How to fix SWFs imo....

People keep complaining about SWF, but what I learned from playing against them in the short span of time is... Their communication cuts the time it takes for them to achieve any objective. From heals, gens, and the biggest one. TOTEMS.

Totems are the ONLY feature in the game that even remotely makes a killer viable against 4 survivors... Killers need totems on the field imo because it takes survivors away from working on gens by adding pressure other than the killer itself. The problem with THAT is... They spawn in 5 FIXED LOCATIONS!! Meaning survivors memorize exactly where they are, go straight to them, and destroy them instantly! Then with comms you can always communicate, lowering the time to breaking them to almost instant. The killer can’t stop SWFS pressuring them on both sides. Killers sac the totem or the gen or the chase. It’s ridiculous.

The solution? Fix how totems work. Make it so that killer can place where they want to plant their totem in the map, and then it acts as it regularly should after it’s been placed. So for example Devour Hope won’t start stacking until after it’s placed, whereas Ruin starts the moment it’s placed.

Example A: Killer runs Ruin. Survivor one taps the first gen they see. ALERTS THEIR SWF BUDDIES. They go straight to the 1 of 5 FIXED locations. Breaks it. Heaven forbid it isn’t sticking out in the middle of the god darn corn like a sore thumb. The killer isn’t notified of it being tampered unless they give up another perk slot for Thrill of the Hunt (Yet when a hook is being tampered with the killer is alerted immediately. Go figure!).

Example B: Killer gains the ability to plant totems where they want when they want. Killer has Hex Ruin, but doesn’t place to totem anywhere just yet in fear of it being busted 1 minute in. Survivors think everything is dandy at the start. The killer finds a perfect place to hide their totem when the time is right while gen patrolling, chasing, etc. Survivors are in a pinch and then the killer slams down a sudden Ruin. Survivors now have to take the extra time to find exactly where the killer hid their totem before alerting their buddies of it’s exact location. As opposed to alerting others when it’s up and they run straight to a fixed totem!

If killers can place totems where they want it would add that extra element of randomness towards survivors regardless of their skill level. Survivors could mitigate this wild element by running Small Game, or Jill’s new move that lets you see totems after breaking one. This would be effective if the killer is has been planting multiple totems throughout the trial.

What does anyone think about this?

Comments

  • One problem.

    This requires effort.

    The only things that will get added into the game are number changes, even that is asking allot.

  • @Zozzy said:

    One problem.

    This requires effort.

    The only things that will get added into the game are number changes, even that is asking allot.

    It still makes sense that the killer would plant their totems when/where they want. In any horror flick the villain always pulls some scheme, creates a puzzle, or activates a curse that the survivors have to solve when they get their hopes up. They never start with the curse or puzzle. That’s like Jigsaw magically having boxes at the start of the movie. Jigsaw made all his intricate traps, and used them when the moment was right.