Killer Perk Idea: Torchbearer

Torchbearer

Extinguish a hex and carry its flame to any dull totem, with the effect inactive during that time. You can carry the flame for 1/2/3 minutes before the hex dies out and is lost. While carrying a flame, the auras of all dull totems are visible. Upon lighting a new totem, this perk has a 2 minute cooldown.

Comments

  • That's... Very creative and interesting.

    I like the idea, especially with the fact that there exists some good spots, and some really bad ones. Having the ability to manually pick up a hex and place it in a more advantageous position would be really sweet on a killer like Trapper I would think. It would have counterplay too, especially if there was an animation or indicator to go with it, since survivors could always be hiding in a place you don't see them and notice that you picked up a hex.

  • @yobuddd said:

    Torchbearer

    Extinguish a hex and carry its flame to any dull totem, with the effect inactive during that time. You can carry the flame for 1/2/3 minutes before the hex dies out and is lost. While carrying a flame, the auras of all dull totems are visible. Upon lighting a new totem, this perk has a 2 minute cooldown.

    This would be pretty dope actually. My hexes never fail to spawn in the most obvious locations.

  • I’m glad you guys like it! You could also use this to protect discovered hexes.

    For example, you interrupt/grab somebody off of your 4-token Devour Hope hex. Close one, yikes! Better move that sucker while the survivor hangs on a time-out hook and thinks about what he’s done!

  • sounds better than the suggestion i had. I wanted to give totems a radius of some sort and if two survivors are in it ((prefer one since only 5 totems i think)) , it teleports to a dull totem. Counter would be destroying every totem to prevent it. New ruin is for late game it's kind of weak if the totem goes early if it stays a hex.

  • this shouldn't even be a perk, make this a game mechanic. survivors can easily cleanse totems and if dull totems posed more of a threat then they might go for them in the early game when they see them which saves the killer some time.

  • @AChaoticKiller said:

    this shouldn't even be a perk, make this a game mechanic. survivors can easily cleanse totems and if dull totems posed more of a threat then they might go for them in the early game when they see them which saves the killer some time.

    Honestly, yes! I completely agree! This would:

    • Help with the whole notion of “2nd objective” (Cleaning dulls)
    • Give the killer the ability to actually do something about bad spawns and jeopardized hexes
    • Make new Ruin potentially viable in late game
    • AND allow the killer to use 4 actual perks (instead of wasting a slot on this.)