Hex Totems, should they be lit?
Just a suggestion, should Hex Totems be lit?
As is it heavily favours SWF over Solo as SWF can find the totem mid chase and inform the team about its location who can then deal with it while the killer is busy.
If they arnt lit, it becomes a totem hunt, it takes longer and in principle works a bit more in favour of the killer which I think we agree would be fair
Next to that I feel we should have more totems, maybe 8 per map or so, not changing the requirements of perks though (NoeD would still be: 5 totems gone is no NoeD), but just to throw a little bit of difficulty the survivor way on how many totems are cleanced etc.
Comments
Ruin - yes
Huntress Lullaby - Not until 1st hook
Devour Hope - I’d like to say not until 1st hook but given the power of this perk its best that it stays lit
Third seal - Not until 1st hit
Haunted grounds - yes obviously
Thrill of the hunt - yes
NOED - Shouldn’t exist
So really there’s only 2 perks that should be unlit until active, and nobody really uses third seal anyway.
Totems are pretty much fine now then. They just need totem spots updated on the old map. Crotus penn is notoriously bad. Then maybe huntress liable could become a viable perk.
Ok that is a different more subtle change sure, but does not adress the SWF problem or how fast hex totems go in general.
The ermm power of my suggestion, is that it does not require the devs to painstakingly go over what would be good totem hiding spots etc, the spots can just remain the same as its more a game of getting all the totems untill you hit the one you want/need.
It slows down the game a bit, gives more points to survivors and is more fair for Hex perk users.
(also I run Third Seal thank you very much)
(and on your suggestion, should ruin not be dim until someone touches and then leaves a gen?)