Can we Have this on the new update?

Better totem spots, because the actual ones are so terrible that bring a hex is a complete waste of perk slot

Comments

  • Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

  • @Todgeweiht said:

    Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

    This.

  • @HuntressMain said:

    High risk, High reward.

    That's what hex totem are supposed to be? If you're asking for spots like these: It is a big NO

    https://www.youtube.com/watch?v=SDoBzsMLw0k

    not that good, but also, i don't want totems literally on the side of gens, i think they should be away from them

  • @Todgeweiht said:

    Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

    yeah but its unbalanced since the risk is at least 50 times higher than the reward

  • @Todgeweiht said:

    Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

    @HuntressMain said:

    High risk, High reward.

    That's what hex totem are supposed to be? If you're asking for spots like these: It is a big NO

    https://www.youtube.com/watch?v=SDoBzsMLw0k

    They're way higher than just a high risk. It's in the stratosphere level of high when something that is supposed to be hidden and sought out independently of the main objective is right next to the objective and they didn't have to spend any time looking for it there was no risk, it was doomed to destruction.

    I don't care if there's less hiding spots for them to look for. They didn't have to look for the ones that spawn in the open/next to gens/on the open face of a barn wall. They will have to leave the main objective to look for totems. That is literally the entire point of them and it is voided the second it spawns next to their main objective.

  • @HuntressMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412878#Comment_1412878

    That's the risk.

    They should have some LoS blockers but that's all, totems are supposed to be destroyed.

    btw what stops me from using a map and looking for devour hope? that's worse than totems being right next to the objective

    Supposed to be destroyed yes. Supposed to distract from the main objective too, but often times it is literally coupled with it.

    And nothing stops you from running a map. That's why it's in the game.

    I'll tell you why it's not worse. You have to sacrifice an item to bring in a map. That's not going to happen every game. But spawning next to generators can happen in any game regardless of what the survivors did with the choice in their loadout. That means people who shouldn't be getting totems because they aren't using anything to do it get the same reward those who do sacrifice things in their loadout do.

    You should be able to bring in a map to help you find totems if that's what your goal is. You shouldn't get virtually the same reward for not putting anything into it.

  • @HuntressMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412878#Comment_1412878

    That's the risk.

    They should have some LoS blockers but that's all, totems are supposed to be destroyed.

    btw what stops me from using a map and looking for devour hope? that's worse than totems being right next to the objective

    yeah but they are also supposed to be hidden in somewhere, not "HEY COME CLEANSE ME"

  • I've literaly spawned right in front of a totem, more than once. Totem spawning next to gens or hooks is dumb too, it's not nearly hidden. The risk with hex perks is that you might lose the perk not that the perk will literally throw itself in the face of the first survivor.

  • I agree, totem spots suck, but hey, it's good for survivors, so it doesn't matter

  • @Todgeweiht said:

    Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

    High risk high reward usually works when you get insane jumps in power initially.


    For example perks like devour hope and huntress lullaby require you to build it up this would be fine if it wasn't attached to your rest of it being destroyed before you can even do that.

    It would be like building up your decisive strike only to be slugged almost all game.

    Perks like ruin, haunted grounds, no one escapes death, Third seal and even retribution all give their effects almost immediately or with very little build up this is because they are hexs and can be destroyed easily

    The two that I mentioned above these don't fall under this category you have to act if we built them up like dying light but you still run the risk of them being completely taken away