Totem Changes

Everyone hates their totems breaking 20 seconds into the match. So, I want to propose a change to how totems will spawn:

All totems will start off dull. Once a totem's affect comes into play, like ruin regressing a gen or devour getting 1 stack, then an available totem will become its respective hex. Hexes like NOED will work the same way they work currently and Undying will be activated at the same time as any other totem. Totems that are made to be cleansed, like Haunted Grounds or Retribution, could automatically start off being hexes. However this may lead to survivors not cleansing them, especially if they are on comms and know the effects of totems.

These are the methods for activation of the hex perks:

Blood Favor: Hit a survivor and block a pallet

Crowd Control: Once a survivor vaults a window

Devour Hope: Gain 1 token

Haunted Grounds: May spawn immediately

Huntress Lullaby: Gain 1 token and have a survivor get a skill check

No One Escapes Death: Same spawning methods

Retribution: May spawn immediately

Ruin: Regress a Gen for 4 Seconds (This is so people can't just tap a gen and have it spawn to cleanse it. Not too long to make it too oppressing)

Third Seal: Once a survivor is hit

Thrill of the Hunt: Once a survivor touches a totem, regardless of it being dull or hex

Undying: Spawns at the same time as another hex. If no other hexes are used, it spawns once a survivor walks by a dull totem.


Would love to hear feedback!

Comments

  • Solid idea, but I'm worried that it'll make HG and Retribution worse.

  • @glitchboi said:

    Solid idea, but I'm worried that it'll make HG and Retribution worse.

    Yeah I mentioned that, it would suck. I can't think of another way to make them work like this but still be of the same strength.

  • i do like this.

    i think maybe haunted grounds should spawn a random amount of time into the match. under 30 seconds, to be sure, but just so that they don't see it immediately and say "oh, that's haunted grounds".

  • @deckyr said:

    i do like this.

    i think maybe haunted grounds should spawn a random amount of time into the match. under 30 seconds, to be sure, but just so that they don't see it immediately and say "oh, that's haunted grounds".

    I was going to make 2 different methods, one like this where the totems spawn after some time; but decided against it as some hexes are really helpful in the early game.

  • @Name123 said:

    Everyone hates their totems breaking 20 seconds into the match. So, I want to propose a change to how totems will spawn:

    All totems will start off dull. Once a totem's affect comes into play, like ruin regressing a gen or devour getting 1 stack, then an available totem will become its respective hex. Hexes like NOED will work the same way they work currently and Undying will be activated at the same time as any other totem. Totems that are made to be cleansed, like Haunted Grounds or Retribution, could automatically start off being hexes. However this may lead to survivors not cleansing them, especially if they are on comms and know the effects of totems.

    These are the methods for activation of the hex perks:

    Blood Favor: Hit a survivor and block a pallet

    Crowd Control: Once a survivor vaults a window

    Devour Hope: Gain 1 token

    Haunted Grounds: May spawn immediately

    Huntress Lullaby: Gain 1 token and have a survivor get a skill check

    No One Escapes Death: Same spawning methods

    Retribution: May spawn immediately

    Ruin: Regress a Gen for 4 Seconds (This is so people can't just tap a gen and have it spawn to cleanse it. Not too long to make it too oppressing)

    Third Seal: Once a survivor is hit

    Thrill of the Hunt: Once a survivor touches a totem, regardless of it being dull or hex

    Undying: Spawns at the same time as another hex. If no other hexes are used, it spawns once a survivor walks by a dull totem.

    Would love to hear feedback!

    neat idea.

    it would make totems so much better.