A good early game totem (Without being too opressive) would be healthy for the game.
Something that effects the survivors immediately out of the gate. makes them want to cleanse. wastes their time at the start of the match, whilst kickstarting potential trap totem builds (retribution/haunted grounds etc.) Ruin was good for this to encourage cleansing, but now that only is really effective endgame. Also older hexes should be either hidden more so throughout a match and revealed less (devour hope being revealed at 3 stacks/huntress lullaby by existing etc) in order for them to be more easily ustilized.
I have some early game Hex ideas that could work for early game hexes that add game delay or other affects to survivors to encourage them to cleanse. but this post is mostly to bring attention to hex builds and how since they are a strong perk that can be removed, should play a more active roll in the early game, and if they are to be a late game perk, shouldn't be revealed so easily. I mean ruin tells you as soon as you get off a gen, which whilst a neccessary evil, does make it discovered as soon as you pressure any survivor (Which can then be divulged to the rest of a team/won't bother them as they are on gens)
Here are just some random throw away ideas for early game hex perks including a stealth based one, a action speed based one, and one for game delay.
Hex : Lock down - at the start of the match for the first 40-120s? all gens nearby a totem will be blocked. cleanseing the totem closest to a generator will remove the block. all totems appear active. when cleansing the actual hex : lockdown and not another hex that is either a glowing dull/another hex, all gen's currently being blocked by the perk will have their blocks removed. When hooking a survivor, the block resumes next to generators that have a hex for 20s.
(this perk is countered by doing totems around gens. early game if the totems are done they will grant the killer a notifcation showing where the survivor is, but late game they will only temporarily block a gen similar to thrilling tremors/dead mans switch. if the gens not blocked, the totem isin't active and can be countered stealthily. encourages the cleansing of ALL totems, as doing so will unblock the closest gen, but also if using other hex perks, may activate a trap.)
Hex : Shroud - Grants the killer the undetectable status effect until they begin a chase. upon gaining a chase, the effect is removed and their terror radius is expanded by 4m. The undetectable effect is also removed upon being within 32m of a hooked survivor.
(allows for early game sneaking on unaware players on non stealth killers, whilst also having its effect completely removed whilst within a chase/when the hex is cleansed.)
Hex : Rampage - At the start of the match for 60-180s you have increased action speed and speed. 15% action speed, and 5% extra speed. After the 180s this effect goes away, but is restored for 30s upon hooking a survivor.
(This acts as a hex variant of fire up, that allows you to have some extra pressure/speed at the start of the match rather then the end, but can still be gained for very brief periods upon hooking a survivor in order to still encourage cleansing.)
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