Offering that hides Hex Totems well?

Due to totem spawns being what they are, it's hit or miss due to sheer luck, which is the way it's supposed to be but what if there was an offering to improve the placement of the Hex so it doesn't always seem to spawn next to a gen or in the middle of a road with a spotlight on it saying "I'M HERE, CLEANSE ME NOW!!!" Just a thought.

Comments

  • What if there was an offering to make Behavior more competent developers?

  • I have posted my ideas about this in:

    @Warcrafter4 said:

    These would be new hidden offering that would interact with totems on the map.

    For killers:

    Fading ashes:

    Hidden yellow offering: All hex totems appear as dull totems for the first 60 seconds of the game.

    Smothering ashes:

    Hidden Green offering: All hex totems appear as dull totems for the first 120 seconds of the game.

    Emberwood dust:

    Hidden purple(Or pink/red if that's more balanced) offering: All dull totems appear as hex totems and all totems are undetectable.

    For survivors:

    Azure pine dust:

    Hidden Pink/Red: All hex totems burn blue and reveal their aura in dark blue while within 16 meters of the totem. This effect over rides all ash offerings and disables while refunding both emberwood dust offering and itself if both are used in the same game.

    But if you can't read the post the offerings are meant to mess with people:

    Ash offerings make hex totems look like dull totems for X mins

    EmberWood Dust offering effect hex/dull making them undetectable and makes all dull totems appear as hex totems to survivors(Killers can tell the difference between a real hex and a fake hex).

    It wont' fix totem spawns but it should mess with survivors well enough to keep your totems safe for a couple of mins.

  • i just think totums need better placement.

  • Totem1.PNG

    As you can tell, this is from the Event, 2 weeks ago.

    I remember on the Steam Forums 2 years ago, Not_Queen announced they were going to start fixing totem locations.

    Whatever happened to that?

    But here's a $40 cosmetic.

  • @Nickeh said:

    What if there was an offering to make Behavior more competent developers?

    This is what happens when something doesnt have any competence, you can afford to not do a fcking ######### and still getting rewarded for it.

  • I shouldn't need an offering to make my Hex not spawn in the open, next to a generator, or other obvious spots with a flashing neon arrow going "HEY IT'S RIGHT HERE".

    They don't have to be shoved 90% inside a wall in a corner behind 5 walls and obstacles only cleansable from a single angle but christ can it please be covered up more so Survivors have to actually search instead of spotting it from 30 feet away.

  • Yeah hex totems are definitely high-risk high-reward. Every time I've tried to run devour hope I've never been able to get it pass three stacks. On one occasion it was gone within 10 seconds from the match starting because it spawned right by a generator that a survivor just happened to spawn next to.

    At the very least if you are going to incorporate a hex totem into your build, the developers should design the game so that the hex doesn't spawn right next to a survivor or a generator.

  • how totums placements are more like high-risk no-reward it only works with noed but that's because it can be anyway survivor don't like doing totums unless there glowing.

  • Instead of an offering can we just fix totem placements at base? No more out in the open totems or totems next to gens please. This should've been fixed years ago.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/173428/offering-that-hides-hex-totems-well

    That’s the risk with running Hexes.

    You need to plan around what your strategy will be once the hex is gone, and expect that every match.

    Doesn’t get cleansed? Awesome.

    But you should always have a plan B

    I agree completely that you should have a back-up plan if the hex should be cleansed. That being said, your hex shouldn't spawn right next to a survivor or a generator. In a game like this that's just poor design.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459799#Comment_1459799

    Yes and no. The more they limit the randomisation, the more predictable totem spawns will be.

    And honestly, the whole “survivor spawns next to hex” happens much more rarely than it’s ever happened in the past.

    Survivors spawning next to hexes might be rarer than it's ever been, but it still happens. If one of your four perks is going to be a hex, then imo it should never spawn next to a generator or a survivor.

  • No on this one. Hex totems are powerful. There are some maps where their locations are already really hard to find. A perk that made it harder, no. One that ensured they lasted for a couple of minutes? Sure. A perk that encased all the totems in a black goo for the first 2-3 minutes of a match would be worth doing.

    I can stop a match cold with DH. If I have a perk that toys with your ability to find and destroy it when it activates? Game over.

  • @Zwergz112 said:

    Due to totem spawns being what they are, it's hit or miss due to sheer luck, which is the way it's supposed to be but what if there was an offering to improve the placement of the Hex so it doesn't always seem to spawn next to a gen or in the middle of a road with a spotlight on it saying "I'M HERE, CLEANSE ME NOW!!!" Just a thought.

    wouldnt matter, they would still be unreliable. Hexes in general are trash and the only one worth running is noed. Even that is a risk. I prefer my perks to be not controlled by survivors