Totems should be reworked to be full on secondary objectives without the use of hex perks

You might say that hex totems already are, but that is fully dependent on what the killer does and is not guaranteed especially for NOED. NOED is technically a secondary objective, but the killer shouldn't have to run a perk that creates one. I think that killers should just in general have a side thing to do that can benefit both survivors and killer.

Because of the way the maps are RNG and random. You could have a totem that is never found safely tucked behind bushes, or you can have a totem that is literally on top of a hill or in the open why is this a thing?

Because totem spawns are so inconsistent, it makes many people never run them because they will just lose them immediately. You might also say that they are high-risk high-reward perks, but what is the point if they are so incredibly inconsistent that by the time you start to activate the perk, it just destroyed and then you have 3 perks for the rest of the game? Or what if a killer gets 5 stacks of devour hope but it is in such a good hiding spot that the survivors can't find it. It can be very lame for either side and needs to be consistent and fair for both sides. Hexes need to be changed to work differently just like normal totems.

I believe that totems at base should give some sort of benefit to either side and for hex totems to be changed with it. The hex perks will still do the same thing (probably) but placement and cleansing would work differently.

How should totems and hex perks be reworked? I have no idea, but I really think that they should.

Comments

  • No matter what people are going to learn totem spawns and they will be dealt with quickly. If they are hidden too well they become a nuisance to newer players.

    I would like totems to be more important though. Maybe the killer powers up slightly with every totem not cleansed per gen done?

  • @Phasmamain said:

    No matter what people are going to learn totem spawns and they will be dealt with quickly. If they are hidden too well they become a nuisance to newer players.

    I would like totems to be more important though. Maybe the killer powers up slightly with every totem not cleansed per gen done?

    I know that people are going to learn totem spawns, but if they all had to be cleansed for the effects to go away (whatever they may or could be) then it would not be that bad. The problem with the hex totems is that once you find them it is gone in about 12 seconds. If they had a passive effect of increased movement speed while any totem is still up, it wouldn't be super powerful and still manageable.

    As for what the totems do I still have no idea, but I bet there is an effect.

  • I literally don't even run hex perks anymore because of this exact issue.

  • @Yords said:

    You might say that hex totems already are, but that is fully dependent on what the killer does and is not guaranteed especially for NOED. NOED is technically a secondary objective, but the killer shouldn't have to run a perk that creates one. I think that killers should just in general have a side thing to do that can benefit both survivors and killer.

    Because of the way the maps are RNG and random. You could have a totem that is never found safely tucked behind bushes, or you can have a totem that is literally on top of a hill or in the open why is this a thing?

    Because totem spawns are so inconsistent, it makes many people never run them because they will just lose them immediately. You might also say that they are high-risk high-reward perks, but what is the point if they are so incredibly inconsistent that by the time you start to activate the perk, it just destroyed and then you have 3 perks for the rest of the game? Or what if a killer gets 5 stacks of devour hope but it is in such a good hiding spot that the survivors can't find it. It can be very lame for either side and needs to be consistent and fair for both sides. Hexes need to be changed to work differently just like normal totems.

    I believe that totems at base should give some sort of benefit to either side and for hex totems to be changed with it. The hex perks will still do the same thing (probably) but placement and cleansing would work differently.

    How should totems and hex perks be reworked? I have no idea, but I really think that they should.

    Something i have always thought of is to do one of two things (or both even)


    1)

    • When a Hex is in effect, all dull totems are now lit to be hex totems,
    • Hex perks now work off a token system based on how many totems are remaining (like Thrill of the Hunt)
    • For example: Hex Ruin could regress gens at 50% speed per totem remaining: (250/200/150/100/50/0 for 5/4/3/2/1/0 totems left)
    • This evens out the Hex perks and makes them less punishing, but also less powerful. So RNG doesn't decide a game one way or the other.
    • You rework the hex perks like undying to maybe make it so the hex stays forever at the level 1 dull totem mark even if all are cleansed, or something like that, thus truly becoming "undying"

    2)

    • All totems reduce repair speeds of generators by 10% for each active totem.
    • Decrease the time to repair a gen baseline to 60 seconds
    • This means survivors spend more time running around the map to find totems to repair faster, but less time holding m1.
    • The math actually works out that if they cleanse all 5 totems before doing gens, it takes the same amount of time it does to repair 5 gens as it does now.
    • Maybe even increase the amount of totems on the map but decrease the base repair time even more, so that survivors spend less time holding m1 and more time roaming.
    • This could solve the problem of early game for killers while making the game less boring for survivors holding m1 forever.


    In either case, give survivors a totem counter as part of the UI.