remaining gens. It would be OP though if they still gained tokens when not placed, so that would be a bad idea.

  • @[Deleted User] said:

    So trapper players will place the totem in a place put 5 bear traps in front of it making it impossible to cleanse? No thanks

    The fact there a limit to how close traps can be together that impossible, have you even played the trapper before ?

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/978739#Comment_978739

    I mean, trapper gives it away by trapping the totem anyway. In fact, this way, ruin would have a better chance of lasting. Pop it up after 2 or three gens are done, away from the remaining gens. It would be OP though if they still gained tokens when not placed, so that would be a bad idea.

    Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.

    Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978752#Comment_978752

    Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.

    Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.

    Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/978721#Comment_978721

    Even without a "gen rush squad". All of the games I played were just four solos, no fancy toolboxes or anything, doing generators normally. Ruin did basically nothing in any of those games.

    oh, that is out of my expect.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/978767#Comment_978767

    Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.

    what would that matter if the hex is nowhere near the remaining gens? if anything, it legit means that survivors can take their time looking for it to clense it. The only person on a timer is the killer, unless its the EGC.

  • The point would be that you chose where to put. Keep it close to gens to guard the last few if you want. Pick a place that is hard to see. Whatever. I've had trouble finding some totems with small game telling me where to look before. If they're off in the distance looking for a Totem, they aren't doing gens. That's kinda the point, isn't it?

  • @[Deleted User] said:

    So trapper players will place the totem in a place put 5 bear traps in front of it making it impossible to cleanse? No thanks

    Like he can't do that now

  • lol I can just see all the Bubbas dropping their totems in the basement.

  • @DWolfAlpha said:

    The point would be that you chose where to put. Keep it close to gens to guard the last few if you want. Pick a place that is hard to see. Whatever. I've had trouble finding some totems with small game telling me where to look before. If they're off in the distance looking for a Totem, they aren't doing gens. That's kinda the point, isn't it?

    but would that mean its inactive until placed? because then its not doing anything until you waste time setting it up and possibly pointing a giant glowing arrow at where it is. I agree that the current totem system is awful, but I don't see that improving things much unless you're an instadown killer who can use it to set up very specific bait scenarios.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978752#Comment_978752

    Trapper trapping ruin is his way of being able to patrol it while keeping to a section of the map. The caveat of it is that it tells survivors that "whatever 1-2 gens are furthest from this spot, are absolutely free" Which is part of why only gigabrain 9000IQ trappers even do well in high ranks in general. You have everything going against you, so you have to make your own weaknesses into mindgames to exploit. Its a really weird thing to compare when regarding face value observations, like how if someone sees legion bouncing from target to target, they start mending the second they get tagged since they assume he wont come back for them.

    Oh, also, if gens have been popped he would want to have it NEAR the remaining gens, not away from them. Placing it away from remaining gens is forcing himself to have to patrol more map, and become more likely to not reach things in time to defend them.

    Yeah, but my point is that if the killer ever checks on their totems, it gives away its position. But again, this would allow you to use a hex as a mind game. Make them think there's no ruin, or whatever. Then, suddenly, there is.

  • @Fibijean said:

    I've just played half a dozen PTB games, some using Ruin, some against a killer using Ruin, and I can assure you totem placement is not the issue. Survivors don't even bother searching for the totem, because the effect it has is that tiny, even in the late game.

    Almost like what everyone has been saying lol

    I've played it a bit on both sides.

    It's honestly a detriment to run because it's taking the slot of something that could be actually useful.

    Like literally any other hex perk.

  • @Scorp721 said:

    lol I can just see all the Bubbas dropping their totems in the basement.

    LMAO. what a clever bubba!