Totem rework idea

So the main issue with totems is that they are so painfully easy to find and have a tendency of spawning next to survivor objectives but due to there shape and size there are few places they could be hidden and are limited to being stuffed in corners and crevasse that can be predicted with some game experience so I have thought of a way to make totems and hexes feel more fair without overwhelming new players and making it not as easy for experienced players.

  • First increase the amount of totems to 10 and make hexes prioritize totems not near other objectives like generators.

This way survivors are less likely to just stumble across a hex when they went to a generator

  • Second add a new smaller type of totem one that can be placed on top and below objects. (Something like this. Forgive the shoddy drawing)
20210421_181435.jpg

its a skull held in place by bones in the shape of a hag trap and pinned down with an iron nail and chains.

  • third add an in match way of telling how many totems are left that dose not requier a perk my idea is a shrine in the basement that has 10 skulls with candels on it and for each totem clensed a candle will go out
20210421_230415.jpg

this would give an extra purpose to the basement other than just a chest if you are a solo player and you don't know how many totems are left in the match you can take the risk of going into the basement and counting how many candles are left i think this is a lot more interesting and interactive than just a totem counter on the hud.

of course this would affect some totem perks not all negative.

hex retrabution's oblivious effect uppon breaking totems and hex undying aura reading would have there powers buffed with this change

but there are some perks that would need to be changed as to not be to strong and here is how i would ajust them


Hex: none escapes death

if there is a totem left when the last genorator is compleated it will beocme a hex the killer will gain 4% increased movemoent speed

if the survivors failed to breake more than 5/6/7 dull totems when the last genorator is compleated all survivors will be exposed untill the hex is destroyed.


this way noed is not garenteid to expose the survivors if they failed to find all totems but will always give the speed boost if one remains giving the perk some value.


Hex: thrill of the hunt

for each totem left in a trail hex: thrill of the hunt gains 1 token

survivors suffer from a stack-able 5% clensing speed decrease per token up to a maximum of 50%

thrill of the hunt grants a stackable 2% in all blood point categories per token up to a maximum of 20%


this would make thrill a worth while perk for slowing totem progression and helping max out you possible blood points during a match.


thankyou for listining to my pointless rambiling and horrible spelling.

Comments

  • @LiunUK said:

    So the main issue with totems is that they are so painfully easy to find and have a tendency of spawning next to survivor objectives but due to there shape and size there are few places they could be hidden and are limited to being stuffed in corners and crevasse that can be predicted with some game experience so I have thought of a way to make totems and hexes feel more fair without overwhelming new players and making it not as easy for experienced players.

    • First increase the amount of totems to 10 and make hexes prioritize totems not near other objectives like generators.

    This way survivors are less likely to just stumble across a hex when they went to a generator

    • Second add a new smaller type of totem one that can be placed on top and below objects. (Something like this. Forgive the shoddy drawing)

    https://us.v-cdn.net/6030815/uploads/2324QKTBN1E6/20210421-181435.jpg

    its a skull held in place by bones in the shape of a hag trap and pinned down with an iron nail and chains.

    • third add an in match way of telling how many totems are left that dose not requier a perk my idea is a shrine in the basement that has 10 skulls with candels on it and for each totem clensed a candle will go out

    https://us.v-cdn.net/6030815/uploads/SBKXRIT8I3AN/20210421-230415.jpg

    this would give an extrea purpose to the baseent other than just a chest if you are a solo player and you don't know how many totems are left in the match you can take the risk of going into the basement and counting how many candles are left i think this is a lot more interesting and interactive than just a totem counter on the hud.

    of course this would affect some totem perks not all negative.

    hex retrabution's oblivious effect uppon breaking totems and hex undying aura reading would have there powers buffed with this change

    but there are some perks that would need to be changed as to not be to strong and here is how i would ajust them

    Hex: none escapes death

    if there is a totem left when the last genorator is compleated it will beocme a hex the killer will gain 4% increased movemoent speed

    if the survivors failed to breake more than 5/6/7 dull totems when the last genorator is compleated all survivors will be exposed untill the hex is destroyed.

    this way noed is not garentied to expose the survivors if they failed to find all totems but will always give the speed boost if one remains giving the perk some value.

    Hex: thrill of the hunt

    for each totem left in a trail hex: thrill of the hunt gains 1 token

    survivors suffer from a stack-able 5% clensing speed per token up to a maximum of 50%

    thrill of the hunt grants a stackable 2% in all blood point categories per token up to a maximum of 20%

    this would make thrill a worth while perk for slowing totem progression and helping max out you possible blood points during a match.

    thankyou for listining to my pointless rambiling and horrible spelling.

