a way to make ALL totems useful.

My idea are totems are never completely out of game until every totem is destroyed giving the dull totems purpose. most survivors spawn on totems and within the first 15 seconds of the game the killer loses a perk and is more than likely screwed and is above all else, is missing a perk. imagine survivors having a perk that is reliant on something on the map that the killer can walk up to and destroy. the hex perks can be taken out from by the skill of the survivors, and the killer cant do anything about it. its just asking for equality and fairness for both sides. Heres the idea:

Totem gets destroyed, its on like a 2 minute cooldown then jumps to the next available totem. That gives another optional objective and makes it so totems aren't useless, and also since most survivors and killers memorized the locations of totem and spawn locations. like for the yamaoka estate the most common spot for lit totems to spawn is in the killer shack. for the asylum its on a hill or just sitting in the open lit up in the middle of the field, and so on, each map has a certain spot lit totems are likely to be.

For totems that do things like collect tokens like huntress lullaby or devour hope is when they are on cooldown, they cant collect tokens, so that is a safe period for survivors, and if say devour hope had its 3 token and was destroyed, they have a mad dash for 2 minutes to destroy the rest of the totems or escape the match before its back and ready to rumble. And in the event of something like one totem left and the killer has haunted grounds, the perk wont activate since it requires 2 totems to activate. or lets say if hex: haunted grounds is up and is sitting on the last 2 totems and noed is also in the perk loadout, then when one of the haunted ground totems are destroyed, then the 1 required totem for noed to be active is now available, and therefore will become active.

Comments