Make survivor's perks (like DS, BT...) lit totems.

Long ago I have the idea what if OP survivor's perk lit a totems and work like hex perks.

The idea is if you or one of your teammates using one of those perks that can lit a totem and destroy that totem you will lose that perk even if you don't have use it yet. This way hex perks can be protected for longer time.

I have this idea for a long time but back then we have the old ruin and this idea seems overkill.

The way it work it's very similar to the hex perks. If you bring the X survivor's perk that can lit the totem and the killer bring a hex perk those two will share the same totem and destroying the totem will destroy both of them at the same time.

I think this will help both side because will we see different builds and more interesting gameplay.


What you think ?

Comments

  • No that a terrible idea 1st that would place more dull totem spawns 2nd it a bad mechanic due to other survivors who play solo causing frustration and would benefit coms and the pure RNG factor is a terrible idea.

  • lol what?

    There are already plenty of counters to Borrowed Time, Decisive Strike and others.

    I'm just....

    What?! lol

  • @ArseNBalls said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193741#Comment_1193741

    "There are already plenty of counters to Borrowed Time, Decisive Strike and others."

    Name one for each than.

    Also OP survivor perks needs to be straight up nerfed. Totems are dumb.

    1. Borrowed Time: Stop being around the hooked survivor. Get out of your comfort zone and circle generators and look for others.
    2. Decisive Strike: Go for the unhooker, the survivor who unhooked the hooked survivor.

    There, 1 each.

  • Okay can we somehow ######### ban these dumb ass killer mains from making these ######### ass ideas and posting them on the forums?

  • @Murdle said:

    Okay can we somehow ######### ban these dumb ass killer mains from making these ######### ass ideas and posting them on the forums?

    Fow what I see you are the one who is ban . But never mind that tell me why is that bad idea. Right now most hex perks are not worth using it ether because that a lot of time to have an effect or get destroyed in the first minute. With that idea you will have more interesting gameplay ether play survivor or killer ?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193743#Comment_1193743

    1. Borrowed Time: Stop being around the hooked survivor. Get out of your comfort zone and circle generators and look for others.
    2. Decisive Strike: Go for the unhooker, the survivor who unhooked the hooked survivor.

    There, 1 each.

    What are other ways to counter those perks? Name them, you said there are plenty of them.

  • WEll, we cant stop biased dumb ass survivor mains, so why should we stop killer mains for doing the same?

  • @KingOfBadRNG said:

    No that a terrible idea 1st that would place more dull totem spawns 2nd it a bad mechanic due to other survivors who play solo causing frustration and would benefit coms and the pure RNG factor is a terrible idea.

    1) not they will not they can keep the same totems place and say that only those 5 survivor perk will trigger that .

    2) that will give thrill in the game and maybe force you to change your play style.

    And before you say if we force to leave DS, Bt that will make camp and tunnel easier . Then devs can put more punishment for those type of killer.

  • @BigBrainMegMain said:

    lol what?

    There are already plenty of counters to Borrowed Time, Decisive Strike and others.

    I'm just....

    What?! lol

    Slugging is the only counter to DS

    The best counter for BT is to not camp

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193768#Comment_1193768

    What are other ways to counter those perks? Name them, you said there are plenty of them.

    Devour Hope and Furyive Chase to support what @BigBrainMegMain said.

    And Make Your Choice.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193769#Comment_1193769

    Fow what I see you are the one who is ban . But never mind that tell me why is that bad idea. Right now most hex perks are not worth using it ether because that a lot of time to have an effect or get destroyed in the first minute. With that idea you will have more interesting gameplay ether play survivor or killer ?

    I am jailed, not banned, for telling other survivors on forums what NAT typing is.

    I'm just saying having survivors perks as hex totems is re.. tarded. Only someone who just plays nothing but killer all day and somehow remains at rank 20 would suggest an idea like that.

    I'm sorry if I'm being harsh but these idiotic ideas coming from killer mains need to be shut the ######### down.


    What do you want survivors to permanently crouch walk, constantly reveal their aura everytime they move, instantly die when the killer hits them?

    You want survivors also to not have any way of escaping? Should we just also delete exit gates and hatch?

    Scratch that. Let's just not have game play at all. Let's just cut straight to the endgame lobby and show "killer won" in bold letters and award them 1 mil BP every game.

    Cause apparently a lot of toddlers main killer and they also APPARENTLY need all the help they can possibly get to make it an easier game for them

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193771#Comment_1193771

    Devour Hope and Furyive Chase to support what @BigBrainMegMain said.

    And Make Your Choice.

    Thank you. =]

  • @Murdle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193770#Comment_1193770

    I am jailed, not banned, for telling other survivors on forums what NAT typing is.

    I'm just saying having survivors perks as hex totems is re.. tarded. Only someone who just plays nothing but killer all day and somehow remains at rank 20 would suggest an idea like that.

    I'm sorry if I'm being harsh but these idiotic ideas coming from killer mains need to be shut the ######### down.

    What do you want survivors to permanently crouch walk, constantly reveal their aura everytime they move, instantly die when the killer hits them?

    You want survivors also to not have any way of escaping? Should we just also delete exit gates and hatch?