    This is a pretty good change ngl but the NOED change is bad


    NOED should give you tokens for each hook you get BEFORE the endgame up to 6/7/8 tokens and a token is consumed when you down a survivor in the endgame This way NOED rewards good killers

  • Lol what ? , now it would take 98 seconds of cleansing to stop noed

    Also making solo players run into the basement to find out how many totems are in the match for a perk that may not even be in play is the dumbest ######### I've ever heard of

  • @nickofford said:

    Lol what ? , now it would take 98 seconds of cleansing to stop noed

    Also making solo players run into the basement to find out how many totems are in the match for a perk that may not even be in play is the dumbest ######### I've ever heard of

    you dont have to be mean about it i'm just making ideas for fun

  • @johhnytest123 said:

    make killers be able to pick where they want them

    how would you impliment that into the game when everything is random. i know trappers would abuse this.

  • not if it costs the killer time to set up especialy if you have multiple hexes.

    by the time you set up 2 totems and find a survivor at least 2 gens will pop at high ranks

  • @LiunUK said:

    So the main issue with totems is that they are so painfully easy to find and have a tendency of spawning next to survivor objectives but due to there shape and size there are few places they could be hidden and are limited to being stuffed in corners and crevasse that can be predicted with some game experience so I have thought of a way to make totems and hexes feel more fair without overwhelming new players and making it not as easy for experienced players.

    • First increase the amount of totems to 10 and make hexes prioritize totems not near other objectives like generators.

    This way survivors are less likely to just stumble across a hex when they went to a generator

    • Second add a new smaller type of totem one that can be placed on top and below objects. (Something like this. Forgive the shoddy drawing)

    https://us.v-cdn.net/6030815/uploads/2324QKTBN1E6/20210421-181435.jpg

    its a skull held in place by bones in the shape of a hag trap and pinned down with an iron nail and chains.

    • third add an in match way of telling how many totems are left that dose not requier a perk my idea is a shrine in the basement that has 10 skulls with candels on it and for each totem clensed a candle will go out

    https://us.v-cdn.net/6030815/uploads/SBKXRIT8I3AN/20210421-230415.jpg

    this would give an extrea purpose to the baseent other than just a chest if you are a solo player and you don't know how many totems are left in the match you can take the risk of going into the basement and counting how many candles are left i think this is a lot more interesting and interactive than just a totem counter on the hud.

    of course this would affect some totem perks not all negative.

    hex retrabution's oblivious effect uppon breaking totems and hex undying aura reading would have there powers buffed with this change

    but there are some perks that would need to be changed as to not be to strong and here is how i would ajust them

    Hex: none escapes death

    if there is a totem left when the last genorator is compleated it will beocme a hex the killer will gain 4% increased movemoent speed

    if the survivors failed to breake more than 5/6/7 dull totems when the last genorator is compleated all survivors will be exposed untill the hex is destroyed.

    this way noed is not garentied to expose the survivors if they failed to find all totems but will always give the speed boost if one remains giving the perk some value.

    Hex: thrill of the hunt

    for each totem left in a trail hex: thrill of the hunt gains 1 token

    survivors suffer from a stack-able 5% clensing speed per token up to a maximum of 50%

    thrill of the hunt grants a stackable 2% in all blood point categories per token up to a maximum of 20%

    this would make thrill a worth while perk for slowing totem progression and helping max out you possible blood points during a match.

    thankyou for listining to my pointless rambiling and horrible spelling.

    I really like the idea of adding a hex shrine to the basement to tell players how many totems are left in the game

  • @LiunUK said:

    So the main issue with totems is that they are so painfully easy to find and have a tendency of spawning next to survivor objectives but due to there shape and size there are few places they could be hidden and are limited to being stuffed in corners and crevasse that can be predicted with some game experience so I have thought of a way to make totems and hexes feel more fair without overwhelming new players and making it not as easy for experienced players.

    • First increase the amount of totems to 10 and make hexes prioritize totems not near other objectives like generators.

    This way survivors are less likely to just stumble across a hex when they went to a generator

    • Second add a new smaller type of totem one that can be placed on top and below objects. (Something like this. Forgive the shoddy drawing)

    https://us.v-cdn.net/6030815/uploads/2324QKTBN1E6/20210421-181435.jpg

    its a skull held in place by bones in the shape of a hag trap and pinned down with an iron nail and chains.

