What happens to totem spawn on the Autohaven Wreckers map?

Totem2.png

After all these years of experience and knowing that for a long time (and in some maps still) totems have had a horrible spawn (very visible), why do you do this on a reworked map?

I thought the new reworked maps just had graphics improvements and some loops changed for the new breakable doors, but what happened to the totems? Apart from that totem there is another one that is next to a totally visible tree, but I forgot to take a picture of it.

Is it a known bug or are they just going to leave it at that?

Comments

  • The beacons are lit! Gondor calls for aid!

    That's what those hill totems feel like.

  • @[Deleted User] said:

    There are some totems on reworked Autohaven that are better hidden than before.

    Btw that's the risk of taking Hex Perks, they are supposed to be high risk and high reward perks. If you're taking a hex you have to take into account that the map can be an Autohaven or Disturbed Ward and you lose the perk 30 seconds in, or it can be Midwich or Dead Dawg and it stays up the entire game. It will always be a gamble.

    Besides that, you're using Undying, a totem defense perk, so defend it.

    I don’t think they were asking for reasonable arguments.. but well written nonetheless!

  • @[Deleted User] said:

    There are some totems on reworked Autohaven that are better hidden than before.

    Btw that's the risk of taking Hex Perks, they are supposed to be high risk and high reward perks. If you're taking a hex you have to take into account that the map can be an Autohaven or Disturbed Ward and you lose the perk 30 seconds in, or it can be Midwich or Dead Dawg and it stays up the entire game. It will always be a gamble.

    Besides that, you're using Undying, a totem defense perk, so defend it.

    And wouldn't it be better to balance the totems on all the maps? Maybe? Also, I don't remember those totems weren't there on the old Autohaven Wreckers maps. Are you saying they have been nerfed because they were well hidden before? lol...

    And by the way, I don't understand what your last phrase is about. They didn't break my totem for the entire game, I'm arguing why that totem is so absurdly visible, not how to protect it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790089#Comment_1790089

    Hill totems always existed, they were placed just a bit lower on it.

    What I said is that new Autohaven has better totem placement than old. Blood Lodge and Wretched Shop could spawn totems literally on the middle of nothing, and I don't remember seeing the same on new. Besides that, the map is darker in general, which helps a bunch.

    Some totems need to be easily visible. If all totems were nicely hidden then every killer could run Devour Hope and enjoy easy 4ks. As I said, it's a gamble, and you got unlucky on it for getting possibly the worst spawn on this map.

    The totems on the hills were previously inside a rock further down the hill, that allowed the survivors to have to get close to the hill to see if there was a totem (and see if this was Hex), now that they have put it up without nothing covering it you can see them from afar, also for some reason now there isn't fog on the map, you can see from very far away, and that the map is darker I don't notice it even when playing survivor or killer.

    The thing is that even if you say that "if all the totems were well hidden it would be very easy to use Hex perks", you just have to remember where they can spawn and it's very easy to break all the totems. Showing them so easily will only make even low-ranking survivors able to break totems easily.

  • You gotta love those lighthouses

  • @HellDescent said:

    You gotta love those lighthouses

    😂

    //short

  • trap bug.png

    New AutoHeaven also have spawn problems with Trapper's traps. Where traps spawn inside some rock,vehicle that unable to pick it.

  • @[Deleted User] said:

    There are some totems on reworked Autohaven that are better hidden than before.

    Btw that's the risk of taking Hex Perks, they are supposed to be high risk and high reward perks. If you're taking a hex you have to take into account that the map can be an Autohaven or Disturbed Ward and you lose the perk 30 seconds in, or it can be Midwich or Dead Dawg and it stays up the entire game. It will always be a gamble.

    Besides that, you're using Undying, a totem defense perk, so defend it.

    see thats the mentality I don't understand you chose a specific perk type that can be countered, so play around rng making it worthless

    rng just shouldn't make perks worthless in the first place regardless of calling it a "HIGH RISK HIGH REWARD PERK" when only 2 of them are good and the rest are either totem defense perks (which shouldn't exist because them being hidden should be enough) or third seal

    dead dogs hiding is too much and autohavens is too little, but that doesn't make it wrong to ask for a baseline middle ground instead of way out in the open or in a spot you can see from across the map

    and yes you can say but high risk high reward but what perks even match that description besides ruin and devour hope