Killer perk idea: Rekindle old flames
Taking this perk adds regeneration to totems, dull, and hex upon destruction.
Once destroyed they rebuild, and rekindle, if needed, after 2 minutes, 130 seconds, 60 seconds depending on perk strength.
When restored any tokens are restored 1/4, 1/2, and to the point they were at when destroyed.
If there are dull totems left, then there is a 5/10/20 percent chance that the rekindled hex will appear as one of those, and a dull totem will appear at the original point of cleansing.
It's probably too powerful in this state, so maybe some numerical tweaks could be done.
Once destroyed they rebuild, and rekindle, if needed, after 2 minutes, 130 seconds, 60 seconds depending on perk strength.
When restored any tokens are restored 1/4, 1/2, and to the point they were at when destroyed.
If there are dull totems left, then there is a 5/10/20 percent chance that the rekindled hex will appear as one of those, and a dull totem will appear at the original point of cleansing.
It's probably too powerful in this state, so maybe some numerical tweaks could be done.
Comments
Personally I think this would be way too strong without some serious counterplay. the biggest thing I see with totems that needs to be fixed is the spawn locations.
Because a tally would completely contribute heavily to removing a perk from a killer's arsenal for the rest of the trial because survivors know it still exists, and could get small game to make it even easier. Or use the questionable totem positioning to their advantage. Or both.
Outside of Haunted Grounds, hexes can be made completely useless in moments.
Perks are really important, and a perk like this is putting some power back into the hands of the killer instead of taking it from the killer and putting it into the hands of survivors.
Survivors get a break with this perk. It's not like the hex totems are unbreakable. They get time to get things done while the totems regenerate. Not do a full generator's worth of time, or such, but time.
The totems don't change spawns, exactly, so much as possibly swap places with another totem at best. It's there to take up a perk spot and help make sure a killer running hex perks doesn't get rendered impotent for what could be the entire trial.
Aside from NOED, and TOTH, and the early stages of Devour Hope survivors will generally know the totem exists because they're afflicted by it. They can go hunt it down when afflicted. There's a good chance they can go straight back to the totem they broke and rebreak it.
All in all, the idea here is to slow the game down some, and let totems that require tokens be more useful since a lot of them, especially token totems can be broken well before they gain any real power. Survivors still spawn directly by them sometimes. Sometimes the totems are out in the open, and super obvious. Worse, still, is that totem spawn locations can get memorized.