    • third add an in match way of telling how many totems are left that dose not requier a perk my idea is a shrine in the basement that has 10 skulls with candels on it and for each totem clensed a candle will go out

    https://us.v-cdn.net/6030815/uploads/SBKXRIT8I3AN/20210421-230415.jpg

    this would give an extrea purpose to the baseent other than just a chest if you are a solo player and you don't know how many totems are left in the match you can take the risk of going into the basement and counting how many candles are left i think this is a lot more interesting and interactive than just a totem counter on the hud.

    of course this would affect some totem perks not all negative.

    hex retrabution's oblivious effect uppon breaking totems and hex undying aura reading would have there powers buffed with this change

    but there are some perks that would need to be changed as to not be to strong and here is how i would ajust them

    Hex: none escapes death

    if there is a totem left when the last genorator is compleated it will beocme a hex the killer will gain 4% increased movemoent speed

    if the survivors failed to breake more than 5/6/7 dull totems when the last genorator is compleated all survivors will be exposed untill the hex is destroyed.

    this way noed is not garentied to expose the survivors if they failed to find all totems but will always give the speed boost if one remains giving the perk some value.

    Hex: thrill of the hunt

    for each totem left in a trail hex: thrill of the hunt gains 1 token

    survivors suffer from a stack-able 5% clensing speed per token up to a maximum of 50%

    thrill of the hunt grants a stackable 2% in all blood point categories per token up to a maximum of 20%

    this would make thrill a worth while perk for slowing totem progression and helping max out you possible blood points during a match.

    thankyou for listining to my pointless rambiling and horrible spelling.

    Pretty nice ideas, i just think they should reduce the cleansing time if they are going to implement this

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/244757/totem-rework-idea

    I really like the idea of adding a hex shrine to the basement to tell players how many totems are left in the game

    This is what they should have done instead of buffing small game.

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/244757/totem-rework-idea

    Pretty nice ideas, i just think they should reduce the cleansing time if they are going to implement this

    maybe 10 seconds instead of 14

  • I also had the suggestion of better hiding spots like when a totem spawns next to a tree it visible on roughly 75% of all sides. Let it spawn inside for example a tree with a little alcove so it is only directly visible from 25% of all sides and to balance it let all totems glow a little out of the alcove, like the red stain, but not too obvious.

  • I like the idea, but you have just buffed NOED considerably by increasing the totem requirement from 5 to 7, which I can't say is necessary.

  • @Seraphor said:

    I like the idea, but you have just buffed NOED considerably by increasing the totem requirement from 5 to 7, which I can't say is necessary.

    with the shrine in the basement that tells you how many totems are left and the buff to small game it wont be as bad as you think. It would also increase the matches duration which killers have been asking for

  • interesting, sounds good

  • I really, really like this idea.

    Also, I really like the art you made for the small Totem.

  • @Beelzeboop said:

    I really, really like this idea.

    Also, I really like the art you made for the small Totem.

    thankyou :)

  • @shitman said:

    interesting, sounds good

    thanks

  • @burt0r said:

    I also had the suggestion of better hiding spots like when a totem spawns next to a tree it visible on roughly 75% of all sides. Let it spawn inside for example a tree with a little alcove so it is only directly visible from 25% of all sides and to balance it let all totems glow a little out of the alcove, like the red stain, but not too obvious.

    we need more one directional only totems that can only be seen from a small angles not these silly hill totems that can be seen from accross the map

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131951#Comment_2131951

    This is what they should have done instead of buffing small game.

    I'm not running to the basement to check how many totems are left, no thanks.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132145#Comment_2132145

    I'm not running to the basement to check how many totems are left, no thanks.

    Then the amount of totems left isn't really important.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137440#Comment_2137440

    Then the amount of totems left isn't really important.

    If i'm doing a gen on the other side of the map I'm not gonna run all the way across to check how many totems are in the game. Also the small game buff I think is great. I only wanted to detect totems and not traps.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137444#Comment_2137444

    If i'm doing a gen on the other side of the map I'm not gonna run all the way across to check how many totems are in the game. Also the small game buff I think is great. I only wanted to detect totems and not traps.

    well there you go, if you dont want to run into the basement to know how many totems are left you can just use small game but for those who dont want to use small game still have the option of going into the basement and finding out.