    Scratch that. Let's just not have game play at all. Let's just cut straight to the endgame lobby and show "killer won" in bold letters and award them 1 mil BP every game.

    Cause apparently a lot of toddlers main killer and they also APPARENTLY need all the help they can possibly get to make it an easier game for them

    So you want survivors to not fear the killer ( in a horror game)?

    Look I never say I want survivors nerf to the ground I said that same perk survivors have are too op and should have a way to control them. But because devs will never give killer that power let's give the chose to the survivors itself.

    And at the same time make the hex perk at least better. Tight now survivors have zero risk for destroying a totem only rewards and the killer take all the risk with the hex. That will be ok if both sides have the same logic and dissing in mind but perks like BS and BT don't have it and can help the hole team passively even one survivor have it.

    Is this fair to you ?

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193768#Comment_1193768

    What are other ways to counter those perks? Name them, you said there are plenty of them.

    Borrowed Time can be countered by any form of Terror Radius reduction/negation of which there are plenty. Insidious, Wraith, Pig, Ghostface, that can all make BT useless.

    Decisive Strike can also be countered by slugging as it's usually pretty obvious when someone's running it, and is technically also countered by anti-skillcheck abilities. (Doctor, Unnerving, and so on)

    Not saying that they're perfect, or aren't frustrating Perks to go up against, but to argue they have no counterplay is ludicrous.


    Anyway, back on topic, I don't think this would be a good idea at all. Survivors accidentally cleansing each other/their own Perks would result in SO MUCH salt and introduce far too much RNG into the game. (as, remember, many Hexes like Devour Hope are essentially win conditions for the Killer, so they can easily force Survivors to go cleanse totems or die)

    This also results in way too many Totem slots being clogged.


    It's also worth noting that a lot of Survivor Perks already kinda work like Hex perks in their "high risk, high reward, after it's popped this is a dead perk" factor. Unbreakable won't pay off every single game (or even in the majority of games) and only works the one time, for example.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193771#Comment_1193771

    Devour Hope and Furyive Chase to support what @BigBrainMegMain said.

    And Make Your Choice.

    Those perks are not different way to counter DS and BT, they just reward you for focusing on rescurer - an already mentioned counter.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193785#Comment_1193785

    So you want survivors to not fear the killer ( in a horror game)?

    Look I never say I want survivors nerf to the ground I said that same perk survivors have are too op and should have a way to control them. But because devs will never give killer that power let's give the chose to the survivors itself.

    And at the same time make the hex perk at least better. Tight now survivors have zero risk for destroying a totem only rewards and the killer take all the risk with the hex. That will be ok if both sides have the same logic and dissing in mind but perks like BS and BT don't have it and can help the hole team passively even one survivor have it.

    Is this fair to you ?

    1) No matter what you do to the game, experienced players will not fear the killer. Just like any other horror game, after you play enough, the thing that is supposed to be scary becomes less and less threatening as you learn more about how to play around them.

    2) I'm guessing you're a relatively new player seeing as both BT and DS have already been significantly nerfed. BT used to have no counter play if you were near the hook as both the unhooker and unhookee were both given endurance. DS on the other hand had no time limit, a survivor could use it at any point in the match.

    3) Hex totems are designed to be high risk high reward for killers, not survivors. You go into a match with a hex perk knowing that your totem may be cleansed. If you want to punish survivors for cleansing totems then run haunted grounds, it's a perk that can apply a significant amount of pressure on survivors seeing as they waste around 20 seconds just cleansing the totem just to be one shot for a full minute.

  • do you think hex totems - maybe with the exception of devour hope - are high reward?

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193782#Comment_1193782

    Those perks are not different way to counter DS and BT, they just reward you for focusing on rescurer - an already mentioned counter.

    Admittedly though, you use these perks with the mindset of you're not going to target the hooked player.

    You're right that they're not a different way to counter them, but a slight shift in playstyle makes both perks completely redundant.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193812#Comment_1193812

    1) No matter what you do to the game, experienced players will not fear the killer. Just like any other horror game, after you play enough, the thing that is supposed to be scary becomes less and less threatening as you learn more about how to play around them.

    2) I'm guessing you're a relatively new player seeing as both BT and DS have already been significantly nerfed. BT used to have no counter play if you were near the hook as both the unhooker and unhookee were both given endurance. DS on the other hand had no time limit, a survivor could use it at any point in the match.

    3) Hex totems are designed to be high risk high reward for killers, not survivors. You go into a match with a hex perk knowing that your totem may be cleansed. If you want to punish survivors for cleansing totems then run haunted grounds, it's a perk that can apply a significant amount of pressure on survivors seeing as they waste around 20 seconds just cleansing the totem just to be one shot for a full minute.

    1) I know that but you can make the game more interesting and more skill base.

    2) I play the game from day one BT cloud uses only once from the survivor have it per game and DS cloud be counter by endurance or propping and picking the obsession close to the hook, other survivors need 30 % in the wiggle bar.

    3) That the thing tho is with the exception of NOED almost every other hex perks are useless. There are supposed to be strong game change perks but in order to work, you need to use them with other perks just so they can work properly and that only if you want them to work not to have any protection.


    On the other hand strong survivor's perks that can change the game have zero counter once you activate and even weaker perks nave no downsides.