An idea to help out hex totems.
Either all totems are lit, or dull. Doesn't even matter if the killer uses a hex perk or not.
If a killer uses a hex perk, all totems could be lit, or all of them will be dull.
If they don't, either of those 2 results happen.
If a killer uses a hex perk, all totems could be lit, or all of them will be dull.
If they don't, either of those 2 results happen.
Comments
Or Hex totems start the game hidden (unlit) until the Hex is revealed (Ruin / NoeD) or the killer gets 1 token (Devour Hope / Huntress' Lullaby) on a Hex perk, to where it'd replace a Dull Totem somewhere on the level. Haunted Grounds would have to follow a similar logic, perhaps igniting after a certain amount of time or when another Hex perk within the Killer's loadout become active.
My idea: each hex totem adds an extra totem to the trial. This extra totem is also lit, the totem however is a decoy. If the decoy totem gets cleansed, then the survivor who cleansed the totem's aura will be revealed for 3/4/5s, also notifiing you. In addition, the survivor suffers from the exposed status effect for 15/25/35 seconds. I'd also make hex totems take 15s to clenase instead of 10, and remove the time added from thrill of the hunt, and the notification should be baseline. Noed would clearly need a rework as noed would become too powerful with this change, No one escapes death reworked- Once the exit gates are powered, your next 0/1/2 attacks will inflict dying upon your victim. Your movement speed is increased by 6/6.5/7% for the rest of the trial. Reason why its only 2 downs at tier 3 is because 2 free downs in the end game can cause a lot of pressure, esp if you slug, 2 free downs is more than enough.